Dungeons and Dragons Homebrew Builds: Cyborg | (Metal Gear Rising: Revengeance) D&D
Orphans have nothing, no one to watch for them, no one to miss them, they became targets for the Judas Corporation before its destruction. The subjects used by Judas were children as young as six years old. They were trained to be killers with no remorse. Judas, however, knew the weakness that is flesh. Desperados were once humanoid, now they appear more like constructs. Considered cyborgs, their bodies contain very little resemblance to what they used to be before they were cybernetically enhanced. Since the destruction of the Judas Corporation fifteen years ago, the Desperados have become free. They now serve as Assassins, Mercenaries, Hired Guns, or work for political figures as their bodyguards. Many tried to live a life of peace, but being a killer doesn't allow for much of that.
hit dice:
1d8 per level
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 (or 5) + constitution modifier per level after 1st
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons, Martial Melee
tools:
One tool of your choice
saving throws:
Strength, Dexterity
skills:
Choose 2 from Acrobatics, Athletics, Insight, Intimidation, Medication, Perception, Persuasion, Sleight of Hand, Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial melee weapon or (b) 2 simple melee weapons
- A Fire Arm and 3 magazines
Clothes, common
spellcasting:
Only TITAN Desperados are capable to use casting. Only Nanomachines (A 5th-level abjuration) can be attuned to the Desperado class.
class features:
Augmented Body: At 1st level, your body has been cybernetically altered in order to strengthen your combat capabilities. A Desperados body can be customized to have distinct and personal features depending on the person. These customizations can be, but are not limited to, one way face masks, intricate armor designs and patterns, metal claws on the hands or feet, or other customizations of that kind. Many Desperados chose to wear civilian clothing instead of traditional combat gear. Their Exoskeleton armor provides them with AC 13 + their Dexterity modifier. They also have metal stilts on their legs that increase their movement speed by +15 feet.
Your body now runs on Fuel Cell Energy of which you can store an amount equal to your proficiency modifier + your Constitution modifier. Fuel Cell storage can be re-filled by performing standard attacks on hostile creatures (at a rate of 1 point of energy per attack), by using Cell Packs, by picking up fuel cells, or by performing Zandatsu on hostile creatures.
With your body being made of mostly cybernetics, healing spells are only half as effective on you and revival spells only revive organic parts of your body (Most commonly the brain). Once parts of your body have been destroyed, it would take a process of 15 days (at least) to make new limbs, and cost 250 gp to 500 gp. Electro-Magnetic Pulses and similar effects are also capable of temporarily shutting down your body (stun for 1 round). Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Save DC = 8 + your proficiency bonus + your Dexterity modifier
At 1st level, you acquire your codename or natural callsign. A Desperados callsign is based on their training and style of combat used during their time under the Judas Corporation. Choose the type of Desperado you are: STORM, ONI, PHANTOM, DREADNOUGHT, SKIRMISHER, or TITAN, each of which is detailed after the class's description. You gain a feature related to your chosen Natural Callsign at 1st level and again at 7th, 11th, and 18th levels.
High-Frequency Weaponry: At 2nd level, you gain access to HF Weapons, a weapon reinforced by a powerful alternating current that resonates at extremely high vibration frequencies. This oscillation weakens the molecular bonds of anything it cuts, thereby increasing its cutting ability. HF Weaponry can be any type of weapon, extends its attack range by 10 feet, ignores bonuses to AC provided by anything except a creature’s Dexterity modifier unless a creature has HF-resistant armor or an HF-resistant shield, cuts through any inanimate object, and deals two additional damage die of damage. Turning an existing weapon into an HF Weapon or creating one requires the use of smith's tools and a weapon you wish to transform if you are repurposing a weapon and 100g of material to be used for this purpose.
Augmented Mode: At 3rd level, a side effect of your holographic storage data being connected to cranial nerves and your new optical implants allows you to create a mental layout of your surroundings. This feature cannot be used while engaging in combat with a hostile creature or creatures. You can use this feature for up to 1 minute, and it can be used again after 10 minutes. Activating Augmented Mode grants you Darkvision of 120 feet and allows you to see any living humanoids or constructs not concealed by magical means, even through physical obstacles. You see them as mere outlines and can identify their general shape.
