Ogres, like Orcs, are a race native to draenor and aided the horde during the second war. However, after the second war, the ogres would scatter and abandon the horde. However, with some efforts from Thrall, several ogre clans - namely the Stonemaul of Dustwallow Marsh - have rejoined the horde and have bolstered their efforts even further. Now their strength bolsters the horde further.
Age : Ogres reach adulthood at age 16 and can live up to 120 years.
Size : A fully grown ogre stands between 8 and 12 feet tall. You are Large.
Speed : Your base walking speed is 30 feet.
Ability Score Increase : Your Constitution score Increases by 2.
Heavy : Due to your weight, you have disadvantage on Strength (Athletics) checks to climb, and the distance you can jump is halved.
Brawn : Due to your inability to comprehend the finer touches in the art of combat, you have disadvantage when attacking with finesse weapons, exotic weapons, or with bonus action attacks granted to you by Two-Weapon Fighting.
Languages : You can speak, read, and write Low Common, Ogral, and Orcish.
Subrace : Ogres typically come in two forms, Brutes and Magis.
Ogre Brutes are the generic ogre, lacking the mental dexterity for scholarly pursuits, they prefer to just smash things real good.
Ability Score Increase : Your Strength score increases by 1.
Savage Attacks : When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Ogre Magi are rare types of ogres that possess a mind that allows them to become reasonably adept at the arcane arts.
Ability Score Increase : Your Intelligence score increases by 1.
Cantrip : You know one cantrip of your choice from the Mage spell list. Intelligence is your spellcasting ability for it.
Extra Language : You can speak, read, and write one extra language of your choice. Most ogre magi refine their understanding of Low Common to be able to speak Common.
You and a friend can band together to play a single two-headed ogre. Normal gameplay persists, with each head choosing a class and subrace and potentially even different backgrounds, except for the fact that you share the same space and gain the following features:
Shared Skill : You and your other head share ability scores for Strength, Constitution, and Dexterity, but have separate Intelligence, Wisdom and Charisma scores. If you're using the rolling dice method for determining ability scores, you and your other head roll 9 sets of dice and can distribute them where you like, 3 for your shared physical scores, and 3 for each head's mental scores. If you're using the point buy method for determining ability scores, you and your other head have 41 points to distribute where you like across the 9 scores. If you're using the standard array method of determining ability scores, an additional 14, 12, and 8 are added to the array. If you're using a different method to determine ability scores, it's up to the DM's discretion.
One Body : You and your other head share hit points, determined by adding the hit points rolled together before adding your shared constitution modifier once. You also share armor, and if one head has proficiency with a certain type of armor the other head is proficient with it for the purposes of overcoming the disadvantages of not being proficient, such as spellcasting.
Additionally, both heads share the following conditions: Grappled, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Exhausted.
Two Heads : You have advantage on Wisdom (Perception) checks and you can communicate to your other head with speech and gestures even if it isn't your turn. The two heads roll for separate initiatives and have separate reactions.
Additionally, only one head needs to sleep during a long rest to gain the benefits of having completed a long rest.
Shared Legs : The speed spent by each head is cumulative. Over the course of a round, if one head acts before the other, it can spend as much movement as it would like, taking it from the 30 foot maximum, to which the other would only be able to use what's left.
Shared Arms : When one head acts before the other and uses the attack action, the other head has disadvantage on weapon attack rolls until the start of the first head's next turn.
Additionally, spells that require somatic components only require one hand.