Cyborg
Cyborg Transformation
Stage 1: Enhanced Humanity At the first stage, foundational augmentations are made to your body, granting all the following features and the associated flaw.
Features:
Integrated Weaponry: A melee or ranged weapon of your choice is permanently integrated into your body. You are proficient with this weapon if you weren’t already, and it cannot be disarmed. The weapon can be drawn or stowed as part of the same action used to attack. Ranged weapons integrated in this way ignore the Loading property.
Machine Vision: Gain darkvision up to 60 feet. If you already have darkvision, its range increases by 30 feet. You also gain advantage on Wisdom (Perception) checks that rely on sight.
Synthetic Resilience: Your augmented body grants resistance to poison and disease. You no longer need to eat, drink, or breathe.
Mechanical Precision: Once per turn, you can add your Intelligence modifier to the attack roll or damage roll of an attack you make with your integrated weapon.
Neural Link: You have the innate ability to read the surface thoughts of other Cyborgs/Warforge.
Flaw: Combat Fixation: You begin to crave the efficiency of combat over other activities. When you roll initiative, you must succeed on a DC 10 Wisdom saving throw or become overly aggressive. On a failure, you cannot take the Dodge or Disengage action during your first turn.
Stage 2: Advanced Cyborg Your body is now significantly enhanced, granting customization options and further power. Choose one boon from the following and gain the associated flaw.
Boons:
Hardened Chassis: Your body is reinforced with advanced plating.
Benefit: Your AC becomes 16 if you are not wearing armor, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Enhanced Frame: Gain advantage on Strength (Athletics) checks to grapple or shove. Your carrying capacity is doubled.
Neural Command Module: Your enhanced mind processes and reacts faster than any mortal.
Benefit: Gain proficiency in Intelligence saving throws. If you already have this proficiency, you gain advantage on Intelligence saving throws against magical effects. Additionally, you may take the Dash, Disengage, or Use an Object action as a bonus action.
Integrated Arsenal: Expand your weapon systems for versatility.
Benefit: Gain a second integrated weapon. You can attack with both integrated weapons in a single Attack action. These attacks count as magical for overcoming resistance.
Energy Core Surge: Unlock a limited surge of enhanced power.
Benefit: As a bonus action, activate a surge for 1 minute. During this time, your melee and ranged weapon attacks deal an additional 1d8 lightning damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Flaw: Tactical Obsession: Your augmented mind prioritizes combat efficiency above all else. You have disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks while actively engaged in or preparing for combat, as your focus narrows to battlefield considerations.
Stage 3: Cybernetic Overlord You are now more machine than human. Choose one boon from the following and gain the associated flaw.
Boons:
Full Armor Plating: Your body is encased in impenetrable armor.
Benefit: Your AC becomes 18 if you are not wearing armor. You also gain immunity to non-magical bludgeoning, piercing, and slashing damage. Additionally, you gain temporary hit points equal to twice your level whenever you roll initiative.
Overclocking Surge: Push your systems to their limit for short bursts of power.
Benefit: As an action, activate overclocking for 1 minute. During this time: Gain an additional action each turn (as per Haste). Your speed increases by 15 feet. Your weapon attacks deal an additional 1d6 force damage. Recharge: Once the surge ends, you cannot move or take actions until the end of your next turn.
Neural Overload Protocol: Emit an electromagnetic pulse to disable enemies.
Benefit: As an action, emit an EMP. All creatures of your choice within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 4d8 lightning damage and be stunned until the end of their next turn. Constructs take double damage. This feature can be used once per long rest.
Targeting Suite: Your mechanical systems provide unparalleled precision.
Benefit: Gain +2 to attack rolls with ranged weapons and ignore half and three-quarters cover. Your ranged attacks critically hit on a roll of 19 or 20.
Flaw: Overwhelming Aggression: Once you deal damage in combat, you must succeed on a DC 12 Wisdom saving throw at the start of your next turn or focus solely on attacking the nearest enemy until they are incapacitated, ignoring all other tactics.
Stage 4: Cybernetic Apex At this stage, you become the perfect fusion of machine and warrior. Choose one boon from the following and gain the associated flaw.
Boons:
Immortal Frame: Your body is nearly indestructible.
Benefit: Your creature type changes to Construct. You gain immunity to poison and disease, and you no longer age. Magical healing no longer affects you, but abilities that repair constructs do. Additionally, you gain resistance to psychic damage.
Ripper Mode: Channel unparalleled destructive force.
Benefit: As an action, activate Ripper Mode for 1 minute. During this time: Your weapon attacks score a critical hit on a roll of 18-20. When you hit a creature with a weapon attack, you deal an additional 2d6 damage of the weapon’s type. You gain temporary hit points equal to half the damage dealt on each attack. Recharge: This feature can be used once per long rest.
Synthetic Superintelligence: Achieve supreme computational and analytical power.
Benefit: Your Intelligence increases by 2, to a maximum of 22. You gain proficiency in all tools and expertise in two Intelligence-based skills of your choice.
Overwhelming Arsenal: Your body bristles with destructive weaponry.
Benefit: Gain two additional integrated weapons. When you take the Attack action, you may attack with up to three integrated weapons in one turn. All integrated weapons now count as magical and deal an additional 1d8 force damage.
Flaw: Bloodlust Protocol: In the heat of battle, your systems over-prioritize destruction. Whenever you reduce a creature to 0 hit points, you must succeed on a DC 15 Wisdom saving throw or immediately move to and attack the nearest hostile creature, even if doing so puts you in danger.