At 16th level, this feature can be used while in combat against a hostile creature or creatures and gives you blindsight to a range of 60 feet.
At 3rd Level, your implants and cyborg body/exosuit gives you vast physical power and destructive unarmed strikes. You gain the following benefits.
• You can roll a d12 in place of the normal damage of your unarmed strike.
• Your maximum Strength, Dexterity, and Constitution scores can exceed 20 but not 30.
Ability score increase: 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.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Parry: At 6th level, you learn the precise skill of blocking an attack by perfectly clashing it. When you are targeted for a melee weapon attack, you can roll a Dexterity saving throw with a DC equal to the creature’s attack roll as a reaction. If you succeed, the damage of the attack is reduced to 0.
At 9th level, when you use the Parry feature, roll a 20 or higher, and successfully block the attack, you reduce the damage of the attack to 0 and you can counterattack as a part of the same reaction.
Blade Mode: At 10th level, you can aim your weapon at specific targets rather than simply attacking. Doing so slows down your perception of time and allows you to cut hostile creatures to pieces or knock them off of their feet. Blade Mode uses 1 Fuel Cell Energy per turn while active and grants all melee weapon attacks made in Blade Mode an additional damage die.
When Blade Mode is triggered, time slows down time by 50%, allowing you to attack an additional time, and you gain a +5 bonus to your melee weapon attack rolls. When active, your perceptions briefly slow down after your attacks as well as landing a successful counter-parry or Execution; triggering Blade Mode in this state will slow down time by 90%, allowing you to attack two additional times, and you gain advantage on your melee weapon attack rolls (if you already have advantage on your melee weapon attacks, you can roll an additional time and take the highest roll). Hostile creatures will continue to move, attack and react to you during Blade Mode which makes the bonus slowdown very useful.
Blade Mode can be entered as long as you have any Fuel Cell Energy at all, but if the gauge is at 50% or less of its maximum storage, it will not slow time or increase cutting power; it does not use any more Fuel Cell Energy in this state.
Weapons that do not deal slashing damage are incapable of cutting anything even in Blade Mode, and simply deal more damage in this mode.
At 13th level, you can use Zandatsu to kill almost any hostile creature rather than using standard melee weapon attacks. When Zandatsu is possible, your DM will notify you that a hostile creature’s weak point has just been revealed in Blade Mode. You perform a cut that intersects the weak point, exposing the creature’s “heart”, which for Construct type creatures is a fuel cell that you can use. As a part of the same action, you can grab the “heart”. If Blade Mode is entered with full Fuel Cell storage, you automatically connect with your next Zandatsu melee weapon attack. Multiple Zandatsus can be chained if several hostile creatures are cut correctly in a single use of Blade Mode, either with one carefully-aimed slash, a natural roll of 20, on up to three creatures within 5 feet of each other in a single direction or by attacking multiple times in a single turn. You cannot be harmed or stopped while grabbing a creature’s “heart”.
A successful Zandatsu restores all of your health and the entire Fuel Cell storage.
Some enemies, dictated by your DM, do not appear to have a weak point to target.
At 14th level, if a hostile creature is stunned and you have a full Fuel Cell storage, you can perform an Execution on that enemy which will put you in a position to perform Zandatsu afterward.
Execute: At 14th level, when you reduce a creature’s hit points to 50% or fewer and your DM notifies you of the opportunity, you can perform an Execution as an action on your turn. You attack the creature and then activate Blade Mode, giving you another action for this turn, as a part of the same action.
Defensive Counter: At 15th level, when you would be hit by an attack, you can use the Evade action as a reaction. You must roll a Dexterity saving throw with a DC equal to the attack roll of the creature. If you succeed, you sidestep or back-step away from the attack, and target the attacker for an attack.
Inhibitors: At 17th level, your body is upgraded to passively suppress pain and emotions, making you immune to Charm, Frightened, and pain-based effects and conditions. All damage still affects you normally and you can still feel attacks, you just do not experience pain from said attacks.
