cyborg class

by Rockinghunter

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The Cyborg
Cyborg
Level Proficiency Bonus Features upgrades known
1st +2 Arm Cannon, Arm Blade -
2nd +2 Cybernetic Legacy -
3rd +2 Cybernetic Upgrades 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Mechanical Strikes 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 5
11th +4 6
12th +4 Ability Score Improvement 6
13th +5 Augmented mind 6
14th +5 6
15th +5 Augmented mind 7
16th +5 Ability Score Improvement 7
17th +6 Backup power 7
18th +6 8
19th +6 Ability Score Improvement 8
20th +6 Mechanical Perfection 8

Class Features

As Cyborg, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Cyborg level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier per cyborg level after 1st

Proficiencies


  • Armor: light, medium, and shields
  • Weapons: martial and simple weapons
  • Tools: tinker's tools, two types of artisan's tools of your choice

  • Saving Throws: constitution, intelligence
  • Skills: Choose two from skills Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Arm Cannon

You have augmented your cybernetic body to include a specialized arm cannon.

Starting at 1st level you may equip a retractable arm cannon onto a free arm as a bonus action. this cannon has a range of 30/60 feet, is considered a Dexterity based ranged weapon, and deals 1d6 force damage.

this damage increases to 1d8 at 6th level and 1d10 at 10th level

Arm Blade

Starting at 1st level you gain a blade which you may as a bonus action equip or stow the blade into a free arm. This blade deals 1d6 slashing damage and is considered a light, finesse weapon.

additionally you may choose to replace your arm blade with a one handed melee weapon, attaching the weapon to you takes a process that takes 1 hour.

Cybernetic Legacy

Starting at 2nd level, you begin to expand your knowledge of yourself through what made you a cyborg: Clockwork Heart, Infernal Machine, Arcane Engine, or Cyber Mind, each of which is detailed at the end of the class's description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cybernetic Upgrades

Starting at 3rd level your knowledge of cybernetics has helped you unlock secrets and upgrades. You gain 2 cybernetic Upgrades of your choice. When you gain certain cyborg levels, you gain additional upgrades of your choice. You gain 1 additional upgrade at 5th level and again at 7th, 9th, 11th, 15th, and 18th. Some upgrades may require multiple upgrades available to be taken.

some Cybernetic upgrades require a spell save or a spell attack, your spell save DC and spell attack modifier are as follows


spell save DC = 8 + proficiency bonus + your Intelligence modifier


spell attack bonus = your proficiency bonus + your Intelligence modifier


Additionally, when you gain a level in this class, you can choose one of the upgrades you know and replace it with another upgrade that you could learn at that level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mechanical Strikes

Starting at 6th Level your arm blade and rocket power punch attacks count as magical for the purpose of overcoming resistance and immunity.

Augmented mind

Starting at 13th level, your mechanically enhanced mind begins to see connections where others can't. You add your Intelligence modifier to your Initiative rolls. Additionally, you can use a bonus action to make an ability check using any Intelligence or Wisdom skill proficiency you have.

Man or machine

Starting at 15th level the lines between machine and man begin to blur. You no longer need to eat, drink, or breathe, and you have advantage on saving throws against exhaustion. Additionally, you have advantage on saving throws against being charmed and frightened, and magic can't put you to sleep.

Backup power

You have implemented an extra power source deep inside your mechanical body. Starting at 17th Level when you are reduced to 0 hit points but not killed outright you may instead use a reaction to remain at 1 hp, additionally for 1 minute you regain hp equal to your constitution modifier (minimum +1) at the start of your turn.

Once you use this ability you can't do so again until you finish a long rest.

Mechanical Perfection

Your constant augmentation to your body has increased your power mentally and physically, starting at 20th level your Intelligence and constitution score increase by 4 including their maximum score.

Cybernetic Legacy

Every cyborg came from somewhere, everyone has a legacy. The individual abilities of your legacy tells the story of your past and guides your path to the future. As you continue your path you will learn, unlock, and add to your legacy

Clockwork heart

time slips by us all even those who claim immortality. with time ticking by like Clockwork those of the Clockwork heart use there machinery and knowledge to mimic the unstoppable power of time.

firing like Clockwork

Your clockwork like machinery inside of you allows you to fire off faster than most with your turning gears, starting at 2nd level you may make one arm cannon attack as a bonus action.

Running out of time

Your Clockwork cybernetics have granted you the speed to keep up with the ticking time of the clock. Starting at 6th level you may take the dash and disengage action as a bonus action.

Rewind the clock

The advanced clockwork in your body has given you subtle control over the time flow around you. Starting at 10th level as a reaction you may give advantage or disadvantage to one roll to a creature within 30 feet of you, you may use this ability after the roll has been made but before the DM says if it succeeds.

