Homebrew Cyborg Lineages Species Details
Cyborgs are typically Warforged/humanoid hybrids, but many other cyborgs exist including non-sentient ones. Cyborgs almost always hail from Piltover or Zaun, their city of origin, although some are known to venture out into the world.
Cyborg Origins
At some point in your life, you decided to become more than yourself or your choice was made for you. Roll on or choose an option from the Cyborg Origins table to determine how your character gained their lineage.
Cyborg Origins
| D8 | ORIGIN |
|---|---|
| 1 | You augmented yourself with machine parts. |
| 2 | Some of your organic parts were replaced with mechanical ones against your will. |
| 3 | You survived a tragedy that nearly cost your life. |
| 4 | You were born with missing organic organs and/or limbs that had to be replaced with mechanical ones. |
| 5 | You lost a body part or were physically scarred beyond, and cybernetics was the only path to healing. |
| 6 | You were infused with nanites by choice or against your will. |
| 7 | You were cursed at some point in your life transforming you. |
| 8 | Your were created in a lab of a mad scientist trying to combine biomatter and machinery. |
Cyborg Lineages Traits
You have the following traits.Ability Score Increase
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Creature Type
You are a Humanoid.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Ancestral Legacy
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Darkvision
You have superior vision in dark and dim conditions. 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
Quick Learner
You gain proficiency in one skill or tool of your choice.
Limited Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You only require half as much food or drink
- You have advantage on saving throws against disease
- You have advantage on saving throws against exhaustion. If you were to gain a level of exhaustion that normally doesn’t allow a saving throw, you may attempt a Constitution saving throw to ignore it. The DM determines the DC for this saving throw.
- Magic can’t put you to sleep.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Languages
You can speak, read, and write Common and one other language of your choice.
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