Homebrew Cyberpunk Species Details

Cyberpunks can be any race at one time, but have chosen to augment their bodies with technology, whether cutting of their arm to attach a gun to it, or being horribly disfigured in an accident or fight and needs replaced body parts. Cyberpunks and upgrade pretty much any part of their body.

Cyberpunk Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

Cyberpunk Traits

As a Cyberpunk, you have these special traits.

Skillful

You gain proficiency in one skill of your choice.

Versatile

You gain an Origin feat of your choice.

Cybernetic Upgrades

Your body has been upgraded with cybernetics, which grant you special abilities based on your level. Here are some options.

  • Cybernetic Hand. (1st) You have replaced your hand with a cybernetic upgrade. As an action, you can make an attack using the blaster attach to your arm. It uses your dexterity to hit, range 80/160ft, 1d6 fire or force damage.
  • Cybernetic Arm. (1st)You have replaced your arm with hardened metal. Your unarmed strikes deal 2d4 + your strength modifier bludgeoning damage, and you have advantage on all strength checks made to use that arm.
  • Cybernetic Feet. (1st) You have replaced your feet with Cybernetics. Your walking speed increases by 5ft. As an action, you can activate your boosters, granting you a flying speed of 60ft. This lasts for 1 minute, then you can’t use this feature until next long rest.

Cybernetic Upgrades

Your body has been upgraded with cybernetics, which grant you special abilities based on your level. Here are some options.

  • Cybernetic Eye. (9th) You have replaced your eye with a Cybernetic upgrade. You gain truesight with a range of 30ft, and darkvision with a range of 120ft. As an action, you can emit a optic blast from your eye, causing all enemies in a 15ft cone to make a constitution saving throw with a DC of 8 + your proficiency bonus + your constitution modifier. On a failed save, the target takes 3d8 fire damage. You also gain a +1 bonus to initiative.
  • Cybernetic Plating. (9th) You have reinforced your chest with Adamantine plating. Your armour class is now 14 + your proficiency bonus + your dexterity modifier (max 4). You also have advantage on constitution checks.

Cybernetic Upgrades

Your body has been upgraded with cybernetics, which grant you special abilities based on your level. Here are some options.

  • Reinforced Arms. (15th) You have reinforced your arms, granting you + 1 strength. Your unarmed strikes now deal 3d4 + your strength modifier force damage, and when you make an unarmed strike, you make force the target to make a strength saving throw or be pushed 5ft and knocked prone.
  • Power Core. (15th) You have installed a power core to power your cybernetic upgrades. You gain +1 to dexterity. As an action, you can activate your power core. While active, your speed is doubled, and you can take a reaction each turn in combat other than yours.

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