The Ultimate Cybernetic Organisim: At 20th level, your body is upgraded to the peak of combat ability. Your Exoskeleton armor makes your AC 15 + their Dexterity modifier, your metal stilts increase your movement speed by +30 feet, you can roll 2d12 in place of the normal damage of your unarmed strike, and your Fuel Cell Energy storage maximum is doubled.
subclass options:
STORM:
Lightning surge: At 1st level, you can fire bolts of lightning at a creature you see within 15 feet of you or randomly in an area of effect of 20 feet around you as an action. Creatures within range must make a Dexterity saving throw. They take 1d6 lightning damage or half as much on a successful save. You can also imbue your fists, HF weapon, and/or any weapon that uses a power source with electricity as a bonus action, making them deal an additional d6 of damage on your next attack using them.
The lightning die changes as you gain Desperado levels: to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Self taught style: At 1st level, due to your style of training and augmentation, you were trained to cause as much harm to a target before its death. You gain the following benefits:
- You gain the Slasher (Dexterity) feat.
Ninja Run: At 7th level, you gain a special move that allows you to quickly move over obstacles, using the improved mobility of your cyborg body. Your Dash movement speed is doubled, your cyborg body leaves a trail of electricity as you move, you automatically jump over or slide under obstacles without the use of any extra movement, your next melee weapon attack or unarmed strike after Ninja Running gains an additional damage die and, when you take the Dash action, any projectile attacks made against you as an opportunity attack or while you are moving are deflected unless the projectiles are medium size or larger.
Rules of Nature: At 11th level, your power as a cyborg and skill as a killer make you an apex predator, but instead of hunting the weak, you hunt those that would hunt the weak. When you attack a creature that’s Evil or Huge in size or larger, you gain an advantage on all attack rolls and a +5 bonus to your damage rolls.
Ripper Mode: At 18th level, in dire circumstances, your body generates high volts of electricity to increase fighting capability. Upon activation, you begin to emit a blood-red aura and thrive at the sensation of pain. Using it doubles the damage of all of your attacks and makes HF weapons you attack with outright ignore AC. However, it can only be activated when your Fuel Cell Energy is full, and it drains your energy at a rate of 2 energy per turn.
ONI:
Dwarf Gekko: At 1st level, you can summon a Dwarf Gekko as a bonus action on your turn. Dwarf Gekkos share a stat block with a Monodrone, but can make three attacks per action and heed your every command. You can also take up to 3 of Dwarf Gekko's arms and attach them to your body or form them into a polearm or staff as an action. You can attach up to 14 arms of Dwarf Gekko to your body, 7 arms on each side of your body. You can use each of your arms to perform a separate action on your turn.
Tripod Cores: At 7th level, when you have summoned a Dwarf Gekko and have removed all of its arms, you can use the remaining core as a volley to bombard a creature with, dealing 4d6 fire damage due to you throwing them at a fast enough velocity to generate flames.
A Stranger I Remain: At 11th level, you find your true purpose in snuffing out live, to kill… but to what end? When you fight a creature due to Lawful motives, your attack and damage rolls are doubled.
Dynamic Weapon Fluidity: At 18th level, if you create a weapon out of Dwarf Gekko limbs, you can change the weapon’s form as a bonus action on your turn. For example, if you have shaped the Dwarf Gekko limbs into a staff or add a knife and make it into a spear, you could change the weapon into a whip or a grappling hook as a bonus action if you have not already used your bonus action that turn.
PHANTOM:
Electro magnetic body: At 1st level, your body is a unique cyborg chassis consisting of a series of segments held together by powerful electromagnetic forces which could separate considerable distances while still remaining part of the whole. You gain the following benefits:
When you are targeted by a creature you’re aware of for a melee weapon attack, you separate your body in a manner that causes the attack to automatically miss.
You can separate your body to increase your reach by up to 25 feet or attack from up to 5 angles at once.
