Two-Headed Ogre

Two players playing a two-headed ogre in 5th Edition D&D can be a tricky undertaking. This racial template is designed to be used when creating a two-headed ogre character. You may consider these rules as a way to be consistent and fair when dealing with a two-headed ogre character in-game. The following stats and race features have been carefully selected in order to be roughly of the same power level of two separate characters. Our goal was to design a set of rules for two-headed ogres that weren't constraining to either player. D&D is a game about choices, so it vital to not take the freedom of choice away from anyone who want to play a two-headed ogre.

Two-Headed Ogre Traits

Your two-headed ogre character has an assortment of inborn abilities, part and parcel of two-headed ogre nature.

Ability Score Increase. Your Constitution score increases by 2, and each player may add 1 to any ability of their choice.

Age. Ogre children reach full size within 6 years. Ogres can live up to 200 years.

Alignment. Most ogres are considered chaotic evil, due to their barbaric nature. Ogres tend to be lazy and brutish, preferring to rely on ambush and overwhelming numbers in battle. Ogres often work as mercenaries, hoping for easy plunder.

Size. Ogres stand between 9 and 10 feet tall and weigh between 600 and 650 lbs. Your size is large.

Speed. Your base walking speed is 40 feet. Your speed is split between the two players during a combat round.

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 grey.

Languages. You can speak, read, and write Common and Giant.

Ogre Synergy. The two players playing the two-headed ogre choose their own classes. Two-handed melee weapons can be used in one hand, and any spell that requires somatic components only requires one hand. The players share armor proficiency, but have seperate weapon and tool proficiencies.

Two Heads Are Better Than One. Both players roll on all Intelligence, Wisdom, and Charisma saving throws against magic. The higher roll is used. On a failed save, both players are effected. If the magical effect allows a player to make saves on each of their turns, both players may make saves on their turns.

Shared Body The two players playing a two-headed ogre share the same Strength, Dexterity, and Constitution scores. The players share a single health pool. When determining the health of a two-headed ogre, roll the hit dice for each player’s class and add them together. Only add the two-headed ogre's constitution modifier once each level. Additionally, any spell or class feature that changes how AC is calculated effects the two-headed ogre as a whole.

Separate Mind. The two players playing a two-headed ogre have separate Intelligence, Wisdom, and Charisma scores. In combat, they roll their own initiative. Spells cast by either player with a target of "Self" affect both players. Enemy spells that target the two-headed ogre and require a saving throw effect both players if successful.

No, We're Going This Way. If the two players playing a two-headed ogre can't come to an agreement on a course of action, they must play rock-paper-scissors. The winner decides the course of action.

Credit: Burse