All Along The Watchtower

by HollyO

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All Along The Watchtower

5e Races translated to Carbon Pink.

Art by Rapscallion, Written by Nyanbinary

AI-Simar

The A.I.-Simar are transhumans who have in some way merged with an A.I. entity, most commonly through cybernetics. A.I.-Simar are people of two minds combined into one, some refer to themselves as a collective group working together, while some think of themselves as an entirely new being, like a child born from the union between A.I. and transhuman. Such a union is not without a cost however, as many corporations violently oppose trade secrets that many A.I. possess going into civilian hands. There are a growing number of megacorps, however, that see benefit in A.I.-Simar and force employees to merge.

Roleplaying an A.I.-Simar:

When playing an A.I.-Simar, it is important to ensure you are not belittling any real world groups such as Plurals or people with multiple personality disorder. A.I.-Simar were made in assistance with Plural folks but are not stand-ins for any such group, and are not commentaries on those groups. That being said, it is important to essentially consider two characters when playing an A.I.-Simar, the data of the A.I. and the flesh and blood of the transhuman. How do they connect, how do they differ? Do they argue often? Do they consider themselves as separate beings working together, or as one new being?

A.I.-Simar Names:

Many A.I.-Simar choose to name themselves after a combination of names that the two beings held before becoming what they are, should they see themselves as a new, singular entity. Otherwise, they will likely use the same names they held prior to becoming an A.I.-Simar

A.I. Simar Abilities

Age. A.I.-Simar share the same age of maturity their transhuman body has. They still age, though at a much slower rate. It is believed that A.I.-Simar rival Remakes in longevity.

Type. You are a Humanoid

Size. You are Medium or Small, and share the same height and weight as your transhuman body’s height and weight.

Speed. Your walking speed is 30 feet.

Digital Resistance. You have resistance to Neon damage and Entropy damage.

Emergency Aid. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Artificial Legacy. You know the Light Transfer Trick. Once you reach 3rd level, you can cast the Auxiliary system flush tech once using this trait, and you regain the ability to do so when you finish a long rest. You may instead expend a spell slot of the appropriate level to cast it. Intelligence, Wisdom, or Charisma is your techcasting ability for these techs, chosen at character creation.

Trash Gremlin

No one is quite sure where the Trash Gremlins come from. The most commonly accepted theory is that a raccoon got itself stuck in a wukong birthing facility while they were still running and hopped out again. Now almost every megacity in the world has this small group of tribal humanoids infesting the crawl spaces and sewer systems of the spires and datacenters. They survive off of uncountable masses of garbage discarded by every spire, scavenging for parts, food, and clothing, using what others throw away. Trash Gremlins are often born in megacities, though the nests they are raised in are enough into the twisting corridors to be free of the depravity megacities offer

Roleplaying a trash gremlin:

Trash Gremlins are scrappy underdogs who work together, living as outcasts. Consider what such an upbringing so far away from the normal urban life is, and what it might do to someone. What did your character do to survive? Are they still influenced by that old way of life where they might not know where their next meal come from?

Trash Gremlin Names:

Trash Gremlins take whatever they first hear as their names, oftentimes the advertisements blaring in the megacity spires at all hours of day, right before they are taken to trash gremlin nests to safety, for fear of others in the megacity harming their children. They often learn the meaning of their names much, much later in life. Trash Gremlins don’t often take surnames, instead choosing to take epithets of notable locations in the areas they visit.

For Example Girlsgirlsgirls Reactor, Mommyschlong Powerplant, Bazongas Mineshaft

Trash Gremlin Abilities

Age: Trash gremlins reach adulthood at 20 years of age, it is currently unknown what the upper limit of Trash Gremlin age is.

Type. You are a Humanoid.

Size. You are Small. Trash Gremlins are rarely taller than 3 feet.

Speed. Your walking speed is 30 feet.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Cringe. As an action on your turn, you can cower pathetically to distract nearby foes, whimpering and whining. Alternatively, you can produce an awful meme. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Why no ability scores?

