5e Cyborgs (Metal Gear Supplement)
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|Work In Progress|
|Art by Japanese Artist Yoji Shinkawa|
A man, shrouded in a cloak, stands still surrounded by enemies. Not knowing who, or rather what they are picking a fight with, they charge in to attack. Suddenly the cloak flys into the air and and the same time, one of the thungs is cut in half as they all see their opponent in full view. a combination of man and machine, the evolution of modern warfare technology, A cyborg. without a beat, they all come charging at the bionic man, but non of their strikes seem to be connecting, as the cyborg effortlessly dodgues, blocks, and parries all their attaks, while he easily slicing through they all with his strange flashing blade. before the cloak can drop, all the thugs have been kill, with what remains can barley constitue as bodies, And as the cyborg catches his cloak out of the sky, he puts it back on, and wanders off into the night, once again to mind his own business (maybe become a mariachi band member or something I don't know).
Creating a Cyborg
- Quick Build
You can make a Cyborg quickly by following these suggestions. First, strength and dexterity should be your highest stats (depending on how you what to make your character) followed by constitution, intelligence, and then charisma and wisdom can be interchangeable.
As a Cyborg you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Cyborg level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Cyborg level after 1st
Weapons: Simple, Martial, Finesse, Range
Tools: any two tool
Saving Throws: Strength, dexterity
Skills: Choose three from the following: Athletics, acrobatics, Insight, Intimidation, Perception and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two martial Weapons or (b) One Martial melee Weapon and one ranged weapon with double ammunition (guns if your DM allows it)
- (a) Two Simple weapons or (b) 2 bombs or (c) 2 smoke bombs or (d) 2 EMP bombs (does 3d4 lightning damage on a failed DC 16 dex save (half as much on a success), if fail, make a DC 14 con save, on fail target is stuned (constructs have disadvantage))
|Features||Enhanced movment||Electrolyte points|
|1st||+2||Fighting Style, half sleeping, Codec, Exoskeleton||-||-|
|2nd||+2||Electrolyte, Enhanced Movement||+10||3|
|4th||+2||Ability Score Improvement||+10||6|
|5th||+3||Extra attack, Octo-Camo, Blitz||+10||8|
|8th||+3||Ability Score Improvement||+15||10|
|12th||+4||Ability Score Improvement, All terrain travel||+20||14|
|16th||+5||Ability Score Improvement||+30||16|
|19th||+6||Ability Score Improvement||+35||24|
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Check fighter class for fighting styles
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to
resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 1st level, when ever you take a short or long rest, you never full go to sleep. you still dream like most living things do, but because of your cybernetic enhancments, your brain remains constantly alert. this means you can never be surprised when ever you sleep/take short or long rest.
At 1st level, you have a built in radio with its own frequency implanted into your mechanical body. Your Codec can be used to contact people completely mentally getting rid of the possibility of anyone listening in or being heard by enemies.
At 1st level, While you are not wearing any armor, your armor class is equal to 10 + dexterity + constitution or intelligence
Since your body is made of mostly metal, polymer, and electronics, you are stronger then the average specimen of your race. When you choose this class, you can choose two stats (strength, dexterity, constitution). These stats will have a add multiplyer equal to you proficiency modifier.
Starting at 2nd level, you have learnt to harness Electrolytes, the power source that fuels your body. Your access to this energy is represented by a number of FC point. Your Cyborg level determines the number of points you have, as shown in the FC Points column of the table. You can spend these points to fuel various FC features. You start knowing three such features: AR sence, Wall Run, and Blade Mode. You learn more Electrolyte features as you gain levels in this class. When you spend a FC point, it is unavailable until you finish a short or long rest, at the end of which your body recharges all the energy in its body.
Some of your FC features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Your FC save DC= 8 + Constitution mod + proficency Modifier
- AR sence: AS a bonus Action, you can expend 1 ki point to send out a radio signal to scan everything withing 30ft. sphere around you. This gives you darkvision in a lightblue tint. it also allows gives you exact measurments of the area, the distance between you and an intended destination, the location of all creatres in this area (unless they are being hidden by magic means), the location all objects in this area (DM can rule if you can see these object) and all non magically hidden traps.
- Wall Run: As a bonus action, you can expend 1 ki point to gain a climbing that also allows you to run roofs, with a speed equal to your movement speed + 5. Once you start running on a surface you cannot stop moving, or you fall of said surface.
- Blade mode: As a bonus action, you can expend 2 ki point to give yourself 2 extra attacks. these attacks have advantage and are critical hits on a 19-20. While using blade mode, you cannot move until your next round, and all attacks done to you at 5 ft. or less have advantage.
