Creations of the most innovative minds in the world cyborgs are altered races that have been enhanced by mechanical augments. The reasons for these augments vary from Cyborg to Cyborg, but one thing is almost always certain, their enhancements allow them to accomplish things others could only dream of.
When choosing a Cyborg choose the race you were modified from as listed under Pre-Augmentation Genetics and gain the associated racial features.
Race
ASI
Gained Feature
Speed
Human
+2 Choice, +1 INT
Shared Knowledge and Subrace Feature
Small or Medium
30ft/20ft
Mink
+2 DEX or STR, +1 INT
Electro (At Level 5, rather than 1), 2 options from your Breed type of choice, you permanently lose access to the third.
35ft/15ft/10ft (Climb)
Long Arm
+2 STR or DEX, +1 INT
Medium
Reach and Compressed Punch
30/35ft
Long Leg
+2 STR or DEX, +1 INT
Large
Stilts and Leg Whip
35ft/30ft
Giant
+2 STR, +1 INT
Huge
Hard to Miss Easy to Endure, and Sub-race Feature
30ft/20ft
Merfolk
+2 CHA or WIS, +1 INT
Fish Bloodline and Gilled
25ft/45ft
Kuja
+2 WIS, +1 INT
Medium
Latent Armament and Kuja Snake
30ft/20ft
Sky Island
+2 INT, +1 CHA
Angelic Glide and the first feature for the selected sub-race
30ft/20ft
Tontatta
+2 DEX, +1 INT
Tiny
Tontatta Combat
25 ft/15 ft
Three Eye
+2 WIS or CHA, +1 to INT
Medium
All Seeing and Voice of All Things (but only gain the level one and five parts of it at their respective levels)
30ft/20ft
Lunarian
+2 CON, +1 INT
Medium, Large
Godly Legacy and Fire Form, but only choose two of the Forms. You permanently lose access to the third form.
30ft/ 15ft/ 35ft (fly)
Fishman
+2 STR or CHA, +1 INT
Based on Heritage
Aquatic Heritage and Gilled
30 ft/ 40 ft
Buccaneer
+2 STR or CON, +1 INT
Large
Endurance, Ancient Lore or Natural Athlete
35 ft/ 35 ft
Wotan
+2 STR or DEX, +1 INT
Large
Competitive and Gilled
35 ft / 35 ft
Oni
+2CON, +1 INT
Medium, Large
Yokai Resistance and Oni Subrace Feature
30ft /25ft
Snakeneck
+2 CON or CHA, +1 INT
Medium
Serpentine Resilience and Constrictor
30ft / 25ft
Kungfu Dugong
+2 STR or DEX,, +1 INT
Small
Code of Honor and Shelled
30ft/25ft
At level 1 you gain an Advanced Augmentation, You gain another at levels 5, 11, and 17. Choose from the list of augments below:
Extendo Arm
A number of times equal to your prof bonus per short rest you may extend the reach of a melee weapon, unarmed, grapple, or natural weapon attack at any creature within 15ft.
Spring Loaded Legs
You long and high jump distances are doubled.
Solid Exterior
Once per long rest, as a reaction you may reduce incoming damage by 1d12 + your level. You can refresh this ability early by spending a 6 energy Bonus Action.
Heat Vision
You gain Darkvision equal to your normal vision. When making a perception check to spot non-mechanical hidden enemies you have advantage. This vision can also be used to detect living creatures that are inside a building or other cover as long as it is within your normal vision range.
Fuel Guzzler
As an action you may roll hit die as if you were taking a short rest.
Overdrive
As a free action on your turn you can kick into overdrive. increasing all movement speeds as if you took the dash action. You can do this once per long rest.
Body of Steel
You gain a +2 bonus to AC
Weapons Left
You are able to store firearms, traps, and thrown weapons inside your hand. These objects are treated as concealed. You may have a number of items stored in this way equal to half your proficiency bonus rounded up. You may attack with these weapons a number of time equal to your proficiency bonus per long rest. Attacking with a weapon stored in this way does not count as drawing or sheathing a weapon and deals an extra 1d4 damage. If you use a trap with Weapons Left you may perform it as a bonus action. (This can be applied to both hands)
Headlights
You gain the Light Basic Technique, but it can only be cast on yourself. You ignore the size requirements of the target in the technique. A number of times equal to half your proficiency bonus rounded up, as a reaction you may focus the lights into a blinding beam granting disadvantage on an attack roll. This feature recharges on a long rest.
Automated Subroutine
You gain proficiency in a skill or tool of your choice.
Energy Shield
Deploy an energy shield as a reaction to being hit with an attack, providing temporary hit points equal to 1d12 + your proficiency bonus. Recharge on a short rest.
Plasma Cutter Arm
Replace one of your arms with a plasma cutter. You are able to make a melee attack that deals 1d8 + STR or DEX mod fire damage. You have your total proficiency bonus amount of times to use this per short rest.
Camouflage Shell - Level 5
Blend seamlessly with your surroundings. Gain advantage on Stealth checks for 1 minute. You can use this a number of times equal to your Proficiency bonus per long rest.
Magnetic Grapple - Level 11
Fire a magnetic grapple from your wrist. Once per short rest as an action you can use it to pull a small object weighing up to 100 pounds that is 30 ft all the way to you.
Sensory Overclock - Level 11
Boost your sensory capabilities. Once per short rest, as an action gain a blind sight of 30 feet for one minute.