5e Cyborgs (Metal Gear Supplement)

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Art by Japanese Artist Yoji Shinkawa

Cyborg[edit]

Mechanical Body[edit]

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[edit]

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

Level Proficiency
Bonus
Features Electrolytes
1st +2 Cyber-Points, Electrolytes, Codec 10
2nd +2 10
3rd +2 12
4th +2 Ability Score Improvement 12
5th +3 14
6th +3 14
7th +3 16
8th +3 Ability Score Improvement 16
9th +4 18
10th +4 18
11th +4 20
12th +4 Ability Score Improvement 20
13th +5 22
14th +5 22
15th +5 24
16th +5 Ability Score Improvement 24
17th +6 26
18th +6 26
19th +6 Ability Score Improvement 28
20th +6 30

Cyber-Points[edit]

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[edit]

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[edit]

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[edit]

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
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

Feature List[edit]

AR Sensor Vision[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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

Cyber-Flames[edit]

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[edit]

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[edit]

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
Size Damage Die
Tiny d4
Small d6
Medium d8
Large d10
Huge d12
Gargantuan d20

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[edit]

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[edit]

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[edit]

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[edit]

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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