Thursday, August 13, 2026

5.5E to Cyberpunk RED Species Part 1 - The Players Handbook

 My holiday interrupt the tedious process of preparing for my next camapign, so I own everyone two weeks of Cyberpunk RED meets 5.5E D&D crossover fun.

Species is a stupid thing to call what was previously races, kin and ancestry would be better. Not to mention getting rid of half-Elves and half-orcs only to start trickling them back in via setting-specific supplments. It's just the equivalent of weasel words in that case. Especially as it cuts all of Greenwood and other FR author's specific Half-Elf and Half-Orc cultures out because of course FR has to be bog standard, depsite getting Greyhawk back for 5.5E, this is how they got in this mess to begin with.

5.5E really front loads the species.


Aaismar

About 4-7 feet tall or 2-4 feet tall

Change Celestial Resistance. You take half damage from Necrotic damage and Radiant damage.

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Healing Hands. Healing is a number of d6 equal to Half your LUCK score.

Change Light Bearer. Casting this cantrip requires a EMP + Magic roll.

Change Celestial Revelation. If your LUCK is 6 or higher you can transform once per turn, in addition to any actions taken this turn using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute (20 turns) or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your half your LUCK stat, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Change Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 3 yards/metres radius and Dim Light for an additional 3 yards/metres, and at the end of each of your turns, each creature within 3 yards/metres of you takes Radiant damage equal to half your LUCK.

Change Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 3 yards/metres of you must succeed on a D10 + EMP + Concentration roll vs a DV of 11+ EMP or have the Frightened condition until the end of your next turn.


Dragonborn

About 5-7 feet tall

Change Breath Weapon. When you take an Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 5 yards/metres Cone or a 10 yards/metres Line that is 1.5 yards/metres or 1 Square wide (choose the shape each time). Each creature in that area must make a D10 + DEX + Dodge/Evasion roll vs a DV of 11 + BODY. On a failed save, a creature takes 3d6 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. If your LUCK is 8, the damage is increased to 6d6. You can use this Breath Weapon a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Change Damage Resistance. You take half damage to the damage type determined by your Draconic Ancestry trait.

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Draconic Flight. If your LUCK is 8, you can channel draconic magic to give yourself temporary flight. Once per turn, in addition to any actions taken this turn, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have Flight equal to your MOVE. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.


Dwarf

About 4-5 feet tall

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Dwarven Resilience. You take half damage to Poison and toxin damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Change Dwarven Toughness. Your Hit Point increases by 5.

Change StonecunningOnce per turn, in addition to any actions taken this turn, you gain Tremorsense with a range of 20 yards/metres for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.


Elf

About 5-6 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the Luck 2 benefit of that lineage.

When you reach character LUCK 6 and LUCK 8, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You regain the ability to cast it in that way when you finish a Long Rest.

INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).


Elven Lineages

Drow

LUCK 2 - The range of your Darkvision increases to 40 yards/metres. You also know the Dancing Lights cantrip.

LUCK 6 - You also know the Faerie Fire cantrip.

LUCK 8 - You also know the Darkness cantrip.

High Elf

LUCK 2 - You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.

LUCK 6 - You also know the Detect Magic cantrip.

LUCK 8 - You also know the Misty Step cantrip.

Wood Elf

LUCK 2 - Your MOVE increase by 1. You also know the Druidcraft cantrip.

LUCK 6 – You also know the Longstrider cantrip.

LUCK 8 - You also know the Pass without Trace cantrip.

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Change Keen Senses. You add half your LUCK stat to one of the following skills: Human Perception, Perception, or Wilderness Survival skill

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.


Gnome

About 3-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Gnomish Cunning. You have Advantage on WILL + Concentration, WILL + Resist Torture/Drugs, and EMP + Concentration rolls.

Change Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):

Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast a number of times equal to half you LUCK stat, and you regain all expended uses when you finish a Long Rest.

Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature activate it with a touch once per turn, in addition to any actions taken this turn. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as an action.


Goliath

About 7-8 feet tall

Your MOVE increase by 1

Change Giant Ancestry. You can use the chosen benefit a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest:

Cloud's Jaunt (Cloud Giant). Once per turn, in addition to any actions taken this turn, you magically teleport up to 10 yards/metres to an unoccupied space you can see.

Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 3d6 Fire damage to that target.

Frost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its MOVE by 2 until the start of your next turn.

Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

Stone's Endurance (Stone Giant). When you take damage, you can roll once per turn to immediately to roll 1d10+BODY. Reduce the damage by that total.

Storm's Thunder (Storm Giant). When you take damage from a creature within 20 yards/metres of you, you can once per turn, immediately deal 2d6 Thunder/Sonic damage to that creature.

Change Large Form. Starting at LUCK 8, you can change your size to Large Once per turn, in addition to any actions taken this turn, if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on DEX + Athletics checks, and your MOVE increased by 2. Once you use this trait, you can't use it again until you finish a Long Rest.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.


Halfling

About 2-3 feet tall

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.

Halfling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.

Change Luck. When you roll a 1 on the d10 of a Skill Check Resolution (Critical Failure), you can reroll the die, and you must use the new roll.

Change Naturally Stealthy. You can take an action to hide with a Stealth roll even when you are obscured only by a creature that is at least one size larger than you.


Human

About 4-7 feet tall or about 2-4 feet tall

Change Resourceful. You may reroll one dice result per 24 hours, whenever you finish a Long Rest.

Change Skillful. You add half your LUCK score to your starting Skill Points.

Change Versatile. You start with 1 extra Role Rank of your choice.


Orc

About 6-7 feet tall

Change Adrenaline Rush. You may choose to double MOVE stat when moving. When you do so, you gain a number of Temporary Hit Points equal to half LUCK stat. These do not stack with other subsequent Temporary Hit Points and disappear after being depleted or a Long Rest.

You can use this trait a number of times equal to half LUCK stat, and you regain all expended uses when you finish a Short or Long Rest.

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.


Tiefling

About 4-7 feet tall or about 3-4 feet tall

Change Darkvision. You have Darkvision with a range of 20 yards/metres.

Change Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table.

When you reach character LUCK 6 and LUCK 8, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You regain the ability to cast it when you finish a Long Rest.

INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Fiendish Legacies

Abyssal

LUCK 2 - You have Resistance to Poison or toxin damage. You also know the Poison Spray cantrip.

LUCK 6 - Ray of Sickness

LUCK 8 - Hold Person

Chthonic

LUCK 2 - You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.

LUCK 6 - False Life

LUCK 8 - Ray of Enfeeblement

Infernal

LUCK 2 - You have Resistance to Fire damage. You also know the Fire Bolt cantrip.

LUCK 6 - Hellish Rebuke

LUCK 8 - Darkness

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy Trait.

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