Stage 1: Enhanced Humanity At the first stage, foundational augmentations are made to your body, granting all the following features and the associated flaw.
Features:
Integrated Weaponry: A melee or ranged weapon of your choice is permanently integrated into your body. You are proficient with this weapon if you weren’t already, and it cannot be disarmed. The weapon can be drawn or stowed as part of the same action used to attack. Ranged weapons integrated in this way ignore the Loading property.
Machine Vision: Gain darkvision up to 60 feet. If you already have darkvision, its range increases by 30 feet. You also gain advantage on Wisdom (Perception) checks that rely on sight.
Synthetic Resilience: Your augmented body grants resistance to poison and disease. You no longer need to eat, drink, or breathe.
Mechanical Precision: Once per turn, you can add your Intelligence modifier to the attack roll or damage roll of an attack you make with your integrated weapon.
Neural Link: You have the innate ability to read the surface thoughts of other Cyborgs/Warforge.
Flaw: Combat Fixation: You begin to crave the efficiency of combat over other activities. When you roll initiative, you must succeed on a DC 10 Wisdom saving throw or become overly aggressive. On a failure, you cannot take the Dodge or Disengage action during your first turn.
Stage 2: Advanced Cyborg Your body is now significantly enhanced, granting customization options and further power. Choose one boon from the following and gain the associated flaw.
Boons:
Hardened Chassis: Your body is reinforced with advanced plating.
Benefit: Your AC becomes 16 if you are not wearing armor, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Enhanced Frame: Gain advantage on Strength (Athletics) checks to grapple or shove. Your carrying capacity is doubled.
Neural Command Module: Your enhanced mind processes and reacts faster than any mortal.
Benefit: Gain proficiency in Intelligence saving throws. If you already have this proficiency, you gain advantage on Intelligence saving throws against magical effects. Additionally, you may take the Dash, Disengage, or Use an Object action as a bonus action.
Integrated Arsenal: Expand your weapon systems for versatility.
Benefit: Gain a second integrated weapon. You can attack with both integrated weapons in a single Attack action. These attacks count as magical for overcoming resistance.
Energy Core Surge: Unlock a limited surge of enhanced power.
Benefit: As a bonus action, activate a surge for 1 minute. During this time, your melee and ranged weapon attacks deal an additional 1d8 lightning damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Flaw: Tactical Obsession: Your augmented mind prioritizes combat efficiency above all else. You have disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks while actively engaged in or preparing for combat, as your focus narrows to battlefield considerations.
Stage 3: Cybernetic Overlord You are now more machine than human. Choose one boon from the following and gain the associated flaw.
Boons:
Full Armor Plating: Your body is encased in impenetrable armor.
Benefit: Your AC becomes 18 if you are not wearing armor. You also gain immunity to non-magical bludgeoning, piercing, and slashing damage. Additionally, you gain temporary hit points equal to twice your level whenever you roll initiative.
Overclocking Surge: Push your systems to their limit for short bursts of power.
Benefit: As an action, activate overclocking for 1 minute. During this time: Gain an additional action each turn (as per Haste). Your speed increases by 15 feet. Your weapon attacks deal an additional 1d6 force damage. Recharge: Once the surge ends, you cannot move or take actions until the end of your next turn.
Neural Overload Protocol: Emit an electromagnetic pulse to disable enemies.
Benefit: As an action, emit an EMP. All creatures of your choice within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 4d8 lightning damage and be stunned until the end of their next turn. Constructs take double damage. This feature can be used once per long rest.
Targeting Suite: Your mechanical systems provide unparalleled precision.
Benefit: Gain +2 to attack rolls with ranged weapons and ignore half and three-quarters cover. Your ranged attacks critically hit on a roll of 19 or 20.
Flaw: Overwhelming Aggression: Once you deal damage in combat, you must succeed on a DC 12 Wisdom saving throw at the start of your next turn or focus solely on attacking the nearest enemy until they are incapacitated, ignoring all other tactics.
Stage 4: Cybernetic Apex At this stage, you become the perfect fusion of machine and warrior. Choose one boon from the following and gain the associated flaw.
Boons:
Immortal Frame: Your body is nearly indestructible.
Benefit: Your creature type changes to Construct. You gain immunity to poison and disease, and you no longer age. Magical healing no longer affects you, but abilities that repair constructs do. Additionally, you gain resistance to psychic damage.
Ripper Mode: Channel unparalleled destructive force.
Benefit: As an action, activate Ripper Mode for 1 minute. During this time: Your weapon attacks score a critical hit on a roll of 18-20. When you hit a creature with a weapon attack, you deal an additional 2d6 damage of the weapon’s type. You gain temporary hit points equal to half the damage dealt on each attack. Recharge: This feature can be used once per long rest.
Synthetic Superintelligence: Achieve supreme computational and analytical power.
Benefit: Your Intelligence increases by 2, to a maximum of 22. You gain proficiency in all tools and expertise in two Intelligence-based skills of your choice.
Overwhelming Arsenal: Your body bristles with destructive weaponry.
Benefit: Gain two additional integrated weapons. When you take the Attack action, you may attack with up to three integrated weapons in one turn. All integrated weapons now count as magical and deal an additional 1d8 force damage.
Flaw: Bloodlust Protocol: In the heat of battle, your systems over-prioritize destruction. Whenever you reduce a creature to 0 hit points, you must succeed on a DC 15 Wisdom saving throw or immediately move to and attack the nearest hostile creature, even if doing so puts you in danger.
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