Showing posts with label 5th. Show all posts
Showing posts with label 5th. Show all posts

Thursday, November 5, 2026

5.5E to Cyberpunk RED Species Part 3 - World of Warcraft 2003-2006 and Extras

Now the World of Warcraft book for 5.5E is out, it seems like it would be amiss to not extend what I was doing with my Cyberpunk Waterdeep game to it as well. As well as a couple of species I missed before. This post covers Classic/Vanilla and Burning Crusade, but the various subtypes include more modern expansion. Overall, I would say there is a lot of reskinning here. As whole lineages that would be in Warcraft are lifted and only slightly remixed.

Draenei

Man’ari are just the Infernal Tieflings lineage pasted on the Draenei species.

Over 7 feet tall

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

Change Eredar Lineage. You gain the LUCK 2 benefit of your chosen lineage. At LUCK 6 and LUCK 8, you learn the spell listed for your lineage. You always have it prepared and can cast it once per 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).

Draenei Lineages

Draenei

LUCK 2 - You have Resistance to Necrotic damage and know the Spare the Dying cantrip.

LUCK 6 – You also know the Healing Word spell.

LUCK 8 - You also know the Prayer of Healing spell.

Krokul

LUCK 2 - You have Resistance to Poison damage and know the Poison Spray cantrip.

LUCK 6 - You also know the Ray of Sickness spell.

LUCK 8 - You also know the Hold Person spell.

Lightforged

LUCK 2 - Resistance to Radiant damage and know the Sacred Flame cantrip.

LUCK 6 - You also know the Guiding Bolt spell.

LUCK 8 - You also know the Aid spell.

Man’ari

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

LUCK 6 - You also know the Hellish Rebuke spell.

LUCK 8 - You also know the Darkness spell.

Change Heroic Presence. When you cast a spell granted by your Eredar Lineage and don’t have Heroic Inspiration (immediate reroll after seeing the results of a dice roll), you gain it. Once this happens, it can’t happen again until you finish a 1-hour rest or Long Rest.


Duergar

Dwarves in WoW D&D are just normal Dwarves, not subspecies based on the four different types/clans. As the Duergar were indicated in Heroes of Faerun to be sutiable to play in 5.5E, I am including them here. They are just a lineage type for Dwarves, but their write-up in Monsters of th Multiverse is like the Eldrian in having a few traits swapped out.

Replace Stonecunning and Dwarven Toughness with Duergar Magic and Psionic Fortitude

Change Darkvision. You have Darkvision with a range of 60 yards/metres.

Change Duergar Magic. With LUCK 6, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. At LUCK 8, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. 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 species).

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

Psionic Fortitude. You have advantage on rolls  you make to avoid or end the Charmed or Stunned condition on yourself.


Elf

Notably, High elves reuse the Player’s Handbook’s High Elf option. A bit of a cop-out, but so is Nightborne and Night Elves being 1 starting cantrip off being a Drow and Wood Elf respectively.

Elven Lineages

Blood 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 Arcane Vigor spell.

Night Elf

LUCK 2 - You add half your LUCK stat to Stealth. Once per turn, in addition to any actions taken this turn you can roll to hide while in Dim Light or Darkness.

LUCK 6 - You also know the Longstrider spell.

LUCK 8 - You also know the Pass Without Trace spell.

Nightborne

LUCK 2 - The range of your Darkvision increases to 40 yards/metres. You know the new Arcane Pulse cantrip.

LUCK 6 - You also know the Faerie Fire cantrip.

LUCK 8 - You also know the Darkness cantrip.

Void Elf

LUCK 2 - Your Darkvision increases to 40 yards/metres, and you know the Mind Sliver cantrip.

LUCK 6 - You also know the Entropic Embrace spell.

LUCK 8 - You also know the Misty Step spell.

Arcane Pulse (Nightborne Evocation Cantrip): As an action, you release arcane energy in a 3 yards/metres radius, originating from you that does not affect yourself. Each creature of your choice in the area makes WILL + Resist Torture/Drugs roll. On a failure, it takes 2d6 Force damage and its MOVE drops by 2 until the end of your next turn.

Entropic Embrace (Void Elf Level 1 Necromancy): You cast this as a Reaction when you roll with Advantage or Disadvantage and both dice show the same number. For 1 minute/20 turns, you’re wreathed in shadow: you automatically succeed on WILL rolls to maintain Concentration, your space is now considered to Low-Light, and once per turn you can deal an extra 2 Necrotic damage to a creature you damage or restore an extra 2 Hit Points to a creature you heal.


Gnomes

The gnomes in the WoW D&D book are otherwise just Rock Gnomes. The Deep Gnomes/Svirfneblin are from Monsters of the Multiverse, but were indicated in Heroes of Faerun to be playable in 5.5E. Though I wonder if they will be updated in time. Their lineage as it would be in 5.5E is still split up as it was in 5E, but otherwise should be treated as one. Mechagnomes don't share any traits with normal gnomes and seem to be based on Warforged.

