Synth (5e Race)
From D&D Wiki
|“||Am I just a wizards golem, or am I a living being.||”|
Being based off a person, a synth is metal golem with conscious thought. Imbued with whatever they were before. On the outside though, they look like any kind of race. On the inside though, there is nothing but metal and circuits running through them.
The creation of the first synth came when a great sorcerer saved their child by making them into a living golem. With this many mages continued to practice this method among many ways. May it be ethical or not.
With the existence of synths being not known, they try to hide themselves amongst the crowds. Always self conscious if they are more of a golem than a living creature.
Most synth names are based off the species they originally were.
Having more metal than flesh.
Ability Score Increase. Your Dex score increases by 1 and your Constitution increases by 1.
Age. The body of a synth does not age but mentally they do age. They must get repaired every 10 years to stay in working condition.
Alignment. A synths Alignment depends on what race they were and how they were made.
Size. The size of the synth relies on your original race.
Speed. Your base walking speed is 30 feet.
Metal Plating. You have a Natural AC of 12+ Dex Modifier. If some metal plating is revealed and the opponent attacks it with a acid based damage, the user takes twice the damage for that area. Along with that when attacked by lightning grasp, the opponent has advantage on the attack.
Mechanical Body. Though you have the body of a construct you are required to eat food to keep up your energy, breathing though is not required. You are also immune to poison and disease
Recharge. Instead of sleeping the user enters a off period of 4-8 hours. During this time, the user can not be woken up by non-magical means until they are charged up. If they do not recharge they will take a level of exhaustion. They may also charged if hit by an Lightning attack.
Energize. The user is resistant to lightning damage and takes half the damage as temp hp.
Repair. A synth cannot be healed by non-magical means, instead they must be repaired with a tinker's kit.
Modular expansion. You are able to detach and reattach limbs at will, but doing so costs one action.
Languages. A synth knows Common.
Subrace. Human Model, Gnomish Model, Tiefling Model, Halfling Model, Elven Model, and Dwarven Model.
Ability Score Increase. Choose two ability scores to increase by one. You cannot raise a ability score above 20.
Adaptability. The user can choose to have an additional feat or proficiency with a skill.
Multicultured. Knows one additional Language.
Evolutionary plating. Instead of 12 + your dex, it is now 10 + proficiency + dex.
Ability Score Increase. +1 to intelligence
Darkvision. Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 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.
Mage plating. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic
Ability Score Increase. +1 to charisma
Hell Plating. You are resistant to fire damage. Along with that anyone who touches the plating takes a 1d4 of fire damage.
Infernal overdrive. You can spend both your normal and bonus action to a 15ft attack around you, with the spell save dc being 10 + proficiency bonus + charisma modifier. With a success being halved damage. The damage die being 2d6, going up to 3d6 at level 6, then to a 4d6 at level 11, lastly to a 5d6 at level 16.
Ability Score Increase. +1 to dex
Nimbness. You are allowed to move through area deemed to smaller than you and may pass through enemies/allies larger than you.
Halfling charm. You have advantage for trying to charm or seduce someone.
Sturdy plating. You no longer are vulnerable to acid damage when your plating is revealed.
Ability Score Increase. +1 to dex
Keen eyes. You have proficiency with perception
Fey mind. You can’t be activated by means of magic and charms against you have disadvantage.
Light Plating. You are even faster and nimble than any other model, +10 feet for movement. Along with that they can jump twice what they originally could.
Ability Score Increase. +1 to con
Self Repair. You know the knowledge of your design, you can repair yourself with a tinkers kit if you get damaged.
Hardy plate. Gain one addition hit point each time you level up, for example if you are level 3 you get +3 additional health.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier