Homebrew Cyborg Species Details

Perhaps a prototype super soldier to turn the tides of an ongoing war, or one of a hundred workers more machine than man, maybe someone with a destroyed body who’s soul is saved in their new form. Whatever the case it ends the same, a persons body is melds with metal and machinery to a form completely different from the original in both body and mind. This allows them to push themselves past human capabilities, in strength and speed.

Cyborg Traits

Your Cyborg may have some slightly similar traits to humans but manly one's unique to Cyborgs.

Standard traits

Age. Due to the implants your original lifespan is roughly 3 times its original length.

Alignment. Cyborgs have free will so do not lean towards any specific alignment.

Size. Cyborgs follow the human height but tend to be on the taller side. Your size is medium or large.

Speed. Your base walking speed is 35 ft.

Half Construct

While some human aspects remain, a good part of you is made of metal. You are immune to disease, you only need to eat 1/4 as much and you only need to sleep for 4 hours a day. Additionally you are classified as both humanoid and construct.

Cybernetic Alloy

Your cybernetics are made with metal, so either pick from the Alloy table below if you meet the requirements or if you want, you can instead roll 1d4 from the Alloy table if you meet all the prerequisites for the different options. You cannot change your choice until levels 5, 10, 15 and 20.

d4 Cybernetic Alloy Prerequisite Unarmored Defense Positive Trait Negative Trait
1 Bronze Light Armor Proficiency 8 + Constitution modifier After taking lightning damage, your unarmed strikes deal an extra 1d6 lightning damage for 1 minute. You have vulnerability to lightning damage.
2 Steel Medium Armor Proficiency 10 + Constitution modifier You have resistance to fire damage. You have vulnerability to acid damage and disadvantage on saving throws against effects that deal acid damage.
3 Platinum Heavy Armor Proficiency 12 + Constitution modifier You have resistance to both fire and acid damage. Whenever you take the dash action, it now only increases your movement by 15 ft instead of doubling your movement speed.
4 Mithril Light Armor Proficiency and spellcasting 10 + Constitution and Dexterity modifiers You ignore movement penalties from difficult terrain and have advantage on spell saving throws You have disadvantage on Strength checks made to shove or grapple creatures.

Cybernetic Augments.

 Your cybernetic body comes with a few augmentations, roll 2d20 on the "Cybernetic Enhancement" table below to decide what augmentations you have.

d20 Cybernetic Enhancement Description
1 Hydraulic Limbs Your arms and legs are reinforced with piston-driven strength. You have advantage on grappling rolls and you are treated as one size larger on grappling rolls.
2 Reinforced Spine Steel support through your vertebrae boosts lifting power and stability. Increase your Constitution Score by 1, additionally increase carry weight by 240 lbs.
3 Subdermal Muscle Coils Coiled myomer bundles under the skin grant explosive strength. You gain a +2 to Strength and Dexterity saving throws.
4 Gravitic Stabilizers Inertial dampeners allow perfect balance and impact negation mid-movement.
5 Hyperoxygenated Blood Reservoir You can hold your breath for over 10 minutes and physically cannot gain more than 3 levels of exhaustion through non magical means.
6 Collapsible Weapon Limbs Your arms can morph into melee weapons (blades, maces, etc.). They do a total of 1d6 + 3 damage, this damage is dependent on type of weapon.
7 Magnetic Grip Implants Your hands and feet cling to metal surfaces like a walking clamp. You have a climbing speed of 20 ft and can climb on any surface
8 Optical Enhancer Array Visual zoom, light amplification, and motion tracking built into one eye. You gain a +2 to your passive perception.
9 Internal Shock Absorbers You can fall from absurd heights and keep moving. you can fall 60 ft without taking fall damage.
10 Dermal Plating Your skin is reinforced to stop blades more effectively. Whenever you take slashing or piercing damage, the total of damage taken is reduced by 1.
11 Adrenal Spike Injector You can force a combat surge for increased speed and aggression: you have a +1 to initiative rolls.
12 Modular Shoulder Racks Storage for tools, throwables, or retractable melee gear. Increase carry weight by 95 lbs
13 Pneumatic Jaw Your bite can shatter bone or metal bars. All bite attacks made by you now do piercing damage equal to 1d8 + STR modifier.
14 Bone-Thread Reinforcement Your bones are laced with carbon-strands for density and flexibility. Increase Dexterity and Constitution scores by 1.
15 Integrated Climbing Talons Hands and feet have deployable combat claws. As a bonus action you may make a natural weapon attacks with these claws, doing slashing damage equal to 1d6 + STR modifier. And you are proficient in this natural weapon.
16 High-Torque Leg Servos You can jump 25 ft at the cost of 10 ft of movement and have a +1 to acrobatics and agility.
17 Synthetic Pain Filter You feel damage, but pain is suppressed unless life-threatening. You have advantage on Constitution saving throws.
18 Internal Repair System Your body slowly patches damage over time without medical aid. At the start of the round you regain a number of hit points equal to your Proficiency modifier + your Constitution modifier.
19 Targeting Matrix Once per turn, you can add +2 to a ranged attack roll you make.
20 Reactive Nerve Mesh Your reflexes are so sharp you can dodge attacks more easily: Attacks of opportunity have disadvantage against you.

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