Homebrew Adapted Cybertronian Species Details

Cybertronians are a machine race modeled after organics, often mistaken for technology rather than an artificial biological being. Many cybertronians originate from machine like worlds but often have their origins traced back to those wanting to model true life in the form of metal rather than organic cells, resulting in them often originating on organic worlds as well in either steampunk or industrial eras. These creatures often live in hiding, and take on the form of whatever is the most efficient means of evading detection as they are often hunted down in attempts to replicate them, or taking on powerful beast or vehicular forms to defend themselves from such hunters.

Of all machine like races modeled after organics, the Cybertronians may be the most difficult to deal with. They are not unfriendly, but tend to remain solitar and in their own social groups, rather than interacting with organics. There are often exceptions to this however, bt these exceptions are far between and are often outcast or do not identify with any particular Cybertronian group. Though long-lived, they are a dwindling race that reproduces rarely. Fearing any negative impact that change could bring to their already declining population, they have chosen to anchor in their existing habits and hope for the best. While this mentality has prevented any significant improvement in their situation, it has also ensured they've not seen any great decline.

With their large builds, weaponry, and imposing bodies, they have remained largely unchallenged by organic races although there are often attempts to capture outcast by larger organic organizations. Those that tried to encroach on larger groups of cybertronians soon discovered that Cybertronian weaponry are for more than just decoration. Unfortunately, use of these natural weapons wears it down over time. The eldest of the species often have their natural weaponry suffering from rust and degradation.

Adapted Cybertronian Traits

Due to their unique bio-organic structures, cybertronians recieve several abilities.

Cybertronian Combat Experience

Receive a +1 to Intelligence, Dexterity, and Constitution. 

Cybertronian Rest

When you take a long rest, you must spend at least six 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. You are also able to rest like this while in your Alternate Form.

Cybertronian Biology

• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

• You don’t need to eat, drink, or breathe.

• You are immune to organic diseases.

• You don't need to sleep, and magic can't put you to sleep.

Alternate Form

As an action you are capable of transforming your body into an alternate form. This alternate form is determined by your chosen cybertronian faction. While in this form you share the same  health as your robotic mode. In this alternate mode you are able to use an action to transform back into your robot mode.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of your alternate mode, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, along with any others granted by your alternate form. If the form has the same proficiency as you and the bonus in its stat block is higher than yours, use the alternate form's bonus instead of yours.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your alternate form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • If you are knocked unconscious or killed in this form you remain transformed.

Cybertronian Lifespan

Cybertronians live to be up to 1500 years old, and they are considered mature when they reach the age of 550.

Cybertronian Faction

At 3rd level, you can choose your alternate form and faction.

Little Giant

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

Cybertronian Weaponry

You can transform your hands into weapons when making unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Previous Versions

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