Homebrew Cyborian Hybrid Species Details
A Cyborian Hybrid (Typically 'Cyborite) refers to an individual humanoid, irrespective of lineage, that has to some extent surpassed the biological limitations of their lineage by way of physical (Traditionally mechanical, magical or somewhere in between) implants into their body. The practice of Cyborisation is a relatively recent one, coming only in the recent generations of the Great City (Forgot the Island name???) due to several collaborative breakthroughs and trade agreements coming into place.
Extensive Alteration
A hybrid’s artifical enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with some form of machinery, mostly magi-tech, steam powered or clockwork systems. These include hydraulic grips, mechanised tendrils, exhaust ports like those on a locomotive, metallic or wooden sections of skin, or rotating gear joints.
Hybrids are the product of innovation. It’s not impossible for a hybrid to leave the Great City and find a life outside of it, but the Cyborites require much care and maintenance and so often stay where those resources can be found; Furthermore taboos and superstitions regarding the mixing of magic and machine into the body exist throughout the world and can make life difficult.
Cyborian Hybrid Names
A hybrid usually bears the name given by their biological parents. Some hybrids assume a new name after their transformation - a name chosen personally or given by those around them.
Cyborian Hybrid Traits
Your hybrid character has the following racial traits.Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
Cyborites used to suffer a shortened life span due to their impact implants had on their bodies however since then , developments have been made that allow Cyborites to live out their natural lifespan even with implants. The only exception to this is an individual who becomes more implant than natural - These individuals suffer shortened life spans however their understanding and control over such implants is far more refined than a typically Cyborite.
Alignment
Most hybrids share as many opinions as there are to share in the Great City. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the City, however, often do so because their philosophical outlook and alignment are more in line with the sort of life and peace you can find outside of it.
Size
Your size is Small or Medium, within the normal range of your humanoid base race.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You can speak, read, and write Common and one language of your choice appropriate to your base humanoid race or background - Discuss with your DM.
Mechanical Enhancement
Your body has been altered to incorporate certain mechanical enhancements. You choose one mechanical enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
- Glider Sails - You have canvas-like sails that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
- Hydraulic Grips - You have a climbing speed equal to your walking speed.
- Aquatic Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body unlocks a further mechanical capability, developing new systems. Choose one of the options you didn’t take at 1st level, or one of the following options:
- Extra Limbs - You have two special cybernetic appendages grafted onto your body alongside your arms. Choose whether they’re both grips or tentacle-like. Treat these like a second set of arms with the exception that they cannot wield weapons, hold shields, be used to grapple nor make Athletics checks.
- Grafted Armour - Your skin in places is covered by a thick armour plating. You gain a +1 bonus to AC when you’re not wearing heavy armor.
- Static Discharge - As an action, you can discharge gathered ambient electricity from your ocular implants, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 lightning damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
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