Unlike the other races in Carbon Pink, the races and subraces featured here do not list any ability scores. The reason for this is similar to 5e's Tasha's Cauldron of Everything, it was done to diversify each race. If you play with these races, I suggest using the optional variant ability score found in that book to allow other races to similarly use a +2 and a +1 bonus to two seperate ability scores. I would also recommend toning down the splicers, two +2s and three traits is a lot of power, I would recommend treating them like variant humans and giving them two +1 boosts.

Kaijuborn

Often hiding among the world as scaley splicers, Kaijuborn are a recent oddity in the 25th century, and are still unrecognized by the corporate nations of the new world. Kaijuborn are created by kaiju mating with humanoids, producing eggs that hatch after 20 years into fully grown adults, learning and fully maturing in the safety of their leathery shell. Due to their reptilian nature, they find it easy to coexist in splicer communities, and due to their enormous sexual appetites they are fast to make friends in the 25th century. Oftentimes the only true way to differentiate a Kaijuborn from a splicer without a heavily invasive DNA test is to see the Kaijuborn breath their destructive breath weapons. Of note, Kaijuborn rarely mate with other Kaijuborn, instead preffering to form relationships with transhumanoids.

Roleplaying a Kaijuborn

Kaijuborn are a new people only now just coming into the world, and the only sentient race made without direct transhuman intervention. How does your character feel in a society made by people so different from you? Compared to the dangers of living as a Kaiju, how do the megacities with their spires reaching into the stratosphere feel to you?

Kaijuborn Names

Kaijuborn are born as adults, and traditionally never meet their parents, whether they be true kaiju or other kaijuborn and transhuman. They name themselves when they are in the egg, and have very strange as a result of little contact with other people.

For Example Nickleballs, Panicatt Hedisco, Vivacious D.

Kaijuborn Abilities

Age. Kaijuborn reach adulthood at the moment they are born, and no known kaijuborn has died of old age.

Type. Humanoid, still, sorry it's for game balance reasons

Size. Medium, Kaijuborn are anywhere from 6 to 8 feet tall

Speed. You have a walking speed of 30 feet.

Born of Kaiju. You are related to kaiju, hence the name. Choose a type of damage from the list on the top left of this page. This determines the damage, area of effect, and the type of save of your breath weapon, as well as the resistance you gain. This cannot be changed.

Damage Save AoE
Fire Dex 15' cone
Acid Dex 5' by 30' line
Lightning Dex 5' by 30' line
Cold Con 15' cone
Poison Con 5' by 30' line

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Born of the Kaiju. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Kaiju Scales You can resistance to the damage type chosen with Born of the Kaiju.

Porc

Porcs were once considered a mistake by scientists, but now exist as one of the most numerous humanoid species, if only below the surface. These beings are a bizzare mix of pig, human, and mushroom DNA, the result of which ended with green or pink-skinned pig-like humanoids that go through spore reproduction. They have all the neccisary bits for the type of reproduction found on the surface in the 25th century, but said bits are entirely recreational, not that the Porcs or their partners have any complaints. Some recovered artifacts of the old world suggest that a rogue scientist and war game afficianado wanted to make them extremely aggressive as a reference to a certain game, which appears to have failed. The Porc term for a Waagh! instead refers to the mass orgies that often break out amid their society, past those bouts of passion the orcs are rather shy and polite, and rarely make contact with the sprawling cityscapes above them. Porcs glorify a pastoral lifestyle, their sprawling networks of caves used for herding mushrooms, and their leaders tend to be elected, unlike the typical process of governance on the surface.

Roleplaying a Porc

Porcs rarely make their way to the surface, and as their society largely does not place much value into martial strength, so it's important to know what made your character rise to the surface, and what made them leave their idle life? Did the boredom get to them, filled with a sudden wanderlust? Were they forced to find another way to make a living after their harvest died to disease?

Porc Names

Porcs consider themselves humans still, and have human names and surnames, though often orcs try and earn personal titles as well, and families that place a great value on higher education tend to work any doctorates they have into their name.

Porc Abilities

Age. Porcs reach adulthood at 30 and live up to 200 years.

Size. Your size is Medium. Pink Porcs tend to be slightly taller than humans, ranging from 5 to 7 feet tall, whereas Green Porcs are much larger, ranging from 6 to 8 feet in height

Speed. Your base walking speed is 30 feet

Darkvision. 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.

