Rubber Forehead Alien (5e Variant Rule)
Rubber Forehead Aliens
See this article for some context.
Travelling adventures are great. They're great because they're timeless. From the Odyssey and the Seven Voyages of Sinbad the Sailor, to Star Trek: The Next Generation and Stargate SG1, who doesn't love the ongoing adventures of their favorite heroes as they heroically blunder across the wild and unexplored fringes of the known universe? But what is truly fascinating are the many bizarre and wonderful people they get to meet, fight, and make even stranger babies with. From women with fish tails, to black men with rumply foreheads, the unknown is a wonderful place to make new friends! Problem is, there aren't very many not-quite-human races available in the core material, making that degree of variety as separate races is simply unfeasible, and the core human race doesn't have a subrace feature for us to rapidly homebrew new material for! (Of course, one can always find a way to resolve that issue...) Even worse is when a player says they actually want to be a human-that's-not-really-much-of-a-human; what do you do? I'll tell ya whatcha do! You make something extremely simple, flexible, subject to opinion, and easily randomized! You can now generate countless civilizations to inhabit the far-off reaches of unknown islands/planets/planes, from anthropomorphs, to aliens, to whole-cloth extra-dimensional beings!
Physical Description
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Species of the Spiral 1 by Manticoresoul |
Pretty much, the race can look however you want! There is only one assumption: that you are human-shaped and human-sized. Below is a list (which can be easily randomized with a d100 roll) of example physical traits one of these races may have. I would recommend somewhere between 1 and 3 physical traits to distinguish them from actual humans.
- An extra pair of eyes
- A third eye
- One eye
- No eyes
- No mouth
- No ears
- Feathers instead of hair
- Body covered in feathers
- Body covered in scales
- Body covered in fur
- A tail
- Two heads
- An impressively long neck
- Horns
- Tentacles instead of hair
- Tentacle arms
- Red Skin
- Blue Skin
- Green Skin
- Glowing Eyes
- Impressively long arms
- Only one leg
- Four legs
- Tattoo-like body markings
- Digitigrade legs
- Tentacles instead of legs
- Animal-like snout
- Spikes
- Fins
- Sparkly
- Transparent skin
- Bald
- Odd shaped pupils
- Odd color eyes
- Extra fingers/thumbs
- Hands for feet
- A proboscis or trunk for a mouth
- Long, whip-like tongue
- Uniquely long fingers
- Antennae
- Gems/rocks embedded in skin
- Exoskeleton
- Bird wings
- Bat Wings
- Bug Wings
- Whiskers
- A shell
- External gills
- Leaves instead of hair
- Wood skin
- Holes for eyes
- Skeletal
- Rotting/irradiated
- Extra pair of arms
- Extra pair of legs (like a centaur)
- Arms are wings
- Fish tail
- The head of an animal
- Sharp teeth
- Tusks
- Abnormally muscular
- Genderless race
- Faceless
- A beak instead of a mouth
- Slime-coated
- Animal ears
- Egg-layers
- Eat minerals/soil
- Weirdly thin frame
- Weirdly wide frame
- Particularly long legs
- Marked with production/creation data
- Sterile race
- Childlike appearance
- No lips
- Rumply forehead
- Spotted or Striped
- Eyes in the back of their head
- Eye Stalks
- Large head crest
- Very large eyes
- Very large nose
- Very large mouth
- Very large ears
- Webbed digits
- Tentacle mouth
- No skin color whatsoever; totally neutral tones
- Compound eyes
- Insect-like mandibles
- Artificial limbs/features
- Purple skin
- Pink skin
- Nostril holes in place of a nose
- Frills
- Communicate via whistles or clicks
- Communicate via bioluminescent display or dance
- Abnormally large head
- Abnormally small head
- Tiny feet
- Tiny hands
History
Will vary from one group to another.
Society
Will vary from one group to another.
Names
This is really going to be mostly up to whoever decides a final race from this material.
Rubber Forehead Alien Traits
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Species of the Spiral 1 by Manticoresoul |
Ever wanted an infinite stream of alien weirdness? Well now you have it.