You may use this ability a number of times equal to proficiency Bonus and regain all expended uses after a long rest.

times not out

Your cybernetic control over time has given you the power to delay your demise. Starting at 14th level as a reaction when you are reduced to 0 hp, you do not fall unconscious, you still must make death saving throws, and suffer the normal effects of taking damage at 0 hp, additionally you gain the following benefits

  • advantage on your next attack role

  • temporary hp equal to your Intelligence modifier

  • +10 movement speed for 1 minute

Once you use this ability you can't do so again till you finish a long rest.

Infernal machine

the flames of the nine hells burns deep inside flowing through your circuitry like blood. those of the Infernal machine use there hellish technology to dominant the battle field with all the strength of hell.

Infernal hardware

The infernal hardware inside of you empowers you to take charge in battle and raise hell, starting at 2nd level as a bonus action you gain the following benefits for 1 minute

  • all Attacks made deal additional fire damage equal to your proficiency Bonus

  • you gain resistance to fire damage

  • you gain temporary hp equal to your Cyborg level.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Infernal index

Your infernal hardware has given you the knowledge needed to understand the dead and demonic.

Starting at 6th level you know how to speak, read, and write in infernal and abyssal if you didn't already, additionally as an Action you can tell the location of any demon, devil, undead, or celestial within a 60 feet radius.

You may use this ability a number of times equal to your Intelligence modifier and regain all expended uses after a long rest

Infernal battery

The battery which charges your system has learned to adapt and take energy from fallen enemies. Starting at 10th level whenever you slay a creature, as a reaction you may take a piece of their soul and gain additional temporary hp equal to half the damage used to slay the creature.

System overheat

Starting at 14th level when you fall below half your maximum hp you may choose to overheat your systems as a bonus action, for 1 minute or until you return to half or more of your maximum hp you gain the following benefits.

  • all weapon or unarmed strike attacks made deal 1d6 additional fire damage

  • whenever a creature hits you, you may as a reaction deal fire damage equal to your level to that creature

  • you gain the reckless attack feature (When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.)

Once you use this ability you can't do so again until you finish a long rest.

Arcane engine

magic flows through the world and encompasses all that is. those that wish to meld the mystery of magic and the wonders of technology use there engine to truly find the limits of there two worlds.

Spell casting

By 2nd Level, you have learned to replicate the effects of magic using your internal arcane engine.

arcane engine
Level Cantrips Known 1st 2nd 3rd 4th 5th
1st
2nd 2 2
3rd 2 3
4th 2 3
5th 2 4 2
6th 2 4 2
7th 2 4 3
8th 2 4 3
9th 2 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 3 4 3 3 1
15th 3 4 3 3 2
16th 3 4 3 3 2
17th 3 4 3 3 3 1
18th 3 4 3 3 3 1
19th 3 4 3 3 3 2
20th 3 4 3 3 3 2

Cantrips

You learn two cantrips of your choice from the cyborg spell list. You learn an additional cyborg cantrip of your choice at 10th level. When you reach another level in the cyborg class you may choose one cantrip you know and replace it with another cantrip you may learn from the cyborg spell list

Preparing and Casting Spells

The cyborg table shows how many Spell Slots you have to cast your Spells. To cast one of your cyborg Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of cyborg Spells that are available for you to cast, choosing from the cyborg spell list. When you do so, choose a number of cyborg Spells equal to your Intelligence modifier + half your cyborg level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level cyborg, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence your Spellcasting ability for your cyborg Spells, since their power derives from the tinkering of your engine. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cyborg spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Spellcasting Focus

You can use your arm cannon or arm blade as a Spellcasting focus for your cyborg Spells.

Replicate spell

The constant study from the arcane plus the magical boost from your engine has given you the ability to replicate a recent spell you have witnessed. Starting at 6th level you may attempt as a reaction to study a casted spell by attempting an Intelligence (arcana) check DC: 15+ spell level, this spell must be of a level at which you can cast and requires material components and for you to expend a spell slot as normal and you may cast it on the following turn. You lose knowledge of the spell after attempting to cast it. You may use this ability a number of times equal to your Intelligence modifier, you regain all expended uses of this ability after you complete a long rest.

Arcana boost

Incorporating magic and machinery has come easy to you. Starting at 10th level when you hit a creature with an an arm cannon/blade/rocket power punch attack you can expend one spell slot to deal force damage to that target, in addition to the weapons damage. the extra damage 1d6 for 1st level spell slot, plus 1d6 for each spell slot above 1st level, to a maximum of 5d6.

