5e Cyborgs (Metal Gear Supplement)
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|Art by Japanese Artist Yoji Shinkawa|
- 1 Cyborg
- 2 Feature List
- 2.1 AR Sensor Vision
- 2.2 Hidden Compartment
- 2.3 Wall Running
- 2.4 Incredible Power
- 2.5 Stealth Camouflage
- 2.6 Octo-Camo
- 2.7 Extra Attack
- 2.8 Zandatsu
- 2.9 Blitz
- 2.10 Cyber-Flames
- 2.11 LOCK-ON
- 2.12 Polarity
- 2.13 Cybernetic Hacking
- 2.14 Preposterous Melee
- 2.15 Proficient Punches
- 2.16 Lightning Bolt Action
A man, shrouded in a cloak, stands still surrounded by enemies. These fools don't know who they've picked a fight with. Quickly the cloak is in the air off the man revealing their metallic body. Suddenly an blade fires out of their arm and the man rushes at the enemies ahead. They fire their weapons but they have little to no effect on his body. In mere seconds their mangled corpses are sprawled about the scene and a figure in a cloak is making their way away from their slaughter.
Creating a Cyborg
- Quick Build
As a Cyborg you gain the following class features.
- Hit Points
Saving Throws: None
You start with the following equipment, in addition to the equipment granted by your background:
- Any Simple Weapon or Any Martial Weapon
- 3 Electrolyte Packs
|1st||+2||Cyber-Points, Electrolytes, Codec||10|
|4th||+2||Ability Score Improvement||12|
|8th||+3||Ability Score Improvement||16|
|12th||+4||Ability Score Improvement||20|
|16th||+5||Ability Score Improvement||24|
|19th||+6||Ability Score Improvement||28|
Beginning at the 1st level, you have a point system that accumulates over time called Cyber-Points. This is a form of imaginary currency used to upgrade your Cyborg body with various features and give it enhancements to skills and stats. You can see the Cyborg Upgrade Table where you will spend these points at the end of this page.
The amount of Cyber-Points you own at 1st level is 10. At every level after the 1st you gain 2 Cyber-Points added to your spending pool.
When reaching the 1st level, you have a pool of points called Electrolytes. These points are used for various features that you can buy with your Cyber-Points on the Cyborg Upgrade Table at the end of this page. You can see how many Electrolytes you have at what level at the right hand side of the Cyborg Class Table.
At the 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.
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. This is so no one can just roid out in all stats as a Cyborg.
|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, at the cost of 2 Electrolytes, in a 10 meter radius from your play character. You can detect both biological life signs and electronic connections gaining a clear outline of whatever it is you detect.
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.