Deep Gnome

Change Darkvision. You have Darkvision with a range of 60 yards/metres.

Change Gift of the Svirfneblin. With LUCK 6, you can cast the disguise self spell with this trait. From LUCK 8, you can also cast the nondetection spell with it, without requiring a material component. 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.

Change Svirfneblin Camouflage. When you make a Stealth roll you can make the check with advantage. You can use this trait a number of times equal half you LUCK stat, and you regain all expended uses when you finish a long rest.


Forsaken

Creature Type: Undead

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

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

Deathly Endurance. You have Resistance to Necrotic damage.

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.

Touch of the Grave. When you deal damage to a creature, you can deal half your LUCK stat as extra Necrotic damage, regaining Hit Points equal to the extra damage dealt. You can use this once per Long Rest.

Will of the Forsaken. You have Advantage on rolls to avoid or end the Charmed or Frightened conditions.


Tauren

About 8-9 feet tall

Change Horns. When you hit with a Brawl attack and deal damage, you add 1d6 Piercing damage to the total after deducting SP.

Change Goring Rush. Immediately after you take the Run Action and move at least 6 yards/metres on your turn, you can make a Brawl attack once per turn, in addition to any actions taken this turn.

Change Hammering Horns. Immediately after you hit a creature with a melee attack, once per turn, in addition to any actions taken this turn. You can make a Brawl attack that dos no damage, but the creature must make a DEX + Athletics or DEX + Dodge/Evasion roll (their choice) to avoid being pushed 3 yards/metres.

Change Tauren Lineage. You choose one of three tauren lineages below. If your lineage calls for a roll, the DV equals 11 plus your BODY or WILL stat (chosen when you pick the lineage).

Mulgore Tauren - You can replace one attack with a magical war stomp (as long as you aren’t Prone, flying, climbing or swimming). Each creature of your choice in a 1.5-yard/metre radius, originating from you that does not affect yourself. Must succeed on a WILL + Endurance roll against a DV of 11 + STAT or become Prone and fail DEX rolls until the end of your current turn.

Highmountain Tauren – When you take the Run Action, you can ignore Hold Actions and automatic attacks from other creatures as you move through their space. Each Medium or smaller creature whose space you enter must succeed on a DEX + Athletics roll against a DV of 11 + STAT or take damage equal to your BODY and have the Prone condition (a creature can take this damage only once per turn).

Taunka – You have a natural 4 SP on all locations and Resistance to Cold damage.


Troll

About 7 feet tall

Change Bloodied Frenzy. While you’re Seriously Wounded, you have Advantage on attack rolls.

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

Change Troll Healing. If you become Stabilized and undertaking rest and light activity for 1 hour, you heals HP equal to half your BODY stat.

Change Troll Lineage. You choose one of the following lineages:

Amani Troll - Whenever you spend LUCK in combat, you gain a bonus equal to half the LUCK spent to your next Stabilization roll.

Darkspear Troll: When you take the Run Action. Ice, rubble, snow or undergrowth doesn’t reduce your MOVE or impose Athletics rolls until the end of the turn.

Zandalari Troll: If you roll a 1 on a roll, you gain Heroic Inspiration (immediate reroll after seeing the results of a dice roll) at the end of the current turn.

Wednesday, September 23, 2026

5.5E to Cyberpunk RED Species Part 2.5 - Underdark Unearthed Arcana 2

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.

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 Brawl attack 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 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 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.

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.

For people who use metric, assume the small categories are 0.61-1.22 metres and Medium ranges up to 2.44 metres.


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 rolls you make to avoid or end the Poisoned condition.

Change Dwarven Toughness. Your Hit Point increases by 5.

Change Stonecunning. Once 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 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.

Change Fey Ancestry. You have Advantage on rolls 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

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 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 rolls 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. This can include specialities within the current role.


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.

Thursday, July 30, 2026

5.5E to Cyberpunk RED

I went back and forth on this for an upcoming Cyberpunk RED meets Forgotten Realms game. Not the infamous meme about 5E players lacking the ability to play another game, but a game about being punks in a future version of the Forgotten Realms.

Art by Anselm Zielonka (Edited by Me)

Why?

As Shadowrun in concept is cool but I really don’t like any of its mechanics and find the lore to be cringe. Something that won’t get any better with the effort Cataclysm Game Labs puts into it.

I eventually went for something simple to convert the numbers over.

If the modifier is 0 or higher, add to 4, if it is -1 or lower, use a base number of 5. So, 4 +2 = 6, 5 -2 = 3.