Because of your Cybernetic enhancements, you body can move far more rapidly and fluidly then it could have before. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain Cyborg levels, as shown in the Cyborg table.
At 3rd level you have gained an understanding of your new bodies abilities and wish to go further in terms of modification. The Route of Modification you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Cyborg Upgrade Table
In this table you can buy various Attribute Increases, Skills, proficiencies, and Features for your cyborg body to be accustomed to. Features can be found under the Features section at the end of this page. Attribute Score Increases can be bought multiple times up until your stats are at 20. Each time you buy an Attribute Score Increase the price doubles. So your first buy is 2 Points, second buy is 4 Points, third buy is 8 points, etc (including other score increases). This is so no one can just roid out in all stats as a Cyborg. You can only buy a skill if your level matches where it is on the Features table. Your Cyber-Points are equal to your ((Intelligence Score + Proficiency Bonus)/3)*current level rounded down, so at level 5 with 13 Int. would be ((13+3)/3)*5 = 26. You can allocate the points after finishing a Long Rest (Half-Rest applies), and you can only reallocate Cyborg Features and Skill Proficiencies.
|Ability||Type||Points Up||Cost||Multiple Buy|
|Strength||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Dexterity||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Constitution||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Intelligence||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Wisdom||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Charisma||Attribute Score Increase||+1||2 Cyber-Points||Yes (Up to 20 Score)|
|Acrobatics||Skill Proficiency||N/A||3 Cyber-Points||No|
|Animal Handling||Skill Proficiency||N/A||3 Cyber-Points||No|
|Arcana||Skill Proficiency||N/A||3 Cyber-Points||No|
|Athletics||Skill Proficiency||N/A||3 Cyber-Points||No|
|Deception||Skill Proficiency||N/A||3 Cyber-Points||No|
|History||Skill Proficiency||N/A||3 Cyber-Points||No|
|Insight||Skill Proficiency||N/A||3 Cyber-Points||No|
|Intimidation||Skill Proficiency||N/A||3 Cyber-Points||No|
|Investigation||Skill Proficiency||N/A||3 Cyber-Points||No|
|Medicine||Skill Proficiency||N/A||3 Cyber-Points||No|
|Nature||Skill Proficiency||N/A||3 Cyber-Points||No|
|Perception||Skill Proficiency||N/A||3 Cyber-Points||No|
|Performance||Skill Proficiency||N/A||3 Cyber-Points||No|
|Persuasion||Skill Proficiency||N/A||3 Cyber-Points||No|
|Religion||Skill Proficiency||N/A||3 Cyber-Points||No|
|Sleight of Hand||Skill Proficiency||N/A||3 Cyber-Points||No|
|Stealth||Skill Proficiency||N/A||3 Cyber-Points||No|
|Survival||Skill Proficiency||N/A||3 Cyber-Points||No|
|One Simple Weapon||Weapon Proficiency||N/A||2 Cyber-Points||Yes|
|One Martial Weapon||Weapon Proficiency||N/A||2 Cyber-Points||Yes|
|AR Sensor Vision||Cyborg Feature||N/A||4 Cyber-Points||No|
|Hidden Compartment||Cyborg Feature||N/A||1 Cyber-Points||No|
|Wall Running||Cyborg Feature||N/A||2 Cyber-Points||No|
|Incredible Power||Cyborg Feature||N/A||5 Cyber-Points||No|
|Stealth Camouflage||Cyborg Feature||N/A||7 Cyber-Points||No|
|Octo-Camo||Cyborg Feature||N/A||6 Cyber-Points||No|
|Extra Attack||Cyborg Feature||N/A||5 Cyber-Points||Yes (Up to 3 times)|
|Zandatsu||Cyborg Feature||N/A||5 Cyber-Points||No|
|Blitz||Cyborg Feature||N/A||4 Cyber-Points||No|
|Cyber-Flames||Cyborg Feature||N/A||2 Cyber-Points||No|
|LOCK-ON||Cyborg Feature||N/A||2 Cyber-Points||No|
|Polarity||Cyborg Feature||N/A||4 Cyber-Points||No|
|Cybernetic Hacking||Cyborg Feature||N/A||3 Cyber-Points||No|
|Preposterous Melee||Cyborg Feature||N/A||7 Cyber-Points||No|
|Proficient Punches||Cyborg Feature||N/A||5 Cyber-Points||No|
|Lightning Bolt Action||Cyborg Feature||N/A||10 Cyber-Points||No|
AR Sensor Vision
As a bonus Action, you can expend 2 electrolites to send out a radio signal to scan everything withing 30ft. sphere around you. This gives you darkvision in a lightblue tint. it also allows gives you exact measurments of the area, the distance between you and an intended destination, the location of all creatres in this area (unless they are being hidden by magic means), the location all objects in this area (DM can rule if you can see these object) and all non magically hidden traps.