Ability Score Increase. You may increase any number of ability scores up to a combined total of +3. You cannot increase a characters ability score above 20 in this way.
Age. Let's just assume they have approximately the same lifespan as humans.
Alignment. Same as human
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Blood Trait.. From your inhuman blood, you may choose up to 3 physical traits granted to you. You may take some of these features multiple times. Your DM may reject or alter your choices, if they feel that would be more appropriate.
- Strong. +1 STR score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Agile. +1 DEX score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Hardy. +1 CON score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Smart. +1 INT score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Aware. +1 WIS score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Cute. +1 CHR score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Slime Coating. Resistance to acid damage.
- Insulated. Resistance to cold damage.
- Acclimatized. Resistance to fire damage.
- Cushioned. Resistance to force damage.
- Electric. Resistance to lightning damage.
- Regenerative. Resistance to necrotic damage.
- Poisonous. Resistance to poison damage.
- Simply Complex. Resistance to psychic damage.
- Inert. Resistance to radiant damage.
- Dampened. Resistance to thunder damage.
- Fast. +5ft land speed. You may take this feature multiple times.
- Tact. +5ft climbing speed. You may take this feature multiple times.
- Leap. +5ft jump height and distance. You may take this feature multiple times.
- Amphibious. +10ft swimming speed. You may take this feature multiple times.
- Aquatic. You can breathe under water.
- Worm. +10ft tunneling speed in soft soil. You may take this feature multiple times.
- Wings. +10ft flying speed. You may take this feature multiple times.
- Talented. Choose any 2 skill Proficiencies. You may take this feature multiple times.
- Wily. +1 Proficiency Bonus. You may take this feature multiple times.
- Razor Sharp. Your unarmed strikes deal slashing damage.
- Spikes. Your unarmed strikes deal piercing damage.
- Acidic. Your unarmed strikes deal acid damage.
- Icy. Your unarmed strikes deal cold damage.
- Heat. Your unarmed strikes deal fire damage.
- Whoosh. Your unarmed strikes deal force damage.
- Electrolysis. Your unarmed strikes deal lightning damage.
- Bio-hazard. Your unarmed strikes deal necrotic damage.
- Sting. Your unarmed strikes deal poison damage.
- Psychic. Your unarmed strikes deal psychic damage.
- Irradiated. Your unarmed strikes deal radiant damage.
- Loud. Your unarmed strikes deal thunder damage.
- Weaponized. Your unarmed strikes deal an additional 1d4 damage. This feature does not stack with Martial Arts. You may take this feature multiple times.
- Swift. Your unarmed strikes have the Light trait.
- Deft. Your unarmed strikes have the Finesse trait.
- Long. Your unarmed strikes have the Reach trait.
- Blink. Your successful unarmed strikes blind the target for 1 round.
- Bang. Your unarmed strikes deafen the target for 1 round.
- Grip. Your successful unarmed strikes grapple the target.
- Venomous. Your successful unarmed strikes poison the target.
- Plow. Your successful unarmed strikes knock the target prone.
- Adept. You are proficient with your unarmed strikes.
- Parasitic. Your successful unarmed strikes restore you 1HP. You may take this feature multiple times.
- Fit. You have advantage on Athletics checks.
- Supple. You have advantage on Acrobatics checks.
- Adroit. You have advantage on Sleight of Hand checks.
- Sneaky. You have advantage on Stealth checks.
- Perfect Memory. You have advantage on History checks.
- Nosy. You have advantage on Investigation checks.
- Wild Wisdom. You have advantage on Nature checks.
- Latent Faith. You have advantage on Religion checks.
- Inter-species Relations. You have advantage on Animal Handling checks.
- Intuitive. You have advantage on Insight checks.
- Latent Medicine. You have advantage on Medicine checks.
- Keen. You have advantage on perception checks.
- Survivalist. You have advantage on Survival checks.
- Liar. You have advantage on Deception checks.
- Thuggish. You have advantage on Intimidation checks.
- Playful. You have advantage on Performance checks.
- Lassie. You have advantage on Persuasion checks.