Arcane Overdrive

You've learned how to push the arcane engine inside of you to its limits. Starting at 14th level you may choose to go into a state of Overdrive, as a bonus action you gain the following benefits

•+1 to all spell attacks and spell save DC

• a number of times equal to your proficiency Bonus you may cast a spell with a casting time of 1 action as a bonus action

• temporary hp equal to half your level

These effects last for 1 minute or until you fall unconscious, after you use this ability you can not do so again until after you finish a long rest

Cyber mind

innovation and Intelligence, two things used by those of the cyber mind to no end. the power of inovation shines with every act of creation from those of the cyber Legacy.

Cybernetic A.I.

Your cybernetic implants have given you a custom artificial intelligence to aid you in your day to day life, starting at 2nd level you gain an A.I, this A.I will grant you proficiency in the history and arcana skill if you didn't already additionally you gain the ability to add your Intelligence modifier to any skill check a number of times equal to your proficiency Bonus, you may use this ability after the roll is made but before the DM says if it succeeds.

you regain all expend uses after a long rest.

Cybernetic infusions

Your advanced intelligence has given you the knowledge needed to be able to upgrade items not of your body, starting at 6th level you gain 2 infusions from the artificer class. If an infusion requires a prerequisite you may only get it if you have the artificer class, you may infuse 2 non magical objects at the end of a long rest.
you gain 1 additional infusion at 11th level and once more at 14th level.

Combat trained A.I

You have upgrade your A.I. companion to better aid you in combat, starting at 10th level as a reaction when being targeted by an attack you may add your Intelligence modifier to your AC, additionally you may also use this ability to add your intelligence modifier to attack rolls, you may use this ability after you roll but before the DM says if it succeeds.

you may use this ability a number of times equal to your proficiency Bonus and regain use after a long rest.

Advanced A.I

Starting at 14th level you may now use your cybernetic A.I. and your combat trained A.I. abilities on a creature within 30 feet of you as a reaction. Additionally your A.I. allows you to cast the spell legend lore once per long rest.

Cybernetic Upgrades

A.I. companion

prerequisite: Cybernetic A.I.

Once you acquire this upgrade you may now install your cybernetic A.I. into a small animal companion. you learn and may cast the find familiar spell, additionally your familiar creature type becomes construct

Cybernetic endurance

When this upgrade is equipped your maximum hp increase equal to your cyborg level, additionally your maximum hp increase by one every time you take a level in the cyborg class

Cybernetic movement

Once this upgrade is acquired you gain +5 movement speed additionally you gain proficiency in the Acrobatics skill if you haven't already

Double arm blade

Prerequisite: arm blade feature

Once you acquire this upgrade you gain an additional hidden arm blade you may equip as bonus action onto a free arm or with the same bonus action used to equip your first arm blade. You may not have the arm cannon feature active when both arm blades are equipped additionally you gain the two weapon fighting style

Internal tools

Once you acquire this upgrade you gain an internal storage compartment which contains tinkerers tools set, additionally you may implement extra tool sets into your storage set

Long range cannon

prerequisite: arm cannon feature

Once this upgrade is acquired your arm cannons range is now 60/120

Mechanical armor

Once this upgrade is acquired your AC is now 13 + con or dex, additionally you gain resistance to lighting damage

Mech strength

Once this upgrade is acquired you gain proficiency in the athletics skill if you haven't already additionally you count as 1 size larger when determining your carry capacity

Mechanical vision

Once this upgrade is acquired you gain advantage on all sight based (wis) perception and (int) investigation checks, additionally once per long rest you may cast the identify spell without expending a spell slot

Retractable shield

Once you acquire this upgrade as a bonus action you may equip or stow a Retractable shield onto a free arm, you may chose to replace your shield with another in a process that takes 1 hour. additionally you may cast the shield spell once per long rest

rocket power punch

Once you acquire this upgrade your unarmed Strikes deal 1d8 bludgeoning damage, you may make one unarmed strike as a bonus action, additionally a number of times equal to your constitution modifier I may make 2 unarmed strikes as a bonus action. you regain all expended uses after you complete a long rest

Scatter shot

prerequisite: arm cannon feature

Once per long rest you may cast the magic missile spell without expending a spell slot

Underwater mobility

Once you acquire this upgrade you gain a swim speed equal to your walking speed, additionally you may hold your breath for an extra 10 minutes

Voice synthesizer

Once you acquire this upgrade you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check

Emergency shield

prerequisite: level 5

Once you gain this upgrade once per long rest you may activate your emergency shield and gain a number of temporary hit points equal to your level×2