Inside of your Cyborg body you have a small compartment on one of your limbs to fit anything small that you need to hide like a small weapon or item.
The strength in your lower limbs has grown to incredible proportions allowing you to effectively spring up walls if you desire. At the cost of 1 Electrolyte you can now apply your movement distance to any wall you wish to climb for that turn. At the end of the turn you won't fall if you don't make it all the way up, instead if you wish to continue traveling up the wall you can expend another Electrolyte to continue moving along the wall on your next turn. If you wish to get off the wall then you can simply do that and land easily.
At the cost of 3 Electrolytes you can use your Cyborg strength to lift Huge objects and throw them to deal a total of 1d10 damage. The damage die increases to 2d10 at level 4, 3d10 at level 8, 4d10 at level 12, 5d10 at level 18, and 6d10 at level 20. The size you can lift increases to Gargantuan at level 10 and when throwing a Gargantuan object the die is replaced as a d12 instead of d10
Built into your suit you have a series of projectors hidden all inside of its metal skin to grant you invisibility. As a bonus action and at the cost of 1 Electrolyte per Turn you can make yourself completely invisible to the naked eye giving you advantage and +6 to any Stealth checks made while active.
A step down from the power of the Stealth Camouflage, The Octo-Camo suit ability is the ability to make your body have the same texture and appearance as any material you are pressed against. This grants you advantage on any Stealth checks while against any material your outfit is currently mimicking. You may use this ability at the cost of 1 Electrolyte.
You can attack twice when you take the Attack action on your turn. If bought again it gives you more attacks per buy up until bought 3 times. After that you get no more benefits from buying it again.
At the cost of 5 Electrolytes, time begins to almost slow for you as you ready your weapon. You have become attune to sense when an enemy Cyborg is weak getting traces of where their Electrolytes are stored in their bodies. This can only be done when they are weak. You can attack the spot that you detect as the source of their Electrolytes and if you hit you split the enemy in half revealing a rod of Electrolytes that you immediately crush and gain back full Electrolytes.
When taking a dash action, you can spend 2 Electrolytes to effectively quadruple the dash movement speed for that turn.
At the cost of 2 Electrolytes, you can let out intense heat from your body in a quick burst that deals 2d4 Fire damage in a 10ft. radius. This raises to 4d4 at level 4, 3d8 at level 8, 4d8 at level 12, and 5d8 at level 18. Instead of that ability you can spend 2 Electrolytes to have your body covered in an intense heat and whenever attacked by an enemy that turn they will take a 1d4 Fire damage. This raises to 2d4 at level 4, 3d4 at level 8, 3d8 at level 12, and 6d6 at level 18.
Using up 1 Electrolyte, when aiming down the sights with a weapon you can use the superior sensors in your body to track the target you wish to aim at. This gives you advantage on any range shots you make on your chosen target for that turn
Using 3 Electrolytes, you can lift any metallic object in the air with the use of highly advanced magnets in your body. Objects thrown have different damage die depending on the size:
The damage die at Cyborg level 1 is 1d. This increases to 2d at level 4, 3d at level 8, 4d at level 12, 5d at level 18, and 6d at level 20.
Using a small cable built into your body you have learned to take control of machines around you including enemy robots turning them to your side but at the cost of 2 Electrolytes and an action.
After purchasing with the appropriate Cyber-Points, when using a melee weapon to attack an enemy you gain a much higher damage output to it. When landing a hit with a melee weapon the normal weapon damage you now add 1d4 damage to whatever the normal damage is. This increases to 2d4 at level 4, 2d8 at level 8, 3d10, at level 14, 2d20 at level 18, and 3d20 at level 20.
Through analyzing various fighting styles over the internet you have learned how to use your fists in a much more effective way. Your normal damage for your unarmed strikes to 1d4. This increases to 2d4 at level 4, 2d8 at level 8, 3d10, at level 14, 2d20 at level 18, and 3d20 at level 20.
Lightning Bolt Action
Using 8 Electrolytes and using up your action, bonus action, and reaction for the turn, your movement speed increases to 8x it's normal and you can attack 3x more than you normally could a turn so if you have one extra attack then you can attack 6 times. This is a highly incredible attack however the repercussions are detrimental. After using this feature you have to wait 4 turns to do anything so your body can recover from the energy loss.
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