Homebrew Cyborg Dragonborn Species Details
After your violent death at the hands of the Artificer, dark science and twisted machinery resurrected you as a living construct. You bear the scars of your Dragonborn heritage, but your scales have been fused with steel plates and arcane tubes. Where once draconic fire (or lightning, acid, etc.) brimmed in your lungs, there is now only a crackling hum of mechanical power. Despite regaining your free will, you remain forever changed.
Creating a Cyborg Dragonborn
When you become a Cyborg Dragonborn, you lose some of your original racial traits (such as the standard Dragonborn breath weapon). You may keep other elements of your heritage—such as your ability score increases, size, and movement speed—depending on how your DM wants to handle the transformation. Use the traits below to represent your new, construct-like form.
Cyborg Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.Unnatural Glow
Your mechanical eye and tubes glows with a green light.
Ability Score Increase
Your Strength score increases by 2, and your Charisma score increases by 1.
Languages
You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Arc Emitter
- Arc Emitter (Replaces Breath Weapon):
- Range/Area: 15-foot cone or 5-by-30-foot line (choose at character creation).
- Damage Type: Force or Lightning (chosen when you gain this trait), reflecting your mechanical power source.
- Usage: As an Action, you exhale (or emit) crackling energy. Each creature in the area must make a Dexterity saving throw against a DC = 8 + your proficiency bonus + your Constitution (or Intelligence) modifier.
- Damage: A creature takes 2d6 + your proficiency bonus in the chosen damage type on a failed save, or half as much on a success.
- Scaling: Increases to 3d6 + prof at 6th level, 4d6 + prof at 11th level, 5d6 + prof at 16th level.
- Recharge: You can use this trait a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Lightning Conduit
When you take lightning damage, you can use your reaction to channel a portion of that energy into your mechanical systems.
- Damage Reduction: Until the start of your next turn, you have resistance to lightning damage (including the triggering instance).
- Charged Attack: The next time you hit a creature with a melee weapon attack before the end of your next turn, you deal an additional 1d6 lightning damage.
Mechanical Resilience
Your body is part steel, part flesh, and is resistant to many forms of corruption—yet vulnerable to structural failures.
- You have resistance to poison damage and advantage on saving throws against being poisoned.
- You no longer need to eat or breathe in the conventional sense, though you can ingest potions or alchemical substances (they pass through tubes or small synthetic organs). You can still benefit from short and long rests normally.
Forged Scales
Where you once had natural draconic scales, they have become fused with overlapping metal plating and arcane conduits:
- Your AC calculation can remain whatever it was (e.g., if you previously had natural armor from a subclass/feature), or you can choose to use 13 + your Dexterity modifier (similar to the Draconic Resilience style). Work with your DM on which formula you use so you don’t double up on unbalanced armor calculations.
Glitching Voice
Your vocal cords are partially mechanical, resulting in a static undertone when you speak.
- Voice Modulation: You can perfectly mimic the voices or sounds you’ve heard within the last 24 hours (similar to a minor version of the Kenku trait). However, your speech always carries a subtle mechanical echo.
- Social Impact: NPCs might be unsettled or suspicious of your voice. Work with your DM for potential advantage or disadvantage in specific roleplay situations.
Wires of Will
Your mind is partly protected by mechanical enhancements:
- You have advantage on saving throws against the charmed condition but disadvantage on death saving throws (your mechanical components can malfunction under trauma, making the moment of death more precarious).
Cybernetic Repair
Healing magic functions on you, but you can also be “repaired” via certain tools:
- Magical Healing: Works as normal.
- Mending Spell: If someone casts mending on you during a short rest, you regain an additional number of hit points equal to your proficiency bonus.
- Medicine vs. Tinker’s Tools: Stabilizing you or attempting to heal you via mundane means can use Tinker’s Tools instead of a Medicine kit, at the DM’s discretion.
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