Homebrew COPY_OF_ogres Species Details
"A large Ogre, with a huge gut, battle scars, trophies and battle paint is clearly a high status beast—one not to be messed with! If challenged, an Ogre will rarely turn down any sort of contest, be it belching, and Gut barging, Pit Fighting or eating. To turn these down is to loose face. Better to take part and loose than refuse!"
—Waldemarr, Scholar of Nuln.
Perhaps this emphasis on the gut is due to the fact that the Ogre's vital organs are situated far lower than a man's. These organs are protected by a thick interlocking skein of musculature and can grind and crack food with terrific force, allowing the Ogre to digest almost anything he cares to toss into his cavernous maw.
Even so, the common Ogre leaves nothing to chance when it comes to his beloved abdomen, and protects his innards further with a large circular "gut plate". This is usually made of metal, beaten into shape or even cast in a mould, and will commonly depict an icon important to the owner's parent tribe. The gut-plate is secured around the Ogre's waist by a heavy belt that is often used to store the Ogre's eating tools.
COPY_OF_ogres Traits
ogre racial traitsimprovised weaponry
make improvised weapon over 25lbs deal 1d8 bludgeoning damage+ str modifier
ogre stat changes
ogres are monstrous humanoid creatures, with large, powerful and corpulent bodies, and snarling, brutish and seemingly neck-less heads. Due to the size of Ogres, they gain a plus 3 to their strength. Ogres are able to eat almost anything, rotten flesh, metal, wood and stone, as their strong stomach muscles grind the ingested food and their bulk of muscle and thick make them tough as stone allowing to gain a plus 2 in the constitution. Ogres small like a restaurant dumpster in July and are ugly as sin giving them a minus 2 on charisma checks. and minus two wisdom
trampling charge
If you move at least 20 feet straight toward a target and then hits it with a trampling charge attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw equal to your roll or be knocked prone.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your trampling charge, you can’t use it again until you complete a short or long rest.
immense girth
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. have to level 7 to unlock immense girth
Previous Versions
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