## Two-Headed Ogre
**  ** **  ** When a pair of Ogre twins are conceived, there is a very small chance that they merge inside the mother, rather than developing their own bodies. This rare occurence causes a Two-Headed Ogre to be born. 

Due to this rare birth deformity, Two-Headed Ogres do not live as long as regular Ogres and tend to not grow to the same size as typical Ogres.

A Two-Headed Ogre is controlled by two players. Each player controls one half of the body (one head, one leg, one arm.)

#### Creation
**  ** **  ** When creating a Two-Headed Ogre, each player controlling the heads must work together to determine ability scores, whether by rolling or any other method. 

Both players will share the same ability score for Strength, Dexterity, and Consitution, but can choose their own Intelligence, Wisdom, and Charisma.

#### Ability Score Increase
**  ** **  ** Each player that controls a head can choose any one ability score to increase by 2, but they cannot increase the same ability score.

#### Age
**  ** **  ** Two-Headed Ogres can live nearly half a century.

#### Alignment
**  ** **  ** Many Ogre tribes are bloodthirsty and enjoy war and conflict, but there are some who prefer to live in solitude and enjoy peaceful lives, persuing knowledge over destruction. 

However, due to the nature of having two heads that constantly argue over what the body should do, Two-Headed Ogres tend to have a chaotic nature.

#### Size
**  ** **  ** The average Two-Headed Ogre is around 8 feet tall and weighs nearly 400 pounds. Your size is Medium.

#### Speed
**  ** **  ** Your base walking speed is 30 feet.

#### Languages
**  ** **  ** You can speak, read, and write Common, Giant, and Orc.

#### Proficiencies
**  ** **  ** Both heads share armor and weapon proficiencies but have their own separate skill and tool proficiences.

#### Powerful Build
**  ** **  ** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

#### Increased Durability
**  ** **  ** The Ogre's starting hit points are equal to the starting hit points of each class controlling the Ogre, only adding the Constitution modifier once. During a level up, each player rolls their hit die and add the Constitution modifier to the combined total, when increasing maximum hit points.

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#### Two Heads Are Better Than One
**  ** **  ** Duirng a long rest, while sleeping, one head can choose to remain awake and keep watch. The Ogre's body still gains all the benefits of a rest, thus each head's chosen class regains features as they normally would during the rest. 

However, the two heads must alternate sleeping during rests, as to not exhaust their minds from lack of sleep.

#### Two Classes Are Better Than One
**  ** **  ** Each player that controls a head can choose their own class. The following rules apply for how the two chosen classes abilities interact with each other:
- The heads can only use abilities granted by their chosen class. (Example: Wizards can't use Sorcery points, Barbarians can't use Sneak Attack, Fighters can't use Ki, etc.)
- Any class ability that affects the body as a whole, is permanently active, and doesn't have a set amount of uses, affects both heads. (Example: Unarmored Movment, Divine Health, Evasion)
- Any class ability that affects the senses and/or has a set amount of uses, doesn't affect both classes. (Example: The Barbarian head would not be able to use the Warlock head's Awakened Mind ability.)
- Special Case: Rage grants both heads resistances as normal, but does not prevent spellcasting by the other head and does not grant the extra Rage damage to the other head. However, Concentration checks made during Rage are made against the damage before resistances are applied.

#### Ability Checks and Saving Throws
**  ** **  ** Whenever an Ability Check or Saving Throw is required, one head can relinquish control of the entire body to the other head temporarily, to allow them to attempt to make check or save. (Example: The Wizard head can relinquish control to the Barbarian head since the Barbarian head would have Danger Sense on the Dexterity Save.) The relinquishing head can take control back at any time if they don't like what the other head is doing.

A saving throw or ability check related to the body can be performed by either head via relinquishing control of the body.

A saving throw or ability check related to the mind is performed by the head being targeted or making the ability check. (Example: A Wisdom save or a Persuasion check would be performed by whichever head is doing the action or is being targeted by the spell.) If the Ogre is in the area of a spell that requires a saving throw related to the mind, both heads must make seperate saving throws.



#### Special Rules for Ability Score Increases
**  ** **  ** When gaining Ability Score Increases at 4th, 8th, 12th, 16th, and 19th level, each head gets to increase one ability score by 1. Both heads may increase the same ability score. Both heads may forgo increasing an ability score to instead take a feat, only if both heads can agree on the feat chosen.

When gaining Ability Score increases at levels other than mentioned above, the head gaining the Ability Score Increase, gets to allocate points or choose a feat as normal. Feats chosen this way can be used by either head.

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#### Special Rules for Combat
**  ** **  ** Since two different players are controlling a single body, things work a little differently during combat. During combat, follow these rules:
- Both heads share an initiative count. To determine initiative, each head rolls separately. The Ogre's initiative is the higher result.
- Both players have the same options during their turn as though they two separate characters. (Each player gets an action, bonus action, reaction, interact, etc.)
- The Ogre can only move up to its maximum speed each turn, so the players must work together to decide where to go within the available movement. (Example: The Ogre gets 30ft of movement total. Each player does not get to move 30ft individually.)
- Each head maintains its own Concentration. If the Ogre takes damage that would require a Concentration check, both heads make seperate rolls.
- If any spell or ability targets the Ogre's body, both heads are affected.
- If any spell or ability targets the Ogre's mind/senses related to the head, the caster/user must choose which head is affected.

#### One For All (DMs Discretion)
**  ** **  ** During combat, one of the Ogre's heads may choose to forgo its action to allow the other head to make two actions during this turn. 

As a result of this, the head that took two actions cannot perform any actions or bonus actions during its next turn.