THE OGRENOME (HALF-OGRE/)

Have you ever wanted to play a character that is half ogre and also half gnome? Well, of course you haven't, BUT NOW YOU CAN! The Ogrenome, or half-ogre/gnome, is a fully playable new race option for your 5th Edition Dungeons and campaign! Ogregnomes are usually the result of an usually tall gnomish fellow of a particularly odd temperament being seduced into the sagging bosom of a ferocious, yet someone stunted, ogress. Female gnomes are incapable of producing children with ogre fathers, as the fetus is just too large for them to carry to term. Thus, ogrenomes are always the children of male gnomes and female ogres. In addition, nearly all ogrenomes are sterile. Most ogrenomes are outcast loners, lesser kin to other ogres (akin to the common half-ogre, but less respected due to their smaller size and abnormal deformities), thus many wander into the ranks of mercenary bands as brutish, barrel chested thugs. Others live in remote locales, hunting to survive, while others still linger in the bowels of an ogre's den, making a life under the thumb of their larger kin. Because of this, ogrenomes are likely to become mercenaries and adventurers, having little other option in life. Most people who encounter them don't realize that they are of gnomish blood, and often assume they are merely hideous, tall humans, or some odd breed of half-.

Ability Score Increases and Decreases. An ogrenome's Intelligence score decreases by 2, their Wisdom score decreases by 1, their Strength score increases by 4 (to a maximum of 20), and their Constitution scores increases by 2 (to a maximum of 20). Age. Ogrenomes mature quickly, settling down into adult life by around age 25. Most ogrenomes live for about 220 years, thanks to the extended lifespans of their gnomish kin. Alignment. Ogrenome's do not fit into gnomish society at all, and the few that try are normally cast out as idiotic, oversized brutes, while in ogre society they are treated as tiny weaklings, resulting in them being looked down upon like and other creature smaller than full ogres. As a result most ogrenomes shun society and tend towards a life of violence, yet with more cautious and a mild sense of curiosity, compared with their full ogre kin. Most ogrenomes tend toward chaotic neutral for their alignment, although some sway more toward either good or evil. Size. The typical ogrenome stands about six and a half feet tall for males, or around six feet tall for females. The average ogrenome weighs about five hundred pounds, making them incredibly bulky and gangling for their size. Speed. An ogrenome's base speed is 30 feet. Darkvision. Ogrenomes are accustomed to life underground and under the cover of darkness, and ogrenomes have superior in dark and dim conditions. Ogrenomes can see in dim light within 60 feet of themselves as if it was bright light, and can see in darkness within 60 feet as if it were dim light. Languages. Most ogrenomes learn at a young age, and some can speak either gnome or common, but they rarely learn any other tongue. The Illusion of Knowledge. Ogrenomes are more intelligent than common ogres, and thanks to their gnomish kin they have a curious fascination with magic and machinery, even if they have absolutely no idea how such things function. All ogrenomes get a +2 bonus to Arcana checks. Deformities. Due to the fact that ogrenomes are the offspring of a combination of a small creature and a large creature they often have physical deformities. When a player character creatures an ogrenome there is a 75% chance that their character has one of these deformities, based on the table below.Sample This deformity must be rolled by the DM, after the character has beenfile completed. Once rolled, the deformity is permanent, unless some sort of magic alters the character's form.

1-10: The ogrenome has an unusually small arm. The ogrenome can not use two