Homebrew Cyborg Species Details
Your addiction for cyberware has slowly changed you. By now, all your organs, except your brain, have been replaced with chrome. But a mind can only control so much cyberware; how long until your addiction comes back at you, turning you cyber-psycho?
Cyborg Traits
Your body made from metal gives you the following benefits:Creature Type
Having cut off most of your flesh, you are more machine than human. You are a construct.
Age
Due to your constructed body you stopped aging which also made you immune to magical effects that would change your age.
Reborne from Chrome
If you replace a race with this one, you loose any traits from your former race. The DM may add exceptions to this rule.
You may regain any lost benefits through cyberware in the same way any creature could obtain them.
Constructed Resilience
You were chromed to have remarkable fortitude, represented by the following benefits:
- You don't need to eat, drink, or breathe.
- You are immune to poison damage and the poisoned condition.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Sentry's 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.
No Flesh to Heal
Your vital parts all being artificial, you do not regain hit points during rests, unless a creature with the mending spell or with proficiency in Tinker's Tools or Ripper Doc's Supplies and the appropriate tools available does repairs on you the entire time.
You can do your own repairs, provided you fulfill the requirements and are not incapacitated. You can do so as part of the same rest.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, a creature with Ripper Doc's Supplies must incorporate it into your body over the course of 1 hour. To doff armor, such a creature must spend 1 hour removing it.
- While you live, the armor incorporated into your body can't be removed against your will.
Prone to Psychosis
The amount of cyberware you have integrated into your body makes you susceptible to cyber-psychosis.
You have disadvantage on saving throws against being charmed. If you fail such a saving throw, you do not become charmed, the triggering spell or ability ends, and you ignore all effects that would have come with that charm.
Instead you enter a state of psychosis, regarding all creatures you can see as enemies. You can repeat the saving throw at the end of each of your turns, ending the psychosis on a success.
While psychotic, whenever you choose another creature as a target, you must choose the target at random from among the creatures you can see within range of the attack, spell, or other ability you are using. If an enemy provokes an opportunity attack from you, you must make that attack if you are able to.
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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