Flame thrower

Prerequisite: level 5 and arm cannon feature

Once you acquire this upgrade you may cast the burning hands spell at 2nd level out of your arm cannon without expending a spell slot, once you use this ability you cannot do so again until you finish a long rest

Ray gun cannon

prerequisite: level 5 and arm cannon feature

Once you acquire this upgrade you may cast the scorching ray spell without expending a spell slot once per long rest

Targeting systems

prerequisite: level 5

once you acquire this upgrade you may now use Intelligence for attack and damage rolls with your arm cannon/arm blade/rocket power punch

Overdrive unit

prerequisite: level 6

Once you acquire this upgrade once per long rest you may cast the haste spell on yourself without expending a spell slot

Stopped Clock

prerequisite: level 6 and clockwork heart Subclass

Once you acquire this upgrade as an Action you may cast the slow spell without expending a spell slot. Once you use this ability you can not do so again until you finish a long rest.

Artificial action surge

prerequisite: level 8

Once you acquire this upgrade you gain 1 use of the action Surge ability (On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again) per long rest however this ability is taxing on the body, after using this ability you must make a Constitution saving throw DC: 13 on a fail you take 1 point of exhaustion

Boo yeah

prerequisite level 8 and arm cannon feature

Once you acquire this upgrade as an Action you may fire a charged shot from your arm cannon dealing 4d6 force damage in a 60 feet long line thats 5 feet wide, all creatures in this line must make a Dexterity saving throw against your spell save DC. you may use this ability a number of times equal to your constitution modifier You regain use of this ability after a long rest

Jet pack

prerequisite: level 8

Once you acquire this upgrade for an amount time equal to con mod hours per day you have a fly speed equal to your walk speed

Enhanced cybernetic movement

prerequisite: level 10 and Cybernetic movement upgrade

Once this upgrade is acquired you gain an additional +5 movement speed and expertise in the Acrobatics skill if you haven't already, additionally your jump Height and jump distance are doubled

Enhanced mechanical armor

prerequisite: level 10 and Mechanical armor upgrade

Once you acquire this upgrade your AC is now 15 + con or dex modifier, additionally once per turn whenever you take Lightning damage you may add 1d6 extra Lightning damage to your next melee or arm cannon attack

Cantrips (0 Level)
  • Acid splash
  • blade ward
  • booming blade
  • chill touch
  • contract flame
  • create bonfire
  • dancing lights
  • encode thoughts
  • fire Bolt
  • frostbite
  • green flame blade
  • light
  • Lightning lure
  • mage hand
  • magic stone
  • mending
  • message
  • minor illusion
  • mold earth
  • on/off
  • prestidigitation
  • ray of frost
  • shape water
  • shocking grasp
  • thorn whip
  • thunder clap
  • True strike
1st Level
  • absorb elements
  • alarm
  • arcane weapon
  • burning hands
  • catapult
  • chromatic orb
  • color spray
  • comprehend languages
  • detect magic
  • disguise self
  • earth tremor
  • feather fall
  • fog cloud
  • frost fingers
  • grease
  • ice knife
  • identify
  • illusory script
  • jump
  • long strider
  • mage Armor
  • magic missile
  • magnify gravity
  • ray of sickness
  • shield
  • silent image
  • snare
  • thunder wave
  • witch bolt
2nd Level
  • Agnazzar's scorcher
  • alter self
  • arcane lock
  • blindness/deafness
  • blur
  • cloud of daggers
  • continual flame
  • darkness
  • detect thoughts
  • dragons breath
  • enhance ability
  • gust of wind
  • hold person
  • misty step
  • pyrotechnics
  • ray of enfeeblement
  • scorching ray
  • see invisibility
  • shadow blade
  • shatter
  • skywrite
  • warding wind
3rd Level
  • blink
  • clairvoyance
  • counter spell
  • daylight
  • dispell magic
  • fire ball
  • flame arows
  • fly
  • haste
  • hypnotic pattern
  • Lightning Bolt
  • magic circle
  • major image
  • pulse wave
  • remove curse
  • sending
  • slow
  • thunder step
  • tongues
  • water breathing
4th Level
  • arcane eye
  • banishment
  • dimension door
  • elemental bane
  • fabricate
  • fire shield
  • locate creature
  • polymorph
  • stone skin
  • wall of fire
5th Level
  • animate objects
  • bigby's hand
  • cone of cold
  • far step
  • immolation
  • legend lore
  • scrying
  • skill empowerment
  • steel wind strike
  • synaptic static
  • teleportation circle
  • wall of force
  • wall of light
  • wall of stone
art credit

Cover Art: theDURRRRIAN Page two Art: uncannyknack

 

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