Catalog of my homebrew things for TTRPGs
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Ogre Class for BX/OSE
Ogre
Demihuman Class
Requirements: Minimum STR 9, Minimum CON 9
Prime Requisite: STR and CON
Hit Dice: 1d8+1
Maximum Level: 10
Armor: Any appropriate to size, including shields
Weapons: Any appropriate to size
Languages: Alignment, Common, Ogre
Ogres are very large 8-10’ tall humanoids that tend to live solitary nomadic lifestyles. They are characterized by their massive appetites and are often sought after as hired help for their physical abilities.
​​Prime requisites: An Ogre with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and CON are 13 or higher, the Ogre gets a +10% bonus.
Combat
Ogres can use all types of armor, but it must be tailored to their larger stature. All armor costs 25% more for Ogres. Ogres can use all types of weapons, but Ogres are also able to use two-handed weapons as if they were not two-handed. So an Ogre can wield both a two-handed sword and a shield for example.
Massive Physiology
Thanks to their greater strength and size, Ogres can carry far more than most. If using detailed encumbrance, Ogres instead use the following table to determine movement rate
If using item based encumbrance, Ogres instead use the following table to determine movement rate.
To fuel their greater carry capacity, Ogres also require twice as many rations per day.
Living Battering Ram
Ogres that move at least 30’ in a round and attack, inflict +2 damage with a successful hit.Ā
After Reaching 9th Level
An Ogre can create an Ogre mercenary guild, attracting 1d2 Ogre followers. The followers may be used as retainers or mercenaries and do not count for a character’s retainer limit based on their Charisma.
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Orc Class for BX/OSE
Orc
Demihuman Class
Requirements: Minimum 9 CON
Prime Requisite: STR
Hit Dice: 1d6
Maximum Level: 12
Armor: Any, including shields
Weapons: Any
Languages: Alignment, Common, Orcish
Orcs are bulky, pig-like demihumans with snouts, fur, and occasionally tusks. Usually weighing around 200 pounds and are between 4’11” and 5’3” in height. Orcs don’t typically associate themselves with adventuring parties, tending to stick to their own kind. Orcs that do work with adventuring parties can be helpful liaisons to other Orc clans, expert trackers, or formidable fighters in their own right.
Combat
Orcs can use all types of weapons and armour.
Enhanced Sense of Smell
Orcs can attempt to use their superior sense of smell to gain more information whilst in a dungeon. Orcs have a 2-in-6 chance of sniffing out the presence of monsters in adjacent rooms. (The referee may determine if any further information can be gathered such as specific monsters or number of monsters). After reaching 9th Level, Orcs have a 3-in-6 chance of sniffing out monsters.
Infravision
Orcs have infravision to 60’ (see Darkness under Hazards and Challenges in Classic Fantasy: Adventures).
Greater Awareness
When rolling for if the party is surprised, a party with an Orc is only surprised on a 1-in-6 chance.
Natural Forager
When foraging in the wilderness, a party with an Orc has a 2-in-6 chance of finding food instead of a 1-in-6.
After Reaching 9th Level
An Orc can create an Orc warband, attracting 1d6x10 orcs. The followers may be used as retainers or mercenaries and do not count for a character’s retainer limit based on their Charisma.
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