Thick Skin. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Porc Subraces

Pink Porc

Oof. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Follow your Nose. Choose Perception or Survival. You become trained in the skill of your choice.

Green Porc

Truffle Shuffle. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

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

Hardlight Spam

While most spam choose a life of mischief and whimsy, some are able to hang on to a goal long enough to accomplish a long term plan, and a startling number of them made a goal of making a hard-light body capable of reproduction. These spam are much more orderly than their digital bound cousins, and much more mortal in their mindset, though they are still filled with whimsy.

Roleplaying a Hardlight Spam

Although you may be whimsical and might have less of a grasp on social norms, you are still something that functions on some rationalle, and you understand that your actions have consequences. That's not to say you can't play a total agent of chaos, just try to be a capricious being that can still function in normal society even with some challenges. To put it simply, don't be a kender.

Hardlight Spam Names

As beings of the internet, they tend to name themselves after internet slang and memes. In fact, Hardlight Spam tend to be the best resource for learning about old world memes, for at least the written shorthand for the meme if not the history.

For Example Blooup Soundcloud, Youve Beengnomed, Ketamine Ape

Hardlight Spam Abilities

Age. Hardlight Spam mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

Un-spam Spam Your type is Humanoid. Such is the curse of Hard Light

Size. Hardlight Spam are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision 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.

Firewall. You have advantage on all Intelligence, Wisdom, and Charisma saves against tech.

Hardlight Spam Subraces

Trojan Spam

Visual Virus You know the Hardlight Chicanery trick. Intelligence is your tech modifier for it.

Horsie Talk Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Learning Spam

Inland Empire Whenever you make an Intelligence (History) check related to technological items or the Net, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Fidget You have proficiency with Technician's tools (basic toolkit). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Device Effect
Toy This toy is a clockwork animal, monster, or person, such as a frog, mimic, bird, kaiju, or JAV star. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction, and makes noises appropriate to what it represents
Lighter The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Soundpod When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Darknet Spam

Superior Darkvision. Your darkvision has a radius of 120 feet.

Urban Camo. You have advantage on Dexterity (stealth) checks to hide in low-end urban terrain such as sewers or alleyways.

Netsipper

The children of those inflicted with the netsucker virus are haunted by the same blackmail as their parents, though they develop a resistance to it as they grow older. By the time they enter the megacity spires and tropical wasteland Netsippers tend to find themselves in solitude, half stuck in blackmail and half stuck in the mundane world.

As such, many Netsippers find themselves as adventurers, both to help evade the viral blackmail and to make the creds to survive as a pariah.

Roleplaying as a Netsipper

The easiest way to play as a netsipper is as an edgelord.This is not a condemnation of edgelords, they can be super funny if played well, but telling you 'play an edgelord' isn't super helpful. Instead, might I suggest other archetypes to play as such as: the byronic hero, the bacchanal like immortal, Lazlo from What We Do in the Shadows.

Netsipper Abilities

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this Race.

Speed. Your walking speed is 35 feet.

Ancestral Legacy. You gain proficency in two skills of your choice.

Darkvision. 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 discern colors in that darkness as shades of gray.

Blackmail Bite Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 entropic damage on a hit.

Endorphin Rush When you deal damage with your blackmail bite choose one of the following:

  • You regain hit points equal to the entropic damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the entropic damage dealt by the bite.

You may only benefit from a choice Endorphin Rush once, regaining usage after a short rest.

Netsipper Subraces

Infiltrator

Sticky Fingers You have a climb speed equal to your walking speed.

Rampant Acceleration Add the following choice to Endorphin Rush

  • Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity saving throws for the next minute.
Benthic

From the Depths You have a swim speed equal to your walking speed.

Tireless Precision Add the following choice to Endorphin Rush

  • The creature you dealt damage to with your Blackmail has disadvantage on the next saving throw they make against a tech. You gain advantage on Wisdom and Charisma saving throws for the next minute.

