Goober (5e Race)
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|“||Of course, I know a rebellion exists. What do you mean, 'Why are you not dealing with it?' You dare question me?! I'm not dealing with it because they are not a problem. You absolute imbecile, do you really think if there was a rebellion of threat to me that I wouldn't deal with it? Sure, soldiers may die, but they are of no use in the grand picture. We have plenty ready to work if we run out of old resources. Now, leave my sight before I have you publicly executed.||”|
|—The Xelogath, the Invincible Monarch|
|Planetary Takeover, @EmeraldTheAlien, https://twitter.com/EmeraldTheAlien|
Goobers are of the mammalia class, however, they have slight indications of bug-like features. They come in a large range of colors, the whole spectrum can be seen in any group of goobers. Sprouting from the head alongside their hair is two antennae, these can be a range of colors as well, and typically are complementary to their skin. Their ears are rather large and lift up over their heads, similar to that of a fennec fox. On their backs are light translucent wings, similar to bee wings. These are weak, and cannot lift their fat little bodies of the ground. The goober, of course, can hover anyways due to not caring what we think is impossible. After trailing down the back from the wings you find there is a large, stout tails similar to that of a reptile. These are fairly strong, but don't serve much purpose other than balance and to assist swimming. Goober hands are rather large, similar in size to that of a bear's paws with their claw-like fingernails. Despite their feral appearance, they have fingers and opposable thumbs. A goober's legs end with beast of burden hooves, similar to that of a horse, however, they are thinner. All goobers are full of muscle and strength, and are shown to be some of the best examples of "survival of the fittest" due to their strength.
Terran goobers are the standard goober. They are the most common type of goober and portray no differing traits than above.
Marishou goobers are considerably different opposed to the terran goober. These types of goobers mainly live in the water, however, do survive well in the air as well. These goobers are decked out with webbed digits and gills on their neck. Although, their wings are weaker than a standard goober's wings and are practically water filled sacs which are used to frequently moisturize the skin on land like a mucus on most amphibians. However, unlike all amphibians, they have scales upon their body. This gives them a hardier structure that still allows them to move with ease.
Erunic goobers are similar to build and stature to terran goobers. These goobers are usually not born of the home planet, but from colonies on warmer planets, typically volcanic ones. These goobers tend to have less hair than their terran counterpart due to being more suited for heat. They are also said to be blessed with the power of the volcano, some have been shown emitting smoke from their bodies or even their hair catching flame out of anger. It is unknown how they harnessed this ability, but it seems to be a form of defense mechanism. Their eyes have also adapted to seeing in the dark, many goobers of the erunic race have eyes that seem to glow in the dark allowing them to see better for a short distance.
Subterran goobers have been said to be the most "backwards" of all goobers. They live in caves and are typically very pale in comparison to their fellow goobers. Their eyes are typically dark as pitch, but are able to greatly surpass normal vision in the dark. Due to their sheltering, they are not very well adapted to the light and are typically blinded by simple lanterns. Their tails are rocky in nature and tend to have large excess of mud and stone stuck to them, hardening into a large carapace. Their wings are also cluttered with crystals, making them heavy and unsuitable for hovering. They are typically less muscular than most other goobers, and have been seen as mostly bones and rock.
In the depths of the timeless outer space, a lowly planetoid sits alone. As time passes, an unusual type of being is born that is insect-like in nature, but are inherently mammals. Born from larvae they rose to build their society and were targeted from the beginning of time due to being perceived as a weak-minded and simple race. But they always fought back. They have had many leaders rise and fall, and with each new monarch came a new generation that flourished. Each child born was smarter and stronger than the last and as they developed their technology developed besides them. They were tired of being tossed around like simple playthings and soon developed weaponry and means of travel that allowed them to reach other planets like their own. They had all but eliminated their former predators and had spread out their colonies in mass. They soon began taking over like a plague, finding new planets, and enslaving their residents to sate themselves after the millennia of torture they endured. Their society finally grew past that lowly planet that once sat in the dead of space.
The main planet the goobers live upon is cold and is heavily covered in a dense gas, any other creature would struggle upon setting foot into the atmosphere due to how dense it is, and how hard the gas makes it to breathe and move. The planet was previously filled to the brim with water, but as the goobers have evolved the sea level went down significantly. The planetoid is filled with flora resembling underwater life such as coral or seaweed, some of which has evolved to live outside of water.
The goobers are ran by a single matriarch, the Xelogath. The Xelogath acts as a strict dictator over the people. Although, she doesn't seem to interact with her people unless she is assigning the title of "Invader" to a newborn goober. She rarely makes appearances in public, but when she does she is heavily guarded. Although, the true backbone of their society is the working class below her feet. Normal jobs on their home planet can be requested and filed for, but the goober must be shown capable of actually preforming this role. Invaders provide for the home planet whilst providing for themselves in their own colonies and they are a huge importing and exporting system. They are one of the highest ranking citizens when returning to the home planet and will be offered free lodging as long as they are successful in their job of taking over as many planets as possible, stripping it of all natural life or resources, and creating a base of operations. If they do not comply, they are often deemed useless and are punished or jailed.
Not all Invaders are made equally, however, every now and then there are bad apples that fall from the tree. In this case, these apples are traitors to the goober way of life. Non-designated invaders also exist, they are Goober's who have stolen a right of transportation. They rebel, some for just reasons and others not, but nonetheless they're going against the Xelogath's plan. Often times when they become too big of a threat, they can be eliminated with ease. The Xelogath can snap a finger and then many lives are lost due to such. These groups of rebellion aren't usually too big of a deal: they're weak, frail, or have no structure. In the eyes of the Xelogath, they are all the same, pitiful bugs waiting to be crushed. These rebellions usually oppose the Xelogath in some way, wish for escape from the Xelogath, or are neutral towards her.
