Cyborg (5e)

Cyborgs are Humanoids that have replaced the majority of their body parts with mechanical augmentations, to the point where they barely resemble their original race. The reasons for adopting mechanical parts are numerous, and the attitudes of each race toward this practice are all different. Some races still consider their cyborg kin a part of their own, while others completely reject this claim despite one’s ancestral origins. Whatever others may think, such augmentations are permanent and unable to be reversed.

### Mechanical Augmentations

The mechanical parts of a cyborg don’t simply act as prosthetic replacements, but enhance the biological function that it replaces. These augmentations are always made with a mix of magic, alchemy, and new cutting edge technology. They are also irreversible short of a wish spell, and even such a spell doesn’t guarantee the reversion of the cyborg’s mechanical changes - so entwined are the mechanical parts with regulating the body’s other biological functions that the spell can simply fail.

These augmentations come in many forms and can make cyborgs faster, more durable, or more intelligent than their previous racial counterparts. Because of the versatility of the enhancements, no two cyborgs look alike. A cyborg that chooses to enhance their physical abilities will look markedly different than one that seeks to enhance, say, their learning capability.

### Cyborg Origins

Cyborgs have varied reasons for replacing their own body parts. Some may have done so as part of a life saving medical procedure, one where a normal prosthetic limb couldn’t help. Many well-known adventurers and explorers, where travelling the dangerous and unknown is their whole livelihood, adopt to augment their bodies as a pragmatic choice. Still, others are forced against their will. Totalitarian nations and regimes will create super soldiers to keep control over the populace. The Cyborg Origins table gives suggestions for the reasons your character has for turning into this lineage.

**Cyborg Origins**

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### Cyborg Traits

Your cyborg character has the following traits. You are also able to choose some of your traits; consider how your choice reflects the backstory of your character.

***Creature Type.*** You are a Humanoid.

***Age.*** A cyborg’s lifespan is only limited by how well their parts are maintained. Like most adventurers in the D&D multiverse, their lifespan is typically about a century, given its inherent occupational hazards.

***Alignment.*** A cyborg’s alignment is dependent on who they were before. Most times, an individual’s alignment will tend to their extremes after augmentation. However, it’s possible to have the cyborg’s alignment completely change from what they were previously.

***Speed.*** Your walking speed is 30 feet.

***Size.*** You are Medium or Small. You choose the size when you gain this lineage.

***Ancestral Legacy.*** If you replace a race with a cyborg, 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 a cyborg at character creation, you gain proficiency in two skills of your choice.

***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.

***Machine Repair.*** If the *mending* spell is cast on you, you can expend and roll a Hit Die. You regain a number of hit points equal to the number rolled plus your Constitution modifier. Once you regain hit points in this way, you can’t do so again until you finish a long rest.

***Mechanical Enhancement.*** Your body has been altered with advanced augmentations. You choose one augmentation now and a second augmentation at 5th level.

At 1st level, choose one of the following options:

**Constructed Psionics.** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. Once you reach 3rd level, you can cast the *catapult* spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

**Metal Claws.** You can use your built-in claws to make an unarmed strike as a bonus action. If you hit with your claws, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Processing Unit.** Your cerebral enhancements allow you to apply knowledge more effectively. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. Once you use this trait, you can't use it again until you finish a short or long rest.

At 5th level, you install new augmentations into your body or enhance existing ones. Choose one of the options you didn't take at 1st level, or one of the following options:

**Armoured Plating.** You gain a +1 bonus to Armour Class.

**Artificial Resilience.** You’ve used your mechanical augmentations to rid yourself of biological imperfections, represented by the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You don’t need to eat, drink, or breathe.
* You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 6 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

**Enhanced Speed.** Your walking speed is 35 feet.