Saturday, August 15, 2026

5.5E to Cyberpunk RED Species Part 2 - The Supplements to Date

 Very importantly here, I am only doing the 5.5E supplements and not including Lorwyn: First Light. As that as originally concieved for the Planeshift extra line for 5E and secondly because it's not very good. With non-functioning mechanics, obtuse wording and generally horribly sanded-down content from what was a very thematically strong and and dual-focused set.

In 5.5E, skill and tool proficiencies are a binary thing. You either have it or you don't while RED is more about the skill point totals. So whenever a species description said to add proficiencies, I interpreted that as adding to a skill twhen in 5E it would be flipping a switch from equal to none.


Changeling

Creature Type: Fey

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

Change Changeling Instincts. Thanks to your connection to the fey realm, add extra skill points equal to half your LUCK stat to two of the following skills of your choice: Acting, Dance, Human Perception, Interrogation, Persuasion, Play Instrument or Singing.

Change Shape-Shifter. As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium (4-7 feet tall) and Small (2-4 feet tall). You can make yourself appear as a member of another playable species, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn't change your clothing and equipment.

While shape-shifted with this trait, you have Advantage on EMP checks.

You stay in the new form until you take an action to revert to your true form.


Dhampir

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

Your MOVE increase by 1

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

Change Spider Climb. You may climb equal to your MOVE. When you reach LUCK 6, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Trace of Undeath. You have Resistance to Necrotic damage.

Change Vampiric Bite. When you use Brawling or unarmed Martial Arts and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 2 plus half your BODY stat.

In addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:

Drain. You regain Hit Points equal to the Piercing damage dealt.

Strengthen. You gain a bonus to the next stat check or attack roll you make within the next minute/20 turns; the bonus is equal to the Piercing damage dealt.

You can empower yourself with this trait a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.


Hexblood

Creature Type: Fey

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

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

Change Eerie Token. Once per turn, in addition to any actions taken this turn, you can create a magical token by harmlessly removing a lock of hair, detaching a nail, or using some other method. While the token exists, you gain the following benefits:

Distant Message. As an action, you can send a telepathic message of 25 words or fewer to a creature holding or carrying the token, as long as you are within 10 miles/16 kilometres of it.

Remote Viewing. If you are within 10 miles/16 kilometres of the token, you can take an action to extend your senses through the token for 1 minute/20 turns, until you have the Incapacitated condition, or until you end this state (no action required). During this state, you can see and hear from the token as if you were located where it is. When this state ends, the token is harmlessly destroyed. Unless the token is destroyed early, it lasts until you finish a Long Rest. Once you create a token using this feature, you can't do so again until you finish a Long Rest.

Hex Magic. You always have the Disguise Self and Hex spells prepared. You can cast each spell once and 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 this species).


Kalashtar

Creature Type: Aberration

About 6–7 feet tall

Dual Mind. You have Advantage on WILL + Concentration and EMP + Concentration rolls.

Mental Discipline. You have Resistance to Psychic damage.

Mind Link. You have telepathy with a range in feet equal to 5 times your LUCK stat. When you're using this trait to speak telepathically to a creature, you can take an action to give that creature the ability to speak telepathically with you for 1 hour or until you take another action to end this effect.

Severed from Dreams. You can't be the target of the Dream spell. In addition, when you finish a Long Rest, you add half your LUCK stat to a non-weapon skill. This proficiency lasts until you finish another Long Rest.


Khoravar

About 4-6 feet tall or about 2-4 feet tall

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

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

Change Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. INT, WILL, or EMP is your spellcasting ability for it (choose the ability when you select this species).

Change Lethargy Resilience. When you fail a roll to avoid or end the Unconscious condition, you can succeed instead. Once you use this trait, you can't do so again until you finish 1d6-2 (minimum 1) Long Rests.

Skill Versatility. You can add half your LUCK stat to one non-weapon skill. Whenever you finish a Long Rest, you can replace it with another skill.


Lupin

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

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

Change Feral Pounce. Damage from your Brawling attacks halves armour SP. In addition, once per turn, when you hit a creature with an Unarmed Strike as part of the Attack action on your turn, the creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice) to avoid being pushed 1.5 yards/metres.

Change Howl. Once per turn, in addition to any actions taken this turn, you let out an unearthly howl. Each creature of your choice within 5 yards/metres of you must succeed on a WILL + Concentration against a DV of 11 + BODY or have Disadvantage on rolls until the start of your next turn.

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

Werewolf Instincts. You add half your LUCK stat to the Perception, Stealth, or Wilderness Survival skill.


Reborn

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

Change Escaped Death. You have Advantage on Death Saves.

Change Everlasting. You are immune to the effects of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition. 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 an inactive, motionless state, during which you retain consciousness.

Change Knowledge from a Past Life. You add half your LUCK stat to one non-weapon skill of your choice.

In addition, you can temporarily peer into the past to aid you in the present. When you fail an ability check, you can roll 1d6 and add the number rolled to the result, potentially turning the failure into a success. You can do this a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Strange Endurance. You have Resistance to one of the following damage types of your choice: Cold, Necrotic, or Poison and toxins.


Shifter

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

Change Bestial Instincts. Channeling the beast within, you add half your LUCK stat to one of the following skills of your choice: Athletics, Contortionist, Interrogation, or Wilderness Survival.

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

Change Shifting. Once per turn, in addition to any actions taken this turn, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute/20 turns or until you revert to your normal appearance, in addition to any actions taken that turn. When you shift, you gain Temporary Hit Points equal to your LUCK stat. You can shift a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a Long Rest.

Whenever you shift, you gain the benefit of one of the following options (choose when you select this species)

Beasthide. You gain 1d6 additional Temporary Hit Points. While shifted, you have a natural 5 SP to all locations.

Longtooth. When you shift and on your other turns while shifted, once per turn, in addition to any actions taken that turn. You can use your elongated fangs as part of a Brawling or Martial Arts attack. If you hit with this attack and deal damage, you halve the SP and do 1d6 plus half your BODY stat, instead of the normal damage.

Swiftstride. While you are shifted, your MOVE increases by 2. Additionally, once per turn, you can immediately move up to 1.5 yards/metres when a creature ends its turn within 1 yards/metres of you.

Wildhunt. While shifted, you have Advantage on WILL + Concentration rolls. Additionally, no creature within 10 yards/metres of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.

 

Warforged

Creature Type: Construct

About 6-8 feet tall or about 3-4 feet tall

Change Construct Resilience. You have Resistance to Poison and toxin damage. You also have Advantage on rolls to avoid or end the Poisoned condition.

Change Integrated Protection. You have a natural 5 SP on all locations. In addition, armor you have donned can't be removed against your will while you're alive.

Sentry's Rest. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.

Change Specialized Design. You add half your LUCK stat to two non-weapon skills, one of which must be a TECH skill.

Change Tireless. You are immune to the effects of Fatigue, Drowning and Asphyxiation, dehydration or malnutrition.


And as an extra because someone asked to play one in the game:


Eladrin

(Interesting to see if this ever gets readapted between 5E and 5.5E).

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season.

You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Change Darkvision. You can see in dim light within 20 yards/metres of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of gray.

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

Change Fey Step. Once per turn, in addition to any actions taken this turn, you can magically teleport up to 10 yards/metres to an unoccupied space you can see. You can use this trait a number of times equal to half your LUCK stat, and you regain all expended uses when you finish a long rest.

When you reach LUCK 6, your Fey Step gain an additional effect based on your season; if the effect imposes a roll, the DV is 11 + your INT, WILL, or EMP modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 3 yards/metres feet of you must succeed on a WILL + Concentration roll or be charmed by you for 1 minute/20 turns, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 2 yards/metres of you before you teleport must succeed on a WILL + Concentration roll saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 1.5 yards/metres of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 10 yards/metres of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 1.5 yards/metres of you takes fire damage equal to half your LUCK stat.

Change Keen Senses. Add half your LUCK stat to your Perception skill.

Change 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.

Whenever you finish this trance, you can change your season, and you can add half your LUCK stat to two TECH, REF or DEX skills, so long as the skill involves using a hand tool. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

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