Every other role to fill is pretty standard, with a wide selection of jobs to choose from for each goober. Around the age of five the goobers are sent to schools to make sure they get the idea of how to function in their society. These schools are equivalent to human colleges and have housing provided for the new generation. If a child was selected to become an invader then they go through quite a few extra courses to learn how to properly take over a fresh planet. This includes strenuous physical exercise, learning how to create high tech weaponry and tools, and pilot their own vehicles.
ID modules are given to each goober to indicate who they are, these modules are simple cards that list various traits of each goober: Name, Age, Occupation, and vitals. These IDs must be resubmitted upon acquiring a new title or role. Goobers unfortunately are workaholics due to their societal restrictions and obligations, many sleep in their workplaces, and very few have proper domiciles outside of work. The wealthiest hold the most power and are seen with the luxury of homes of high quality and jobs of high standing.
Goobers are given two part names with unknown meanings split by an apostrophe. They are named quickly and without much thought, but very rarely do they have one part names.
Male: Tav'inn Re'Nage Bal'ster Vay'in Na'Vis
Female: Tee'Jun Nu'Bon Tha'Lira Em'ral Mutin'yl
Aliens who have surfed through the Astral Sea to take over planetoids.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Average goobers mature at an astounding rate, maturing around the age of five and becoming fully grown around the age of ten. They tend to live for about 200 years.
Alignment. Goobers tend to lean towards the evil spectrum and sometimes teeter towards neutrality, letting their own desires for power guide them. However, goobers can be any alignment.
Size. Similarly to humans, goobers can vary widely in height and build. They have been seen from 5 feet to well over 6 feet tall on average, but rarely can be up to 8 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Thermophobic. Your kind tends to stray away from hot places, typically doing the best in colder environments. From this you have a vulnerability to fire damage and have disadvantage on saving throws related to exhaustion from extreme-heat conditions. However, you have a resistance to cold damage and advantage on exhaustion saving throws related to the extreme-cold conditions.
Weak Wings. Your wings are frail and can barely hold up your own weight. As a reaction to falling, if you are not encumbered or wearing heavy armor, you're able to stall yourself to a rate of 60 feet per round for thirty seconds. If you land during this time, you will not take any fall damage. You may do this once per long rest.
Languages. You can speak, read, and write Common, Gooblan, and one other language of your choice.
Ability Score Increase. Your Strength score increases by 1.
Atmospheric Ease. Due to your heritage of evolution inside harsh planetary environments, you are able to hold your breath longer than most individuals. Your breath can be held for a number of minutes equal to 4 + Constitution modifier, with a minimum of 2 minutes.
Down to Earth. The harsh winds of the home planet are tough, however, you have evolved to deal with them properly. Your feet are set and stone, you are used to the rough winds and pressure they put upon your body. You gain advantage on saving throws against being pushed back, and you walk through strong winds without hindering your movement speed.
Ability Score Increase. Your Dexterity score increases by 1.
Amphibious. You have been born of the sea. You have gills upon your neck and can breathe air and water.
Webbed Digits. You gain a swimming speed of 40 ft.
Scaled Defense. This replaces the Weak Wings trait and your wings are not suitable for flight at all being almost entirely comprised of water. Instead you have hard scales lining your body in a multitude of places. This gives you an unarmored defense of 12 + your dexterity modifier if your armor class would be lower otherwise.
Ability Score Increase. Your Constitution score increases by 1.
Frigophobic. This replaces the Thermophobic trait. Your kind has adapted to hot places, now doing the best in such environments. From this you have a vulnerability to cold damage and have disadvantage on saving throws related to exhaustion from extreme-cold conditions. However, you have a resistance to fire damage and advantage on exhaustion saving throws related to the extreme-heat conditions.
Smoldering Resolve. The fire inside you burns brightly and you can unleash that energy to fight your foes. You're able to cast Searing Smite as many times equivalent to your Constitution modifier (Min 1) at 1st level. The level you cast it at improves as you level up: 2nd level at 5th, 3rd level at 9th, 4th level at 13th, and 5th level at 17th.
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 red.
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. You can see in dim light within 120 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.
Sunlight Sensitivity. While in sunlight, the goober has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Stone Crusher. This replaces the Weak Wings trait due to your wings being heavier and riddled with crystals. Your tail is large and is tough as stone, and sharp as a stalactite. This gives you a natural weapon. As an action, you're able to slam your tail into opposing creatures with the magnitude of an earthquake as an unarmed strike. If you hit with said unarmed strike you deal bludgeoning damage equal to 1d8 + Strength modifier. As a reaction to hitting an opposing creature, you can cause a tremor in the ground. This forces each creature, excluding you, in a five foot radius, centered on the attacked target, to make a dexterity saving throw. The DC for this save is equal to 8 + Strength modifier + proficiency bonus. On a failed save, a creature will be knocked prone and take an additional 2d6 damage. This improves upon level up: 3d6 at 6th Level, 4d6 at 11th level, and 5d6 at 16th level. You may do this reaction as many times equal to your Constitution mod (minimum of one) before needing to take a short or long rest.
Random Height and Weight
|4′ 0″||+3d10||65 lb.||× (3d4) lb.|
*Height = base height + height modifier