Homebrew Synth Species Details

Cal stood motionless at the edge of camp, visor off in the intent of luring those who had been following his group closer. His lights were off and ports shut to make him hard to see. Cal knew they couldn’t see him and it was only a matter of time before his calculated plan would work. They would know the fury and intellect of the machine.

- A dramatic retelling of Cal's life 

 

 

Synth species © Vader-san 

Portrait Avatar © Vader-san, Large Avatar © me

D&D original species template by Shomet

Description: 

Created long ago by a skilled race of roboticists, Synths now inhabit every major metropolis, city, and town, and are impossible to tell apart others than by looks alone. Their internal programming evolves in ways only to be known as sentient by even the brightest minds on the forefront of "technological" fields. And with Synths leading the charge to explore new lands, it seems that they're preparing to stay around forever. 

 

Synth Names 

These are suggestions for naming your Synth character. Go ham! 

Synths have some special namebases. They can be named after programming languages, or have regular names. Regardless, they are always followed with a unique three-part suffix: P-G-RRR. "P" stands for the Synth's original purpose (Caretaker, Peacekeeper, Sojourner, etc.), "G" stands for the Synth's generation (Models 1-4 are Gen 1, 5-8 are Gen 2, etc.), and the "RRR" is any random value from 0-9, A-Z.  

Manufacturer Names: EAS-ton, FL-etcher, Il-ana, LOC-hlan, MOS-ea 

Machine Names: Gauss, Cobol, Java, Ascii, Enigma, Basic 

Sentient Names: Angela, Kašer, Deutri, Freck, Kardashev, Ortega 

Suffix examples: C-3-00A, P-6-5AX, N-4-Q55 

 

Synth Basics

Ability Score Increase: All Synths find themselves more resilient than other races on average. Your Constitution score increases by 1.

Age: Synth creation had longevity in mind and they commonly live to their mid fourth century. 

Alignment: Synths are as diverse as other races and have no alignment tendency. However, they tend to fall on the lawful side of things. 

Size: Synths vary in height and build but are most commonly between 5 and 6 feet. Your size category is medium. 

Speed: Your base walking speed is 30 feet. 

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

Dark Vision: 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.

Slight Buff: Synths get +3 in hit points. To all the manual hit point pals - you're welcome. 

Synth Traits

Synths have a skillset that is somewhat different than other Organic races.

Slight Buff

Slight Buff: Synths get +3 in hit points. To all the manual hit point pals - you're welcome. 

Ability Score Increase

All Synthetics find themselves more resilient than other races on average. Your Constitution score increases by 1.

Language

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

Alignment

Synthetics are as diverse as other races and have no alignment tendency.

Size

Synthetics vary in height and build but are most commonly between 5 and 6 feet. Your size category is medium.

Darkvision

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.

Integrated Protection

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will. 

Mechanical Construct

 Mechanical Construct. You are not a living creature, you are a machine. You gain the following benefits.

  • You have advantage on saving throws against being poisoned.
  • You don’t need to eat or drink but can if you choose to.
  • You don't need to sleep and magic can’t put you to sleep.
  • You are immune to disease.
  • Although you have no need to breathe you require oxygen to live. Suffocation takes twice as long for you.

Mechanical Rest

Mechanical Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Specialized Functions

Specialized Function. Having such a modular build and custom frames each Synthetic can specialize in some way. Pick one of the following specialized functions: 

 

Enhanced Neural Functions

Ability Score Increase. Your Intelligence score increases by 2.

Deep Learning. You gain proficiency in one skill of your choice and one proficiency of your choice in either a tool or language.

Pattern Recognition. You are able to read and comprehend information from text and code twice as fast. 

Domestic Functions. You gain proficiency in one language and your Charisma score increases by 2. 

 

Improved Muscular Functions

Ability Score Increase. Your strength score increases by 2.

Enhanced Motors. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Metal Frame. Once per short or long rest you can focus your body’s nanites to glance a blow away from vital components. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total.

Improved Pneumatics. Your body has incredible strength and is deadlier than normal. Your unarmed strikes deal 1d4 + your Strength modifier in bludgeoning damage instead of the damage normal for an unarmed strike. 

 

Augmented Mobility Functions

Ability Score Increase. Your Dexterity score increases by 2.

Optimized Strides. Your base movement speed is increased to 35 feet.

Combat Reactions. As a bonus action on each of your turns you may take the Disengage or Dash action a number of times equal to your proficiency bonus per day. These two actions pull from the same pool of charges. All used charges recharge on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/16/2020 12:14:33 AM
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