- Prehensile. You have 1 extra object interaction per turn. You may take this feature multiple times.
- Work Animal. Your carrying capacity (and encumbrance limits) are doubled.
- Spines. Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.
- Armored. +1 AC. You may take this feature multiple times.
- Short. You are small. Incompatible with the Tall feature.
- Tall. You are large. Incompatible with the Short feature.
- Bouncy. You take half damage from falls.
- Catnap. You can finish a short or long rest in half the usual time, but cannot use or recover hit dice in doing so.
- Thick. You have 1 damage reduction. You may take this feature multiple times.
- Dark Vision. 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 gray. You may take this feature multiple times. Each time you take it, add 60ft to your dim light radius. If you take this more than once, you can see color in the dark.
- Chameleon. You can hide anywhere at any time, as long as you remain perfectly still. If you have no cover, you hide as if you were lightly obscured.
- Lung Capacity. You can hold your breath for twice as long.
- Warehouse. You need to consume only half as much food and water in order to avoid exhaustion.
- Scavenger. You can gain sustainable nourishment by feeding upon almost any organic matter, including rotting carrion.
- Howl. You can bellow single words loud enough to be heard within 10 miles.
- Quick Learner. Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage
- Boneless. You can fit through spaces as small as 1/4 your size as difficult terrain.
- Reactive. You are immune to being surprised.
- Initiator. +1 to initiative rolls. You may take this feature multiple times.
- Phase. You can move through spaces occupied by other creatures as if they weren't there.
- Energizer Bunny. Your exhaustion consequence thresholds are doubled. (IE: level 1 takes 2 exhaustion, level 2 takes 4 exhaustion, etc.)
- Innate Spellcasting. You know 1 cantrip of your choice.
- Mineral Based. You can subsist off of soft or fine-ground inorganic material, such as sand.
- Aloft. +5ft Hover Speed. You may take this feature multiple times.
- Immune. You cannot be inflicted with non-magical diseases.
- Sound of Mind. You cannot be inflicted with non-magical madness or insanity.
- Appropriate Anatomy. Your body is shaped such that creatures equal or lesser in size to you can ride on you like a mount.
- Herculean. You can lift, push, and throw twice as much weight and twice as far, despite your actual strength score, its modifier, or your encumbrance limits.
- Light Step. You do not leave tracks, footprints, scents, or trace evidence behind you, so there is nothing people could use to track your movement.
- Shapeshifter. Once per long rest, you may cast Disguise Self on yourself.
- Recuperator. +1 Hit Die for the purposes of health regeneration during rests only.
- Quick Thinker. You have one extra Bonus Action per turn.
- Slippery. You do not provoke attacks of opportunity.
- Bioluminescent. You glow bright light in 10ft, and dim light for an additional 10ft beyond that.
- Life Stage. You may take this feature a maximum of three times. You enter a metamorphosis, changing form and entering a new life stage, gaining one additional blood traits. You metamorphose at level 4, at level 8, at level 12, at level 16, and once more at level 20. If you take Life Stage a second time you metamorphosis at level 2, at level 6, at level 10, at level 14, and once more at level 18. If you take Life Stage a third time gain two additional blood traits instead one. You cannot take Lifestage as a blood trait during metamorphosis. This trait is incompatible with Quick Learner.
Languages. Common
Premade Builds
Here is a collection of examples of what can be done with this race. Notice how, with only 3 blood traits, it is extremely difficult to get a "perfect" hybrid anthropomorph. You always have to sacrifice one trait or another for something you feel is more definitive. For example, the "Cat" build doesn't have mechanically relevant claws!
