Swamp Ogre (5e Race)
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“An eye for an eye will leave the whole world blind.”
At first glance, Swamp Ogres appeared similar to relatively short members of other Ogres at about 14feet (~4 meters) tall. Beyond their two heads, Swamp Ogre often resembled giants and trolls, but upon closer examination their head is more human like. They were hulking creatures with exceptionally broad shoulders, long arms, big hands, and great weight. Reports of their heaviness ranged from around 5.000 pounds (2.300 kilograms) to exceeding 50.000 pounds (23.000 kilograms) measured from the biggest specimins, although either way the earth shook when they ran. Strangely, they were slightly lop-sided, the right side being slightly more muscular and well-developed than the left.
Swamp Ogre, commonly called two-headed Ogre, were the conjoined twins of the Trolls and Ogres, mutated brutes whose names translated to "twoheaded monster" in ancient Common and "runt" in Jotun. They bridged the gap between ogres and monstrosities and trolls, only being classifiable as the former, but with no terrain granted to them. Given the relative unimportance of them, it was no wonder that the true history of the race was shrouded in myth and legend. Their cultural and religious background led many to conclude that at one point Swamp Ogre and giants came from the same original stock, and while the accuracy of such claims was at the very least shaky, the influence of Grolantor on both raised the possibility that there was a kernel of truth.
Swamp Ogre reproduce through spores: all Swamp Ogres constantly produce spores that deposit on the ground when they die, the spores grow roots and search for food and water like fungi, they grow larger underground and then get out of the soil and become new Swamp Ogres. They can find enough food and water even in extreme conditions like in caves and some have even been seen crawling out of mountain peaks and volcanos.
Swamp Ogre Names
Since Swamp Ogre usually have two heads and other mutations they usually have joined names
Names: Orag and Brakorg -> Ora'korg or Bra'rag | Trizrug and Euk -> Tri'uk or Ek'rug
Swamp Ogre Traits
Two headed troll
Ability Score Increase. Your ability scores each increase by 1.
Age. Due to all the mutations a Swamp Ogres age varies wildly. They usually mature at 22 and depending on their health condition they sometimes die as soon as 50 years. Records have shown that some of the oldest Swamp Ogres live for thousands of years.
Alignment. Most Swamp Ogres are in any variation of alignment. They usually do not go too far into evil or good, remaining a fairly neutral race.
Size. Swamp Ogres vary widely in height and build, from barely 8 feet to well over 16 feet tall. Your size is Medium or Large.
Speed. Your base walking speed is 35 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Thick Skull. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Hungry. Your hunger is imense, you must eat and drink as much food and water as a Large sized creature, four times as much as a Medium creature, each day.
Feat. Both players each receive an independent feat of their choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Note!!! Both players have to take seperate subraces
Ability Score Increase. Increase your Charisma, Wisdom or Intelligence by 2; choose any two other -1.
Stubs. Swamp Ogres with this subrace are fairly common due to their likeliness to mutate. Somewhere on your body two aditional small, malformed arms formed when you came to life. These arms are unfit for wielding anything heavy, only light weapons or staffs can be used with these hands. Only the head(player) that has chosen this subrace has the ability to controll these arms.
Magic Sponge. When you succeed on a saving throw against a spell or magical effect by more than 5, you can use your reaction to take no damage and suffer no effects from the spell and absorb it instead. On your next turn you can use an action to release that same magic again, with a target or direction of your choice. If you don't use this magic in the turn after you've absorbed it, roll on the Wild Magic Surge Table. If you ever roll an effect that mentions sorcery points, instead use random spell slots.
Shove. Whenever the other head(player) is moving on their turn, you can use your reaction to shove your entirebody a small distance of 10 feet in a different or the same direction and grant the other player an extra 10 feet of movement for their turn.
Ability Score Increase. Increase your Constitution or Strength by 2; choose any two other -1.
Acid Breath. When playing this subrace you don't have two heads. The player who chose this subrace has their face located on the torso: like this, but still with one normal head. You can spew acid in a 30 ft. cone each creature in that cone must succeed on a dexterity saving throw against 8 + your proficiency + your constitution modifier or receive 2d6 acid damage. This damage increases by 1d6 each uneven level starting at 5th level. (1st level 2d6, 5th level 3d6, 7th level 4d6, ...). You can use this feature a number of times equal to half your proficiency bonus.
Devour. Overtaken with a savage hunger, you can stretch your mouth and try to consume a creature of a size large or smaller within your reach that is unconscious or has died within the last 10 minutes. Creatures within you receive 4d12 acid damage. The creature can try to break free if it gains counsciousness by dealing more than 5x your level damage to you while inside of you. If successful it will escape to the nearest adjacend unoccupied space. If that creature is of a type (Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead) you have not eaten yet and it drops to 0 hit points, you devour it and gain 11 permanent hit points to your hit point maximum and current hit points.
Strong Hand. You can weild two-handed weapons in one hand. The hand you can do this with has to be the right or left one, the other hand doesn't get this trait property.
Ability Score Increase. Increase your Constitution by 3; Decrease your Intelligence by 2.
Hardened Skull. One of your head and bones have become so dense that it rivals the sturdiness of adamantium. Whenever you are subject to a crittical attack, flip a coin to decide if it hits your part of the body or the other players half. If you are hit treat the attack as if it was a normal hit.
Headbutt. Your head is a natural melee weapon, which you can use to make an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d12 + your Strength modifier and receive halve of that damage. This damage increases to 2d12 when you reach 9th level.
Aquaphobic. Due to your bones increasing in density you will now sink in water and no longer have the ability to swim. You can walk on the bottom of any waters though.
<Subrace Name> WIP
Random Height and Weight
|10′ 0''||+6d12||2500 lb.||× (50d12) lb.|
*Height = base height + height modifier