Cyborg
Humanoid (Cyborg), Medium
Racial Traits
Ability Score Increases
Racial Features
Integrated Sensors
Your cybernetic eyes and sensors grant you Darkvision out to 60 feet. When you would attempt to spot hidden or invisible creatures, you may add your proficiency bonus (if any) to Wisdom (Perception) checks that rely on sight and sensor data. Additionally, you can switch your visual feed to thermal mode as a bonus action: for 1 minute you gain advantage on Wisdom (Perception) checks to detect creatures that are living or warm-blooded and ignore nonmagical darkness for the purpose of vision. This thermal mode can be used once per short rest.
Usage: Thermal mode: Once per short rest
Nanite Repair Matrix
A lattice of repair nanites and microservos runs through your body. As an action, you may activate these nanites to restore hit points equal to 1d6 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest. The nanites cannot return you to life from 0 HP once you have been reduced to 0; they only mend existing wounds.
Usage: Proficiency bonus times per long rest
Mechanical Resilience
Your partially synthetic form grants resistance to poison damage and advantage on saving throws against disease. You are immune to natural diseases that affect only biological organisms, but you can still be harmed by magical diseases and specialized techno-organic viruses designed to corrupt constructs and implants.
Usage: Always
Integrated Weaponry (Unarmed Strike)
Your limbs or built-in devices can be used as weapons. Your unarmed strikes deal 1d6 piercing or bludgeoning damage (your choice when you gain the race) instead of the normal damage for an unarmed strike. This counts as a manufactured weapon for interacting with features that care about weapons (such as magic items that require a weapon).
Usage: Always
Emotion Dampeners
Years of cybernetic modification blunt certain reflexive emotional responses. You have advantage on saving throws against being charmed or frightened. Because of calibrated social dampers built into your face and voice synthesis, when dealing with purely social interactions, you have disadvantage on Charisma (Persuasion) checks that rely on warmth or empathy rather than logic or proof.
Usage: Always
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