Freak
Empowered Freak Human Magus Robot

From Frankenstein's monster to a cybernetic police officer, science-fiction warns us about noodling with nature. But these monstrosities can become great heroes, sacrificing themselves for the good of others. Or, they could be out for vengeance.

When selecting this race, check with the GM to see what sort of freaks exist in the game world and what's appropriate for the title. You could be playing in a world where all the freaks are animal-men grafted together on some island or exposed to some mutagenic goo. Or it could be a futuristic, trans-human setting where everyone is a freak in some way.

Once you've considered your options, apply the following traits to your character and record them on your character sheet.


Freak Traits

Your freak character has a number of enhancements its been granted.

Ability Score Increase. You may increase two ability scores of your choice by 1 or one ability score by 2. (Your subrace also grants an ability score increase. You can add 1 from this benefit to that ability score, but not 2.)

Age. Freaks may be built ready for combat or developed over decades. The specifics of your characters aging process are left to you.

Alignment. Some freaks are preprogrammed with a disposition toward an alignment or allegiance. They may also be hardwired with loyalty to an individual or organization as a safety precaution. In fact, their persona may be completely by design.

This isn’t always the case. Some freaks began as ordinary people and are unaware of how they gained their powers or may simply have no such predispositions, while others manage to overcome them or escape before their conditioning is complete.

Freaks loyal to their creators are often Lawful, whereas those who have cast off the yokes of a master tend toward Chaotic.

Size. A freak may be Small or Medium.

Speed. A Medium freak has a base walking speed of 30 feet. A Small freak has a base walking speed of 25 feet.

Languages. You can speak, read, and write Common and one other language of your choice.



Freak Subraces


Cyborg


Cyborgs are biological beings who are augmented with advanced prosthetics and implants, replacing their organic limbs or organs with mechanical ones. Your powers are technological in nature and can be affected as such.

Ability Score Increase. Your Intelligence score is increased by 1.

Cyborg Augmentations. You may select one of the following augmentations:

  • Amphibious: You can breathe in air and water and gain a swim speed equal to your walking speed.
  • Bionic Legs: Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. Additionally, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
  • Blindsight, 60 feet: You can perceive your surroundings without relying on sight within 60 feet.
  • Brain Matrix: Choose up to three skills, tools, or languages in which you have proficiency. During a short or long rest, you can trade out any number of these skills, tools, or languages for a skill, tool, or language proficiencies that you don't have which you have preselected. Skills are traded for skills, tools are traded for tools, and languages are traded for languages. These replacement proficiencies cannot benefit from Expertise or similar effects. These proficiencies remain until you change them back during another short or long rest.
  • Computer Brain: You gain the Computer Access and Internet Access knacks as bonus knacks.
  • Enhanced Memory: You can accurately recall anything you have seen or heard within the past year.
  • Enhanced Senses: You are proficient in the Wisdom (Perception) skill. If you are already proficient in this skill, you may double your proficiency bonus.
  • Enhanced Skills: Choose two skills in which you have proficiency. You gain expertise with those skills, which means your proficiency bonus is doubled for any ability check you make with them. The skills you choose must be ones that aren't already benefiting from a feature, such as Expertise or Super-Skill, that doubles your proficiency bonus.
  • Enhanced Stealth: You are proficient in the Dexterity (Stealth) skill. If you are already proficient in this skill, you may double your proficiency bonus.
  • Exoskeleton: While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • Flight System: You have a fly speed of 20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity. Proficiency in heavy armor allows a fly speed of 15 feet. You can use this ability for up to 6 rounds per long or short rest.
  • Insect-Build: You have a climb speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you do not take damage from falling 20 feet or less and take only half damage from falling further than this.
  • Life-Support: You do not need to eat, sleep, or breath, however, you must recharge. The nature of this recharging is left to you, but it is assumed to occur during a long rest.
  • Retractable Blade: You can extend a retractable blade from your hand or arm. Extending or retracting the blade requires no action. The blade is a finesse, light melee weapon and benefits from any bonuses affecting shortswords, however, if you aren't proficient with the shortsword, you are still proficient with this blade. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier. This weapon cannot be disarmed.
  • Superior Darkvision, 120 feet: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Genetically Modified Organism (GMO)


Humanity has manipulated genetics for centuries. Domesticated plants and animals have been hybridized to create strong, specialized breeds of optimal function for man's designs. Even humans have been subjected to hybridization under the social agendas of societies within the last century. With advances in genetics, mankind is now on the threshold of creating true superhumans. Some, however, have already stepped through the door.

Ability Score Increase. Your Strength score is increased by 1.

GMO Augmentations. You may select three of the following augmentations:

  • Armor Talent: If you are proficient in medium armor, you gain proficiency with heavy armor. If you're proficient in light armor, you gain proficiency in medium armor. If you're proficient in no armor, you gain proficiency in light armor.
  • Clear Senses: Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
  • Darkvision, 30 feet: You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Enhanced Health: Your hit point maximum is increased by 1 hit point per level.
  • Enhanced Recuperation: When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • Enhanced Skill: Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  • Enhanced Unarmed Strike: Your unarmed strikes use a d4 for damage.
  • Minor Speed Boost: Your speed increases by 5 feet.
  • Proficiency Boost: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Scaler: Climbing doesn’t cost you extra movement.
  • Sneaker: If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
  • Sonar: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • Springer: You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
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