The Complete Book of Humanoids
Half-Ogre
A subrace of the Ogre. Every value below is this subrace's own, resolved — marked where it is the Ogre's unchanged.
At a glance
Ability adjustmentsSTR +1, CON +1, INT -1, CHA -1own
Infravisionnoneas Ogre
Movement—as Ogre
Languagesogre, orc, troll, stone giant, gnoll, commonas Ogre
Requirements
Ability rangeSTR 14-18, DEX 3-12, CON 14-19, INT 3-12, WIS 2-12, CHA 2-8
Abilities
Class access
ClassesFighter, Cleric, Shaman (Humanoid), Witch Doctorown
MulticlassFighter/Shaman (Humanoid), Fighter/Clericown
Level limitsNot yet available in this app — the limits table is in the Dungeon Master's Guide. Ask your DM.
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Mine Rowdy, Pit Fighter, Sellsword
ClericAmazon Priestess, Barbarian/Berserker Priest, Fighting-Monk, Nobleman Priest, Outlaw Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Savage Priest, Scholar Priest, Oracle, War Priest, Wandering Mystic, Shinobi Priest
Shaman (Humanoid)Shaman
Witch DoctorWitch Doctor
Notes
- Gains 4 bonus at 1st .
- Takes as a large creature.
- An ogre shaman draws on the of combat, divination, healing, protection and sun. A shaman of good or is not required to sun spells.
- A fighter/shaman ogre needs 9 or better.
- Attacks gnomes at −4 and dwarves at −2.
- A fighter/shaman or fighter/cleric half-ogre needs 9 or better.
- A half-ogre PC nearly always speaks as a native tongue.
- THE FIGHTER CAP IS CONDITIONAL. A single-classed half-ogre whose stands above the racial maximum gains Table 2 bonus — +1, +2 or +3 for one, two or three points over — and as a human crossbreed with as the prime requisite the larger parentheticals (+1/+4/+7) apply instead.
- A half-ogre player should choose one monstrous trait that surfaces under stress.