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
Spark of Ingenuity
Small or Medium
30ft/20ft
Mink
+2 DEX or STR, +1 INT
Electro
35ft/15ft/10ft (Climb)
Long Arm
+2 STR or DEX, +1 INT
Reach
30/35ft
Long Leg
+2 STR or DEX, +1 INT
Stilts
35ft/30ft
Snakeneck Tribe
+2 CON, +1 CHA or DEX.
Constrictor
30 ft/25ft
Giant
+2 STR, +1 INT
Strength of Ten
30ft/20ft
Merfolk
+2 CHA or WIS, +1 INT
Fish Bloodline and Gilled
25ft/45ft
Kuja
+2 WIS, +1 INT
Latent Armament
30ft/20ft
Sky Island
+2 INT, +1 CHA
Angelic Glide
30ft/20ft
Tontatta
+2 DEX, +1 INT
Tontatta Combat
25 ft/15 ft
Three Eye
+2 WIS or CHA, +1 to INT
All Seeing and Awakened Voice (but only gain the level one and five parts of it at their respective levels)
30ft/30ft
Lunarian
+2 CHA, +1 INT
Fire Form, but only choose two of the Forms. You permanently lose access to the third form.
20ft/ 10ft/ 25ft (fly)
Fishman
+2 STR or CHA, +1 INT
Aquatic Heritage and Gilled
30 ft/ 40 ft
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
Your long and high jump distances are doubled. As an internalize object interaction, after meeting the requirements of long and high jump you may jump up to your maximum jump speed.
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 it doubles if you already have Darkvision. 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 Reserves
As an action, you can draw reserves of life the well within yourself. You can spend a number of hit die up to your level. When you do, roll all Hit die spent, gaining HP points equal to the result. You then gain 1 rank of exhaustion for the next hour.
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 +1 bonus to AC
Weapons Left
You are able to store firearms, traps, and thrown weapons inside your left 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.
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.
Rocket Boosters
Once per short rest, as an action you may activate rocket boosters to fly vertically up to 30 feet and levitate without provoking opportunity attacks. On your next turn you're able to fly 60 ft and land.
Camouflage Shell
Blend seamlessly with your surroundings. Gain advantage on Stealth checks for 1 minute. You can use this up to your Proficiency per long rest.
Energy Shield
Deploy an energy shield as a reaction, providing temporary hit points equal to 1d12 + your proficiency bonus. Recharge on a short rest.
Sonic Blasters
Integrate small sonic blasters into your forearms. As an action make a ranged sonic attack dealing 1d8, forcing a Constitution saving throw vs your brawl or special save DC, or imposing disadvantage on the target's next attack roll. You have your total proficiency bonus amount of times to use this pre short rest.
Gravity Manipulator
Alter the local gravitational field around you. Once per short rest, as an action choose a creature within 15 feet and force them to make a Strength saving throw or be restrained until the end of their next turn.
Temporal Processor
Gain advantage on initiative rolls. Once per short rest, manipulate time slightly, allowing a reroll on a failed saving throw.
Repulsor Lifts
Add repulsor lifts to your legs, granting immunity to difficult terrain. Additionally, once per short rest, leap up to 60 feet horizontally.
Nano-Repair System
Initiate a self-repair process. Once per short rest, as a reaction regain hit points equal to 1d6 plus your proficiency bonus.
Plasma Cutter Arm
Replace one of your arms with a plasma cutter. You are able to make a melee attack that deals 1d8 + mod fire damage. You have your total proficiency bonus amount of times to use this pre short rest.
Magnetic Grapple
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.
Sensor Overclock
Boost your sensory capabilities. Once per short rest, as an action gain blindsight within 30 feet for one minute.
Combat Data Logs
Requires level 5
You've got a data chip inserted into your brain and gained the knowledge of a single Weapon or Brawler Stance
Cybernetic Gills
Requires level 11
You gain the ability to breath underwater and gain as +5 swim speed.