Homebrew Cyborg Species Details
You are a member of a biological species but have been heavily augmented with technological parts. Even your mind is somewhat robotic, enhanced by interplay between the machine and the living creature you once were. It’s possible this condition is not unique to you. Some species supplant culture with technological integration and their original physiology with mechanical augmentation.
Cyborg Traits
OzCybernetic Rest
When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Age
You most likely age just as a member of your origin species would
Robotic Frame
You have resistance to slashing damage, but suffer vulnerability to lightning damage.
Size
You are the shape of a typical humanoid, making you Medium or Small size
Speed
Speed. Your base walking speed is 30 feet.
Cybernetic Implants
You begin with 3 cybernetic implants and you gain a 4th at level 5, a 5th at level 10, a 6th at level 15, and a 7th at level 20. Choose cybernetic implants from the following list:
- Computer Interface. You may plug directly into computer systems, doubling your proficiency bonus on tool use rolls for accessing information stored within that system.
- Database. Select one Intelligence skill. Double your proficiency bonus when using this skill to recall information.
- Improved Sense. Select one of your senses (hearing, vision, smell, taste, touch). Double your proficiency bonus when making skill checks utilizing that sense, such as tracking, investigation, or perception.
- Mechanical Chassis. Your base armor rating is 15 + your Dexterity modifier. You may no longer wear armor.
- Nightvision. You gain darkvision up to a distance of 60 feet.
- Replacement Limb. Increase your Strengthscore by 1, to a maximum of 20. Your unarmed attacks may deal 1d4 + Strength modifier bludgeoning damage if you use your replacement limb.
- Retractable Claws and Spikes. Your unarmed attacks may deal 1d6 + Strengthmodifier slashing damage. Doing so reveals your hidden weapons to onlookers.
- Subdermal Sheath. You gain resistance to one of the following damage types (choose one each time you select this benefit): bludgeoning or piercing.
- Thermal Vision. You gain darkvision up to a distance of 30 feet and have advantage on tracking rolls.
- Versatile Enhancement. You gain a feat of your choice
Ability Score Increases
Your Constitution score increases by 2, as does one additional ability score of your choice (maximum 20).
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