If you are stunned or hit with an Electro Magnetic Pulse or a similar effect, your Magnetic Body feature does not work until the stunned condition ends or for 1 round after the EMP or EMP-like effect.
Magnetic Telekenisis: At 7th level, your magnetic generator is powerful enough to allow you to lift even Huge size objects in the air to hurl at others. Your generator is also refined enough to also lift up objects that at least possessed trace amounts of metal. This also grants you the ability to stick on metal structures, as your magnetic abilities allow you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to your walking speed.
Stains of Time: At 11th level, your world is built on the foundation of one single meme: the strong prey upon the weak. When you attack a creature who’s level is lower than yours or whose CR is equal to 1/4th of your level or lower, you can add a number of additional damage die to your damage roll equal to your proficiency modifier.
Utopia of Death: At 18th level, when a creature is unaware of your presence or can’t see you, you can pounce onto them and let loose a barrage of lethal attacks. The creature is prone, restrained, and you can attack five times, instead of once, when you use the Attack Action on Your Turn while you have the creature mounted. The creature can attempt to escape without using an action on their turn.
DREADNOUGHT:
Self taught style: At 1st level, you were trained to thrive in the blood shed of combat and master the use of two blades. You gain the following benefits:
- You gain the Cruelty feat.
- You gain the Duel Wielder feat.
Explosive Reactive Shielding: At 7th level, your custom cyborg body has mounted six shield-like platforms to the sockets on your back. These shields are explosive reactive armor that can repel attacks. While all six shields are still attached, you gain a +12 bonus to your AC. If you still have at least a single shield remaining and a creature misses a melee attack targeting you, it sets off a 10 foot wide explosive blast 10 feet in front of you. The blast deals 2d6 bludgeoning damage per remaining shield or half as much on a successful Dexterity saving throw. A shield can be severed by attacking the shields’ intersecting lines, which can be done by either having some feature or ability that allows for specific or precision targeting or by forgoing the damage of a successful attack. Up to two shields can be severed at once, but an attack must be used to severe each individual shield. When a shield is cut off or otherwise removed, you lose -2 AC for each shield lost. Replacing any lost shielding requires a magical or scientific specialist to build one for you. The process of creating the shielding will take at least 10 days and cost 100 gp per shield plate.
Red Sun: At 11th level, you’ve learned from your time on the world that conflict is humanoid nature, and to try to deny that nature is wrong. A number of times equal to your proficiency modifier per long rest, you can double your damage for a round at the cost of taking doubled damage for that round.
Upon gaining this feature, you can no longer multiclass into Druid. You cannot take Druid levels in any way.
Pincer Blades: At 18th level, if you are wielding two bladed weapons, you can combine them together as a single weapon, Pincer Blades, as a bonus action. Attacks made with this weapon deal the damage of both weapons and cannot be blocked in any way. The weapon you were wielding in your off hand is attached to your wrist to make the Pincer Blades and cannot be removed from you by normal means.
SKIRMISHER:
Enhanced jump: At 1st level, when you jump, as part of your movement, you can jump again at the peak height of your jump, effectively doubling the range of the jump. You do not take damage as a result of Falling from your jump unless you fall a distance greater than your maximum jump height.
Self taught style: At 1st level, you were trained not to rely on a weapon, but to also master the art of hand to hand combat. you gain the following benefits:
Sword Dance: If you make an unarmed strike as part of the Attack action on your turn and are holding a long sword weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Quick draw: The sheath of your HF Weapon contains a rifle device with a loaded magazine and a trigger below the weapon’s grip. You can use an explosive battōjutsu by triggering this mechanism as a reaction if your weapon is sheathed, allowing you to make a melee weapon attack as a reaction.
Vacuum Slash: When you make a melee weapon attack with an HF Weapon, you can extend the range of the slashes by creating a vacuum in the air current of each slash.
True Martial Arts: At 7th level, you master a style of hand to hand combat reminiscent of Judo that incorporates capoeira and jiu-jitsu. You gain the following benefits:
When you kick as an unarmed strike, you can add any of your un-used movement for that round to your Damage roll.
