Homebrew Cybernetic Being Species Details
Cybernetic beings are not natural beings; Instead they are normal species of creatures who have had 'cybernetics' installed into their body, most commonly an artificer installs these. This makes them a mix of synthetic and flesh being. How much cybernetics are in them and what creatures they are vary. But for a creature to be considered one of these creatures their bodies have to be altered to a degree that they no longer can be even viewed as such creature.
Cybernetic Being Traits
Cybernetic Beings share the following racial traitsSize
You're a size medium (Between 5-7 feet tall)
Creature Type
You are a Humanoid-Construct
Speed
Your speed is 35 feet
Synthetically Enhanced Body
Your body is enhanced by synthetic augmentations, gain the following effects.
> Gain a +1 bonus to your AC
> Gain Resistance to Bludgeoning, Piercing and Poison Damage
> Gain Vulnerability to Lighting Damage
High-Optics
Your vision is enhanced due to cybernetic enhancements, gain the following benefits.
> Gain Darkvision up to 60ft
> Gain True-sight up to 10ft
Cybernetic integration
You can integrate objects into your body, gain the following things.
> You can Integrate armor underneath your synthetic body, doing so can take up to 8 hours. But once the armors underneath it is both hidden and cannot be removed unless its ripped out from your synthetic body.
> You can integrate weapons underneath your synthetic body. how they appear and are used are up to you. Doing so takes either 1d4 hours and once integrated they can be hidden if made like so and they cannot be forcefully removed save from tearing it out of your synthetic body.
> You can integrate objects into your synthetic body. how and what is up to you and your DM.
High Powered Mind
Your mind is enhanced by your augmentations, making you more skilled then most; Gain the skilled or crafter feat.
Cybernetics Double-Edge
Due to your synthetic body, gain the following.
> When you take over half your HP in lighting damage, roll a constitution saving throw. On a fail you are stunned until the end of your next turn.
> Due to being partially synthetic, you only gain half of healing spells benfits. But for the same reason, you gain 2d8 then half in healing when mending is used on you.
> If you are knocked unconscious by lighting damage, all your cybernetics will be disabled for 1d4+2 turns.
> While you are unconscious you do not need to roll death saving throws, you are automatically stabilized.
languages
You know at least three languages. common plus two you choose from the Standard Language table. Knowledge of the language means you can communicate in it, read it and write it.
1 Common sign Language
2. Dragonic
3-4. Dwarvish
5-6. Elvish
7. Giant
8. Gnomish
9. Goblin
10-11. Halfling
12. Orc
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