5e Cyborgs (Metal Gear Supplement)

This page was marked as abandoned on 16:47, 5 March 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Lacking features. Use a {{WIP}} tag for pages in progress


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Art by Japanese Artist Yoji Shinkawa

Cyborg

Mechanical Body

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

-

Class Features

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

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

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

Table: The Cyborg

LevelProficiency
Bonus
FeaturesElectrolytes
1st+2Cyber-Points, Electrolytes, Codec10
2nd+210
3rd+212
4th+2Ability Score Improvement12
5th+314
6th+314
7th+316
8th+3Ability Score Improvement16
9th+418
10th+418
11th+420
12th+4Ability Score Improvement20
13th+522
14th+522
15th+524
16th+5Ability Score Improvement24
17th+626
18th+626
19th+6Ability Score Improvement28
20th+630

Cyber-Points

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.

Electrolytes

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.

Codec

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.

Cyborg Upgrade Table
AbilityTypePoints UpCostMultiple Buy
StrengthAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
DexterityAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
ConstitutionAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
IntelligenceAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
WisdomAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
CharismaAttribute Score Increase+12 Cyber-PointsYes (Up to 20 Score)
AcrobaticsSkill ProficiencyN/A3 Cyber-PointsNo
Animal HandlingSkill ProficiencyN/A3 Cyber-PointsNo
ArcanaSkill ProficiencyN/A3 Cyber-PointsNo
AthleticsSkill ProficiencyN/A3 Cyber-PointsNo
DeceptionSkill ProficiencyN/A3 Cyber-PointsNo
HistorySkill ProficiencyN/A3 Cyber-PointsNo
InsightSkill ProficiencyN/A3 Cyber-PointsNo
IntimidationSkill ProficiencyN/A3 Cyber-PointsNo
InvestigationSkill ProficiencyN/A3 Cyber-PointsNo
MedicineSkill ProficiencyN/A3 Cyber-PointsNo
NatureSkill ProficiencyN/A3 Cyber-PointsNo
PerceptionSkill ProficiencyN/A3 Cyber-PointsNo
PerformanceSkill ProficiencyN/A3 Cyber-PointsNo
PersuasionSkill ProficiencyN/A3 Cyber-PointsNo
ReligionSkill ProficiencyN/A3 Cyber-PointsNo
Sleight of HandSkill ProficiencyN/A3 Cyber-PointsNo
StealthSkill ProficiencyN/A3 Cyber-PointsNo
SurvivalSkill ProficiencyN/A3 Cyber-PointsNo
One Simple WeaponWeapon ProficiencyN/A2 Cyber-PointsYes
One Martial WeaponWeapon ProficiencyN/A2 Cyber-PointsYes
AR Sensor VisionCyborg FeatureN/A4 Cyber-PointsNo
Hidden CompartmentCyborg FeatureN/A1 Cyber-PointsNo
Wall RunningCyborg FeatureN/A2 Cyber-PointsNo
Incredible PowerCyborg FeatureN/A5 Cyber-PointsNo
Stealth CamouflageCyborg FeatureN/A7 Cyber-PointsNo
Octo-CamoCyborg FeatureN/A6 Cyber-PointsNo
Extra AttackCyborg FeatureN/A5 Cyber-PointsYes (Up to 3 times)
ZandatsuCyborg FeatureN/A5 Cyber-PointsNo
BlitzCyborg FeatureN/A4 Cyber-PointsNo
Cyber-FlamesCyborg FeatureN/A2 Cyber-PointsNo
LOCK-ONCyborg FeatureN/A2 Cyber-PointsNo
PolarityCyborg FeatureN/A4 Cyber-PointsNo
Cybernetic HackingCyborg FeatureN/A3 Cyber-PointsNo
Preposterous MeleeCyborg FeatureN/A7 Cyber-PointsNo
Proficient PunchesCyborg FeatureN/A5 Cyber-PointsNo
Lightning Bolt ActionCyborg FeatureN/A10 Cyber-PointsNo

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.

Hidden Compartment

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.

Wall Running

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.

Incredible Power

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

Stealth Camouflage

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.

Octo-Camo

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.

Extra Attack

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.

Zandatsu

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.

Blitz

When taking a dash action, you can spend 2 Electrolytes to effectively quadruple the dash movement speed for that turn.

Cyber-Flames

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.

LOCK-ON

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

Polarity

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:

Polarity Table
SizeDamage Die
Tinyd4
Smalld6
Mediumd8
Larged10
Huged12
Gargantuand20

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.

Cybernetic Hacking

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.

Preposterous Melee

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.

Proficient Punches

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.


Back to Main Page 5e Homebrew Classes

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Metal Gear franchise, and/or include content directly affiliated with and/or owned by Hideo Kojima and Konami. D&D Wiki neither claims nor implies any rights to Metal Gear copyrights, trademarks, or logos, nor any owned by Hideo Kojima and Konami. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.