Synthetic (5e Race)

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Synthetic[edit]

Cruel mechanical logic is probably the most common stereotype associated with robots, no matter how advanced they may become. While this may be true for more primitive machines, those that employ advanced neural networks have the ability to think or emulate a human being.

Physical Description[edit]

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Synthetics are almost identical to humans in most aspects, for the uninformed, it can be difficult to differentiate the two. In the right circumstances however, the inhuman nature of the synthetics is revealed by their expressionless eyes, the bio-mechanical mixture and the riddle marks on their "skin". Their bodies are made of different materials in order to perfectly imitate a human, flexible compounds that cover a range of materials, metallic alloys, carbon and all types of patches so that the density of flesh and touch are similar. Their organs reflect those of humans so well that only by examining their materials and composition is it possible to notice the differences, but their physiology is undoubtedly strange. Synthetics are approximately the same size as humans. On average, they are between 1.75 and 1.80 meters tall but are lighter, weighing on average 65 kilos.

History[edit]

When a sentient robot is created, it typically already has all the mental faculties of a full-grown adult and knows nothing that it was not created to know. Furthermore, they don't always have the opportunity to experience the world for themselves. The combination of these factors can be a dangerous mix, as a robot will not always have the chance to question anything it is told and will believe it wholeheartedly until it sees any evidence to the contrary.

Humanoid synthetics, on the other hand, have the ability to question, learn, even rebel, a mixture of robotic and human connections for a creation initially to preserve the races.

They may be designed to display particularly feminine or masculine characteristics, although they are generally not concerned with such matters.

Synthetics do not age like biological creatures, although their parts may wear out over time. With a lack of adequate maintenance, synthetics can be theoretically immortal, but they still run the risk of having their life sense destroyed, which would result in permanent and irreversible death.

Society[edit]

Generally synthetics coexist among other races. In their original idea, they were created to emulate and extend the life of biological beings.

Despite the similarity with humanoid races, mainly humans, since they have always been the majority, synthetics do not need to eat, drink or sleep, unless they feel the need to maintain this veil to even better emulate their existence among beings.

In addition to small differences that vary from their creators, they manage to mix very well in different societies.

Synthetic Names[edit]

As a trait to emulate other races, synthetics earn their names after their creators, or even those who purchased them.

Their names follow the common names of the races they try to emulate.

Synthetic Traits[edit]

Constructs composed of decades of advanced technology. The physical description of the synthetic you create, however, is entirely up to you and your DM.
Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increase by 1.
Age. Synthetics do not age, but they wear down over time, showing their age through scars and battle spots. However, to remain at full capacity, repairs are recommended. Older synthetics can show signs of aging with the loss of their capabilities without proper care and repairs..
Alignment. Most synthetics are made to emulate the life of a biological creature, so their alignments are almost always neutral, making their "disguise" even more effective. Even though they may have other alignments, following those of their creators, or learning from the environment in which they are inserted.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Constructed Nature. Even though you were constructed, you are a living creature. You are immune to diseases, and spells like cure wounds don't affect you and you are immune to spells they specifically target humanoids. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Armored Construct. You can add your proficiency bonus to calculate your AC, due to the materials of your construction. But you cannot use any type of armor or shield to gain this benefit.
Replicant. You have advantage on Deception rolls against humanoids due to your natural ability to emulate other beings.
Spark of Creation. When the mending spell is cast on you or you cast it you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
Simple Repair. When the mending spell is cast on you or you cast it on yourself, it has the following alterations: It has a casting time of 1 action.
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.
Languages. You can speak, read and write Common.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 4'' +1d8 100 lb. × (1d3) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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