Homebrew Cyberborn Species Details
Forged in the crucibles of a forgotten age or perhaps the vanguard labs of a techno-arcane future, the Cyberborn are not born—they are engineered. They are the ultimate synthesis of draconic essence and sovereign machine, created to serve a purpose now lost to time, or to fulfill one only now beginning to unfold. Their genesis is a mystery wrapped in polished steel. Some sages whisper they were the legions of a god of invention, crafted to wage war on the scales of the multiverse. Others believe they are the desperate answer of a world bereft of true dragons, an attempt to forge a new kind of protector—or conqueror—from nano steel and captured lightning. A more troubling theory suggests they are the evolution of the Dragonborn themselves, who willingly traded fragile scales for eternal alloy to survive a cataclysm.
At a distance, a Cyberborn echoes the majestic silhouette of their organic kin: a tall, bipedal, powerfully-built frame crowned with horns. But up close, the truth is revealed. Their "scales" are interlocking plates of nano-steel, often polished to a metallic sheen or etched with circuit-like patterns that glow with inner energy. Their coloration reflects not ancestry, but function and core type: a Cyberborn with a fire core might have gold plating with veins of red light, while one with a cold or frost core appears in shades of silver and blue energy.
Cyberborn Traits
Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 35 feet
Cybernetic Variations
As a Cyberborn, you have a plasma core with an attached element. Choose the kind of core you will have from the Cybernetic Variations table. Your choice affects your Plasma Weapon and Damage Resistance traits as well as your appearance.
| Plate Material | Energy Color | Core Type |
|---|---|---|
| Copper | Black | Acid |
| Mythril | Green | Poison |
| Gold | Red | Fire |
| Bronze | Blue | Lightning |
| Silver | White | Cold |
Plasma Weapon
When you take the Attack action on your turn, you can replace one of your attacks with a blast of plasma energy in either a 20-foot Cone or a 40-foot Line that is 7.5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d12 damage of the type determined by your Cybernetic Variation trait. On a successful save, a creature takes half as much damage. This damage increases by 1d12 when you reach character levels 5 (2d12), 10 (3d12), 15 (4d12), and 20 (5d12).
You can use this Plasma Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Cybernetic Variation trait.
Darkvision
You have Darkvision with a range of 180 feet.
Cyberwing Flight
When you reach character level 5, you can activate your cybernetic wings to give yourself temporary flight. As a Bonus Action, you unfurl cyber wings on your back that last for 15 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed double of your Speed. Your wings appear to be made of the same energy as your Plasma Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
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Posted Dec 25, 2025我是在网络世界中创造出这个的。