Use all Attack bonuses as combat skills without conversion. Characteristics are converted accordingly

Dex = REF
Your Attack Modifier Characteristic (Str or Dex) = DEX
(Dex + Int)/2 = TECH, this was a recommendation, I previously had it just be derived from Int
Int = INT
Wis = COOL
Wis = WILL
(Str + Con)/2 = BODY
Cha = EMP
(Speed/5)-2 = MOVE
Proficiencies Bonus = LUCK, but no adding or subtracting here, +2 is 2 LUCK if required by an NPC/Monster.

Recalculate HP as normal: HP = Round up the average of BODY + WILL, x5 + 10
This does tend to put most monsters in the 40 HP range, which is not that strange for the idea a monster is tough but not invulnerable.

Edit (04/11/26) - Really tiny creatures should use the Trash Mob rules from Tales of the Red - Hope Reborn, which sets their HP to 10 regardless of stats.

Use all skills values without conversion, Initiative becomes Combat Awareness. Use Proficiencies Bonus as an Other skill.

AC-10-Dex Mod

1

2

3

4

5

6

7

8

9

10

Natural SP

5

7

10

12

13

14

15

16

17

18

Worn SP

4

7

11

12

13

14

15

16

17

18





Monsters do not take natural armour penalties
Damage Calculation, every dice size above or below d6 increases or decreases the total d6s rolled. Ignore modifiers. 1d4 becomes 2 and less than 1d4 damage becomes 1.

Ex. 2d6 = 2d6, 2d8 = 4d6, 2d10 = 6d6, 2d4 = 1d6.

Add an extra d6 for two handed weapons.

Edit (16/10/26) - After discussions with people on Discord, somone pointed out that my raw damage conversion is based on a single attack per turn for a normal person. With all involved getting inflated HP as they level. But in Cyberpunk RED, most melee weapons have a Rate of Fire of 2. So there is a choice. Divide the number of multiple attacks in half, potentially a 1 + 2 tempo like AD&D or divide damage in half, but keep the number of attacks.

DV for skills, saving throws and spells follow a formula, with rounding down if a DC value cannot reach the next tier.

DC

5

8

10

12

15

20

25

30

35

DV

9

11

13

14

15

17

21

24

29



Saving Throws are a little tricky. As Cyberpunk RED tends to assign them all to wither DEX or WILL. And While I was fine to split them up between DEX and WILL skills, there wasn’t enough DEX skills to assign them properly, with a missing DEX skill to replace Cha saving throws.

So, if a 5E saving throw is required follow this chart

Dex

DEX + Dodge/Evasion

Str

DEX + Athletics

Con Environmental

WILL + Endurance

Con Internal

WILL + Resist Torture/Drugs

Int and WIS

WILL + Concentration

Cha

EMP + Concentration


This does create a particular RED issue though. Concentration the skill naturally covers what should be a Constitution saving throw for a D&D 5E Concentration check. But the core them of a Constitution is withstanding the distraction/pain, which Resist Torture/Drugs would be better.
They all use WILL anyway, so feel free to change things.

Magic

Magic is tricky as RED treats magic like a weapon. Rolling to hit a target with range drop-off while D&D treats it like a condition that it is up to the target to avoid or mitigate, rolling a saving throw or just suffering through attrition.

Magic can be dealt with importing the table from Elfline Online: Magic Returns or it can be it’s own strange thing, something that happens to people that must be dealt with outside of the normal process. This latter idea also means less work.

I’d keep conditions as is, I would have to write a bunch of exceptions anyway.
Magic by default is a x1 INT skill, just like in Elfline Online. But if a species starts with a magical cantrip or knowledge of a cantrip, the type of magic they use to cast it is equivalent listed Stat + Magic Skill. So, an Aaismar casts their Light cantrip with EMP + Magic. In universe, this is how people differentiate between traditions like druidism, religious, shadow, wild or weave magic.

Reactions of all kinds are once per turn.

If a Magic Skill is required to be calculated, it is saving throw DC-8 = Skill

Example Medusa 5.5E to Cyberpunk RED

REF 7 DEX 7 BOD 6 TECH 6 INT 5 COOL 5 WILL 5 EMP 6 MOVE 4
Combat Awareness +6
Deception +5
Perception +4
Stealth +6
Other +3
Low-Light vision 50m/yards
HP 40 SP 10
Attacks Claw + 1 Hair in addition on a subsequent round or Ray + Ray in addition on a subsequent round
Claw +13 2d6
Hair +13 2 Piercing + 4d6 Poison
Ray +12 4d6 Poison
Petrifying Gaze (Recharge 5-6) Roll WILL + Endurance vs DV14
Each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.

RED Species – Players Hand Book

Still a dumb and pointless renaming for races, considering most of the D&D lot can interbreed when bad 70s biology isn’t being used. I will only note the changes required for the mechanics later as things have delayed this longer than they should have.