Longtime Hivemind (5e Spell)

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Scales.png This page is of questionable balance. Reason: Comparing to telepathy, this allows up to 8 more creatures and far more benefits at the same spell level. It increases the ability score maximum for creatures? As written, this would seem to fit far better into Epic Magic (10th+ Level Magic) (5e Variant Rule). Mental Resilience says you can't be altered, but Synaptic Drift makes you fail against mind-alterting automatically. How does this interaction play out exactly?


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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: "All mental saves." These are the rules. List them explicitly. Synaptic Drift effects are half/half rules and flavor.


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Synaptic Concord
8th-level Transmutation
Casting time: 1 hour
Range: Touch
Components: V, S, M (a red ruby worth 200 GP per creature to be bound, which is consumed)
Duration: 7 days (Renewable with a 1-hour ritual)


You can see what all connected creatures see, and can look into their memories. You share your thoughts and emotions with them. You all are one and the same; you are in Concord.

You know everything about each other and can fight more efficiently because of that. You share everything and are stronger as one than alone.

While connected, all members gain the following benefits:

  • Telepathic Network: All members can communicate telepathically across any distance on the same plane.
  • Sense Sharing: Any member can use an action to perceive through another member's senses.
  • Proficiency Sharing: When you cast the spell, you choose one skill and one saving throw proficiency each. The Concord shares the chosen proficiencies among all members using the highest available modifier.
  • Mental Resilience: Members are immune to being charmed, frightened, possessed, or having their memories and personality altered.
  • Shared Consciousness: Whenever a member of the Concord takes psychic damage, the target may choose to distribute the damage evenly among all connected members (rounded down; minimum 1 to all shared creatures). This shared pain ignores psychic resistance and immunities.
Table:The More You Are, the Stronger You Get
Members Ability Bonuses Save Advantage Max Ability Score Cap
2-3 +1 Wisdom, +1 Intelligence Wisdom 22
4-5 +2 Wisdom, +2 Intelligence Wisdom, Charisma 22
6-9 +3 Wisdom, +3 Intelligence Wisdom, Charisma, Intelligence 24
10 +3 Wisdom, +3 Intelligence, +1 Charisma All Mental Saves 24
Loss of Self

Each week, creatures linked to the Concord for at least 24 hours must succeed on a DC 15 Wisdom saving throw or suffer Synaptic Drift, rolling on the table below:

Table:Synaptic Drift
d6 Effect Duration
1-2 Minor hallucinations (whispers, shadowy figures) 24 hours
3-4 disadvantage on Insight and Persuasion checks 24 hours
5 Cannot distinguish own thoughts from others. 24 hours
6 Automatically fails saving throws against mind-altering effects. Until the Concord ends

A creature can leave the Concord voluntarily by meditating for 1 hour, severing their link. The spell ends when only one creature remains connected.

If a Concord member dies, all remaining members must make a DC 18 Charisma saving throw or take psychic damage equal to 50% of their maximum hit points and gain 1 level of exhaustion. On a success, they take half damage and no exhaustion.

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