Homebrew Ogryn WH40K Species Details

The Ogryn are a huge and physically powerful Abhuman mutant subspecies of Humans hailing from colder regions of the world, developing thicker skin and a larger build in order to survive in the inhospitable wastelands they call home.

Ogryns are said to be even less intelligent than the dumbest of sentient species. However, the truth is that their intellects did not actually atrophy, but became much more focused on matters such as survival. They have also developed

Ogryns compensate for their mental deficiencies with overwhelming physicality -- the brutish creatures stand between 8.5 to 10 feet tall and can shrug off physical injuries that would kill a normal human several times over. 

Ogryn WH40K Traits

Ogryn's are bloody massive but dim-witted and it shows.

Ability Score Modifications

Your Strength and Constitution scores increase by 4. Your Strength and Constitution caps increase to 22. Your Intelligence score decreases by 4 and your Dexterity score decreases by 2.

Age

Ogryns live somewhat shorter lives than most humans, around 50 years on average, although this may be due to the conditions they live in or simply how few have been studied by scholars.

Size

Ogryns are between 8.5 and 10 feet tall and weigh between 2000 and 2200 pounds. Your size is Large.

Speed

Your base walking speed is 30 feet.

Impossibly Sturdy

Ogryn's are impossibly sturdy, once per short or long rest, you may roll a D12 and add your constitution modifier to add as temp hp which lasts until you take your next rest.

Claustrophobic

Ogryns are claustrophobic making them dislike areas less than 15x15 feet and areas where their vision is reduced to less than this.

When you enter darkness, magical darkness or a room less than 15x15 ft you must make a DC 10 Wisdom saving throw. On a failure, your movement is reduced by half and anything within 5 feet of you must take Dexterity saves with a DC equal to 10 + your strength modifier or be knocked prone and take damage equal to your unarmed strike. 

Creatures that are already prone, cannot be knocked prone or are small or less in size are immune to these saves.

Overwhelmingly Loyal

Ogryns cannot be fooled into attacking those they consider their friends, sometimes to their detriment.

Whilst you may be charmed or otherwise coerced, you cannot directly target an individual who you have marked as a friend.

To mark an individual as a friend, you must:

  • Remember the characters name without notes
  • Remember at least 1 nice thing the character has done for you (no matter how small)
  • Roll a D4 when attempting to mark them down, on a 3 or 4, they are a friend

You may have a number of friends equal to your proficiency bonus at any given moment. When adding any more friends, the oldest will be forgotten.

Friends may also be forgotten only if they harm you or another friend at the Ogryn players discretion.

Wall of Muscle

Whenever you level up, you always gain the maximum number of HP. (This race must use "manual" and some math when determining hit points)

Languages

You can speak Common and Ogre. You cannot learn to read or write, you cannot count past your proficiency bonus in any language (anything above this number is to be called "lotz"). Exceptions can be made through telepathy (an individual being told a number above what you can count must pass a Wisdom check with a DC equal to 15 MINUS your Intelligence modifier).

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