Cat
- Bouncy
- Keen
- Sneaky
Dolphin
- Lung Capacity
- Amphibious
- Amphibious
Ant
- Strong
- Strong
- Lifestage (lvl5)
- Strong
- Strong
Chameleon
- Chameleon
- Sneaky
- Talented (Stealth & Deception)
Scorpion
- Weaponized
- Grip
- Venomous
Electric Eel
- Aquatic
- Amphibious
- Innate Spellcasting: Shocking Grasp
Rhinoceros
- Plouw
- Weaponized
- Weaponized
Wasp
- Weaponized
- Sting
- Lifestage (lvl5)
- Fly
- Fly
Mole
- Digger
- Digger
- Digger
Monkey
- Prehensile
- Quick Learner
- Wily
Ape
- Quick Learner
- Quick Learner
- Wily
Crocodile
- Weaponized
- Grip
- Amphibious
Jellyfish
- Innate Spellcasting: Light
- Boneless
- Aquatic
Wolf
- Howl
- Grip
- Keen
Turtle
- Armored
- Armored
- Armored
Fox
- Razor Sharp
- Wily
- Quick Learner
Coyote
- Scavenger
- Howl
- Warehouse
Frog
- Amphibious
- Long
- Life Stage (lvl5)
- Leap
- Leap
Mosquito
- Parasitic
- Parasitic
- Life Stage (lvl5)
- Fly
- Fly
Tick
- Life Stage (lvl5)
- Parasitic
- Parasitic
- Life Stage (lvl10)
- Parasitic
- Parasitic
- Life Stage (lvl15)
- Parasitic
- Parasitic
Sense Master
- Talented (Perception & Insight)
- Intuitive
- Keen
Sloilm
- Rock skin, Spots/Stripes, Furry
- Innate Spellcasting. You know 1 cantrip of your choice.
- Short. You are small. Incompatible with the Tall feature.
- Intuitive. You have advantage on Insight checks.
Drurg
- Abnormally large head, External gills, Extra fingers/thumbs
- Innate Spellcasting. You know 1 cantrip of your choice.
- Warehouse. You need to consume only half as much food and water in order to avoid exhaustion.
- Aquatic. You can breathe under water.
Cleon
- One eye, Tiny hands, Fish tail
- Bang. Your unarmed strikes deafen the target for 1 round.
- Playful. You have advantage on Performance checks.
- Chameleon. You can hide anywhere at any time, as long as you remain perfectly still. If you have no cover, you hide as if you were lightly obscured.
Pafs
- Uniquely long fingers, Very large nose, Abnormally muscular
- Spines. Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.
- Phase. You can move through spaces occupied by other creatures as if they weren't there.
- Sneaky. You have advantage on Stealth checks.
Freoc
- No lips, Wood skin, Weirdly wide frame
- Appropriate Anatomy. Your body is shaped such that creatures equal or lesser in size to you can ride on you like a mount.
- Quick Learner. Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage
- Intuitive. You have advantage on Insight checks.
Taimdud
- Webbed digits, Green Skin, Slime-coated
- Tact. +5ft climbing speed. You may take this feature multiple times.
- Agile. +1 DEX score. You can increase a characters ability score above 20 in this way. You may take this feature multiple times.
- Spines. Successful unarmed melee attacks made against you, (including special attacks, such as a wolf's bite or a goat's ram) deal half damage in return to the attacking creature.
Bupeon
- A proboscis or trunk for a mouth, Eat minerals/soil, Eyes in the back of their head
- Light Step. You do not leave tracks, footprints, scents, or trace evidence behind you, so there is nothing people could use to track your movement.
- Tall. You are large. Incompatible with the Short feature.
- Liar. You have advantage on Deception checks.
Vugsus
- Webbed digits, A shell, Body covered in scales
- Adroit. You have advantage on Sleight of Hand checks.
- Armored. +1 AC. You may take this feature multiple times.
- Perfect Memory. You have advantage on History checks.
Grichreoks
- A third eye, Tattoo-like body markings, Compound eyes
- Nosy. You have advantage on Investigation checks.
- Mineral Based. You can subsist off of soft or fine-ground inorganic material, such as sand.
- Wild Wisdom. You have advantage on Nature checks.
Oivammeans
- Webbed digits, Green Skin, Four legs
- Psychic. Your unarmed strikes deal psychic damage.
- Lassie. You have advantage on Persuasion checks.
- Quick Learner. Your xp threshold for levelup is reduced by 10%. You may take this feature a maximum of 3 times. This trait is incompatible with Life Stage
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