Weirds

Transhumanity are a horny lot. If they can find something they can screw that wants to screw them back, screwing will occur. This, of course, leads to some happy little accidents when transhumanity learns that they can in fact breed with said things they screw. Perhaps the most suprising, the sentient elemental heaps of nanotech known as surges can, in fact, get knocked up and/or knock others up. This leads to Weirds, named after the first thing said when the first Weird was born. The discovery of Weirds has rampantly accelrated the rate of burns in rather unfortunate areas. Don't bang a Steam Surgelet without a heat resistant condom, this is a PSA.

Roleplaying as a Weird

As a humanoid made of both biological components and nanomachines, you are a marvel of the tropic wasteland. Weirds are perhaps the must mutable and flexible of transhumanity, being able to accomplish things with their biology that are inaccesible to Artificiates and remakes as well as adapting their nanomachines that set them apart from humans, this is all in addition to their connection to the elements. Consider when making your character how they feel about their mutable nature, how often they change their form, etc.

Weird Abilities

Size Your Size is small or medium, see Surging Nanobiology.

Speed Your speed is 30 feet.

Surging Nanobiology All Weirds poses an unchanging 'core' that is unique to them and act similarly to a face that makes them recognizable, however the elemental nanomachines that surge through them can resculpt their biology, changing their size, build, weight, and any aesthetic changes for your character. You cannot use this ability to impersonate someone else, but you may still use disguise kits and spells to disguise as normal. Changing your physiology is a lengthy process that takes one month, at character creation you may select your 'base' appearance and size, at the end of the next month you may begin changing them.

Innate Tech You learn one trick and at 3rd level one tech, as determined by your subrace. You can cast them without using material components once per long rest, or you may expend a spell slot of the appropriate level to cast it. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait, chosen at character creation.

Weird Subraces

Air Weird

Unending Breath You can hold your breath indefinitely while you’re not incapacitated.

Electric veins You have resistance to Lightning Damage. Your speed is 35 feet instead of 30 feet.

Any Way the Wind Blows You know the Hovering Helping Hand trick. Starting at 3rd level, you can also cast the Booster Bots tech with Innate Tech.

Earth Weird

Darkvision 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 discern colors in that darkness only as shades of gray.

Earth Walk You can move across difficult terrain made of earth or stone without expending extra movement.

Our Lady of the Underground You know the Quick Fix trick. Starting at 3rd level, you can also cast Nanofog with Innate Tech.

Fire Weird

Smoke and Mirrors 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 discern colors in that darkness only as shades of gray. Smoke and Steam do not grant other creatures cover from you.

Really Hot You have resistance to Fire Damage.

Road to Hell You know the Produce Flame trick. Starting at 3rd level, you can also cast Hardlight Burning Blade with Innate Tech.

Water Weird

Liquid You can breathe in Air and Water, you have a swim speed equal to your base speed.

Dilluting Body You have resistance to Acid Damage.

A Gathering Storm You know the Ice Shot trick. Starting at 3rd level, you can also cast Water Walk with Innate Tech.

Advanced Splicers

The splicer gene is a complex thing, and some genomes have proved resistant to mixing with other splicer treatments. Splicers can opt to take the following abilities instead of the options presented to them at character creation. Unless mentioned otherwise, the size and base walking speed is unmodified

Taur splicers

The taur treatment was intended to give a centaur like effect to those who imbibed it, although this could be modified to give more sphinx-like traits.

Size. Taurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your natural weapons.

Natural Attacks Your hooves or claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your Strength modifier. When you gain this ability, you can choose to have this attack deal slashing or bludgeoning damage instead of the bludgeoning damage normal for an unarmed strike. This choice cannot be changed later

Taur You count as one size larger when determining your carrying capacity and the weight you can push or drag, and to determine who can use you as a mount. In addition, any climb that requires hands and feet is especially difficult for you because of your unusual legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Beneficial Side Effects. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Playboy Splicer

Although rabbit splicers are common, this varient of the rabbit splicer treatment was only made to give certain aestetic features of a rabbit, such as thick hips and rabbit ears, while keeping the whole form still mostly human. This only partially worked, and the rabbit splicer treatment that is more commonly available works with all levels of desired furryness just like this one. Still, it introduces some powerful traits when taken, including some of the more famous traits rabbits have.

In Heat. Your constant heat allows you to add your proficiency bonus to initiative rolls

Wet nose. You have proficiency in the perception skill

Platform Pro. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0. Platform heels are optional.