When you are targeted for a melee attack, you can either grapple the attack, take the attacker to the ground, and restrain them or redirect the attack and throw the creature 10 feet away as a reaction.
The Only Thing I Know For Real: At 11th level, your pursuit of power has blinded you to your original purpose in doing so, leaving you an empty husk of a creature simply fighting and killing and vying for more power because that’s the only thing you know now. When you fight a creature due to Chaotic motives, your attack and damage rolls are doubled.
Taunt: At 18th level, you can Taunt a creature as a bonus action. They can roll a Wisdom saving throw, but if they fail or choose not to, their recklessness creates dozens of openings for your attacks and turns any of your attacks targeting them into critical hits, but anger and single-minded focus of destroying you turns any of their attacks targeting you into critical hits as well. A Taunted creature will have a red aura around their body, the Taunt will "wear off" after 5 rounds, Taunts won’t work if a creature can’t hear or understand you, Taunted creatures are subject to limb-severing from your weapon, critical hits from Taunted creatures can still be parried, but only a single one per round, and Taunted creatures cannot be counterattacked.
TITAN:
Self Taught Style: At 1st level, your physical capabilities rival that of an HF weapon, leading to hand to hand combat being your combat style of choice. You gain the following benefits:
- Athelete (Strength) feat
- Charger feat
- Tavern Brawler (Strength) feat
Cybernetic Strength: At 7th level, your bodys physical capabilities have increased, allowing you to perform much greater feats of strength, and new combative techniques. You gain the folowing benefits:
- Durable feat
- Grappler (Strength) feat
- Savage Attacker feat
- Crusher feat
Grappled enemies can be thrown 10 feet x your strength modifier, dealing 1d6 bludgeoning damage for every ten feet.
Limit Breaker: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, you may treat heavy and two-handed weapons as if they lacked these properties.
Blade mode can now be used with unarmed strikes. By weakening the targets body, you can punch through the armor and rip the enemys fuel cell.
You now gain the ability to use Nanomachines, a 5th-level abjuration. The material cost is your entire Fuel Cell Energy bar. Once Ultimate Cybernetic Organisim has been reached (At Desperado LVL 20), the material cost becomes half of your fuel cell energy bar.
Due to your style of combat, you gain the following defects:
When using weapons that are not Unarmed, Force, or Bludgening, you roll with a disadvantage.
Once Nanomachines end, you are put into prone for 5 rounds.
It Has To Be This Way: At 11th level, you have learned in this world that the physically superior rule while the weak obey. A world of action, not words is the right way to control your own destiny. Against creatures due to Neutral motifs, your attacks and damage rolls are doubled.
Earth Breaker: At 18th level, your Nanomachines have become a part of your system entirely, allowing you to use parts of the earth and the world around you as weapons, dealing 1d12 damage multiplying the amount of dice used by your strength modifier.
Additionally, Nanomachines now lasts for 3 minutes and only puts you in prone for 2 rounds.
Level | Proficiency Bonus | Abilities |
---|
1 | +2 | Augmented Body MK1, Natural Callsign MK1 |
2 | +2 | High-Frequency Weaponry |
3 | +2 | Augmented Mode MK1, Cybernetically Enhanced Strength |
4 | +2 | Ability Score Increase |
5 | +3 | Extra Attack MK1 |
6 | +3 | Parry Feat MK1 |
7 | +3 | Natural Callsign MK2 |
8 | +3 | Ability Score Increase |
9 | +4 | Parry Feat MK2 |
10 | +4 | Blade Mode |
11 | +4 | Natural Callsign MK3, Extra Attack MK2 |
12 | +4 | Ability Score Increase |
13 | +5 | Zandatsu |
14 | +5 | Execute |
15 | +5 | Defensive Counter Feat |
16 | +5 | Augmented Mode MK2, Ability Score Increase |
17 | +6 | Inhibitors Feat |
18 | +6 | Natural Callsign MK4 |
19 | +6 | Ability Score Increase |
20 | +6 | Ultimate Cybernetic Enhancement, Extra Attack MK3 |