I’m adapting some more 5.5E species, though for a lack of species in the most recent books, I’m using the ones from the new Underdark Unearth Arcana 2 playtest material. So I’m sure all these species will get revisions by the time whatever mysterious book they are for comes out. Then I’ll revise them as they really do need it.
Deep Imaskari are an interesting choice but are just Aasimar
in this version. Driders are unusually as D&D 5E has shied away from Large -sized
player characters. They also seem like they are missing something. Or maybe
just a change in spells. Illithidkin and Kuo-toa Kuo-toa are missing being Aberrations
as at least the Kuo-toa were before. Even the Kalashtar got to be Aberrations
and they are a variant of psychic people. Kuo-toa are also missing their Darkvison and Truesight from the Monster Manual, which represents their previous edition abilities
to see the Ethereal Plane. While too powerful as Truesight, it does leave them
somewhat lacking, not to mention they had Sunlight Sensitivity. Deific
Manifestation requires the Referee to look up all Familiars in the MM. That is
beyond the scope of this post. Myoconids have Skill Meld which is even more
powerful in a skill-based system like Cyberpunk RED. So I capped it in a way
that means people who have high skills don’t get even more as they already have
the knowledge.
Deep Imaskari
About 4-7 feet tall or 2-4 feet tall
Change Photoresistant. You take half damage
from Radiant damage.
Change Resourceful. You may
reroll one dice result per 24 hours, whenever you finish a Long Rest.
Change Unluminescent. As an action, you can
will the crystals protruding from your body to glow with Unlight. You shed Bright
Light in a 1.5 yards/metres radius until you use an action to
stop the effect. Your crystals stop glowing if you die or have the Unconscious
condition.
Change Aura of Unlight. If your LUCK is 6,
you can once per turn, in addition to any actions taken this turn create
an Aura of Unlight that sheds Bright Light in a 3 yards/metres radius, originating
from you that does not affect yourself. Choose one of the options below
each time you create the aura; the aura lasts for 1 minute (20 turns) or
until you end it (no action required), and once you create this aura, you can’t
do so again until you finish a Long Rest:
Change Abjuring Unlight. You and your allies
in the 3 yards/metres Aura give a penalty to enemy attacks against them equal to half
your LUCK stat.
Change Brilliant Unlight. Creatures other than
your allies that start their turn within the 3 yards/metres radius must
succeed on a D10 + WILL + Endurance roll against DV of 11 + EMP
or have the Eye Damage Critical Injury (unless they use Cyberoptics with
Anti-Dazzle) until the end of your next turn.
Change Corrupting Unlight. When you deal
damage to a creature with an attack or a spell, you can change the damage type
to Radiant. Additionally, you can deal extra Radiant damage up to your BODY
stat. But that number is deducted from the HP recovered for the same day.
Drider
Creature Type: Monstrosity
About 6–8 feet tall
Change Arachnid Build. If Cyberpunk RED had
carrying capacity or weight rules, you could carry twice as much.
Change Darkvision. You have Darkvision with a
range of 40 yards/metres.
Change Spells of the Spider Queen. You know
the Dancing Lights cantrip. If your LUCK is 6, you always have the
Faerie Fire spell prepared. If your LUCK is 8, you always have the Web
spell prepared. Once you cast either of these spells with this trait, you can’t
cast that spell with it again until 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).
Change Spider Climb. You may climb equal to
your MOVE. If your LUCK is 6 you can move up, down, and across
vertical surfaces and along ceilings while leaving your hands free.
Web Walker. You ignore movement restrictions caused by webs,
and you know the location of any other creature in contact with the same web.
Illithidkin
About 4-7 feet tall or 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 40 yards/metres.
Change Psionic Aptitude. You know the Mage
Hand cantrip, and you can make the spectral hand Invisible. If your LUCK is
6, you always have the Command spell prepared. If your LUCK is 10,
you always have the Levitate spell prepared. Once you cast either of these
spells with this trait, you can’t cast that spell with it again until 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).
Sharpened Mind. You have Resistance to Psychic damage. You
also have Advantage on saving throws you make to avoid or end the Charmed
condition.
Change Telepathy. You have telepathy with a
range of 9 yards/metres.
Kuo-toa
About 5–6 feet tall
Change Amphibious. You can breathe both air
and water. Additionally, you have a Swim speed equal to your MOVE.
Change Slippery. You have advantage on rolls
to avoid a Grab Action targeting you or end being Grappled or otherwise restrained.
Change Deific Manifestation. You always have
the Find Familiar spell prepared and can cast it without material components.
You can cast it once and you regain the ability to cast it when you finish a
Long Rest. When you cast the spell, you choose one of the normal forms for your
familiar or one of the following special forms: Homunculus or Myconid Sprout.
The familiar’s creature type is Celestial. Additionally, your familiar’s form
is a divine blend of multiple creatures. When you cast this spell, choose a
second form from the available options. Your familiar gains one action,
Reaction, or trait from that second form.
Myconid
Creature Type: Plant
About 4-7 feet tall or 2-4 feet tall
Change Darkvision. You have Darkvision with a
range of 40 yards/metres.
Change Telepathy. You have telepathy with a
range of 9 yards/metres.
Change Rapport Spores. As an action, you expel
spores in a 9 yards/metres radius. Creatures in the area with an INT
score of 1 or higher that aren’t Constructs, Elementals, or Undead gain
telepathy within a range of 9 yards/metres for 1 hour. Once you use this
trait, you can’t do so again until you finish a Long Rest.
Change Skill Meld. When you finish a Long
Rest, you can perform a melding ritual to share knowledge and experiences. When
you do so, choose up to six allies (which can include yourself) within 9 yards/metres
of yourself to partake in the ritual and a skill that at least one participant
has 4 levels in. The chosen creatures each add half their LUCK stat
to that skill as levels unless the original skill level is higher.
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