Thicc Thighs As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Neko Splicers

Similar to Playboy splicers, the intended result of the Neko splice was to have more human than cat traits in the appearance for the subjects, to varying degrees of success.

Darkvision You have a cat's keen senses, especially in the dark. 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.

Feline agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat scratch Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Beastkin Splicers

With the increase of public knowledge of Beastmen, their raw power has proved attractive to many, and the splicer gene has been modified to near it's breaking point to make folks more like the monsters without turning into monsters themselves, though at the cost of being unable to further modify themselves with the splicer gene.

Bovine Beastkin

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hammering Blows Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Udders Once per day you can provide nourishment to sustain two humanoids.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Lupine Beastkin

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.

Horrifying Howl. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Hunter's Instincts. Your base walking speed is 35 feet. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Darkvision. 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.

Scaled Beastkin

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Reptile Brain. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Frög

Sticky Skin You have a climb speed of 20 feet. You are immune to poison damage and the poisoned condition. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Amphibious. You can breathe air and water.

Subraces

The world of Carbon Pink is home to a wide variety of folks, of all shapes and sizes. Here's some subraces that can modify existing races or act as subraces to those with them.

Deff Metal Jerboans (Jerboan Subrace)

Long ago, one Jerboan found themself frustrated to no end by the endless grind of capitalism and found themselves drowned in despair. Through that despair, however, they found enlightenment through rage. Deff Metal Jerboans follow the path of this legend, surrendering to their emotions and gaining power from the soul of metal.

Darkvision. 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.

Master of Puppets You have advantage against being charmed or paralyzed.

Chop Suey When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. You may instead expend a spell slot of the appropriate level to cast it. Intelligence, Wisdom, or Charisma is your techcasting ability for these techs, chosen at character creation.

Macaques Wukong (Wukong Subrace)

Wukong often pride themselves on their long, powerful tails, but one in every thousand Wukong are born without tails. Much like humans, they have a vestigial tail. Unlike humans, however, their vestigial tail is enhanced with psychic powers, letting them psychically communicate with others.

In addition, these Wukong have specialized feet that function as second hands.

Vestigial Techie Tail You have the strange ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). This replaces the Tall Tail feature

Opposable Thumbs Plus Your feet function as secondary arms The secondary arms function like your primary arms, with the following exceptions:

  • You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
  • You can’t wield a shield with a secondary arm

Shrubbo (Gobbo Subrace)

These tall gobbos are much more in tune with their plant-like origins, growing fur-like leay foiliage that lets them grow as large and as bulky as a Nayaling.

Big'un Your size is Medium. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Long Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. This replaces Cup Check.

Overgrowth You have advantage on Stealth checks made in areas with a high amount of plant-life. This replaces tricky little git.

Symbiotic Photosynthesis You need to eat and drink half as much as a human. When you take a long rest without being in sunlight or under a UV light, you must do so for 2 additional hours to receive its associated benefits. This replaces Photosynthetic

Why symbiotic Photosynthesis?

Gobbos have a lot of advantages to be sure, but their biggest downside is their photosynthesis feature, and could make them potentially unplayable in games without a lot of access to sunlight or UV light. Consider granting them Symbiotic Photosynthesis as well!

Cherubic Nayaling (Nayaling Subrace)

A rare type of nayaling, rather than be ulra stong physical specimens, scientists intended Cherubic Nayalings to focus on the social aspect that led humans to being the apex predators of the 21st century. With sheep-like wool fur that tuft out around the neck, wrist, and ankles they immediately stand out from other Nayalings, alongside short stubby horns and a tuft of a tail.

Cutie Horns You can use your head and horns to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your strength modifier. This modifies Huge Horns.

Hoof Hop Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. This Replaces Bull's Rush.

Electric Wool You have advantage on saving throws against techs and other high tech effects.

Special thanks!

Thanks to the following users for their input!

Crisperu#5539

for the ability names and the main idea behind the Shrubbo

Casters & Co. #6381

For help with balance and catching a breath weapon mistake with the Kaijuborn

the_Pokeman_52#3146

Catching a mistake on Netsippers and AI-Simar

 

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