Synthisit (5e Class)

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Synthisit[edit]

It feels like years since I woke up that morning, wondering why my right arm didn't feel right.

From the moment I realized I had come into contact with one of the extremely rare Synthisit Stones by total accident, I didn't know what to think. Although Xandeyr, the half elf who seems to know everything there is to know about this stuff, helped me realize this was a blessing, not a curse, and I knew what had to be done.

Instead of fighting the Synthisit Magic, I worked with it, granting me far more power than even the most Powerful Mage, Barbarian, or Rogue. And now that i'm ready, nothing can stop me in my tracks from saving who I love most. Today, I set out on my final journey.

-Lost Journal from an Adventurer.

Progressively Upgraded[edit]

As you level up into this class, more and more of you turns into the strange magic-tech known as Synthisit Magic. Fortunately, it's here to help, not hurt.

Synthisit Magic - a quick history[edit]

About 100 some odd years ago, Tyrgretoran Corzaphir, an extremely powerful Half Elf Arcane Tinkerer, went absolutely mad for power after having a "vision from the gods", as he described it. He locked himself in his workshop for over 70 years, scarcely taking breaks or even sleeping, working on a project unknown to not only the general public, but also his Family, comprised of his Wife, Yesseris Corzaphir and only child, Xandeyr Corzaphir. One day, when Yesseris went to go check up on him, as she does from time to time, he was found dead at his desk, presumably from Exhaustion.

Immidiately, Yesseris fell into a depression that lasted 12 years, which during that time, Xandeyr read through his Late fathers books to try and put together what he worked himself to death over, to finish his project. After 4 years of studying his work, he entered his fathers workshop to finish what he had started. And 3 years later, with healthy breaks in between working, he had done it. His fathers project, now simply known as Synthisit Magic, had been completed. All that needed to happen was physical contact with a seemingly normal stone, and it would begin taking over the body the more one used its abilities. Tyregretoran had already made Tens of Thousands of Trigger stones, spread throughout the globe, but he could not find a way to successfully trigger their full effects until his son came along and fixed it.

If someone ends up being affected by Synthisit Magic, most every town wizard, mage, or cleric knows the tale, and knows where to send you. Xandeyr currently resides with his elderly mother.

Creating a Synthisit[edit]

Cyborg-Justice-League-Poster.jpg
Cyborg, from the DC universe. (Class was not inspired from him, but the look was)
Questions to Ask

How did your character come into contact with Synthisit magic? Does he/she know who Xandeyr Corzaphir is? Does he/she want to get rid of it, or do they want to grow powerful with it?

Quick Build

You can make a Synthisit quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose some Simple Weapons, such as Daggers and Shortswords.

Class Features

As a Synthisit you gain the following class features.

Hit Points

Hit Dice: 1d8 per Synthisit level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Synthisit level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: One artisan's tool of your choice
Saving Throws: Strength and either Dexterity or Intelligence
Skills: Choose one from Acrobatics, Athletics, Intimidation, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) A light crossbow and quiver with 20 bolts
  • (a) A dagger or (b) A handaxe
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have the same starting wealth as a fighter in funds in funds.

Table: The Synthisit

Level Proficiency
Bonus
Features
1st +2 Synthisit Transformation
2nd +2 Upgrades
3rd +2 Synthisit Weaponry, Synthisit Specialty, Upgrade
4th +2 Ability Score Improvement
5th +3 Upgrade
6th +3 Extra Attack, Synthisit Specialty feature
7th +3 Synthisit Weaponry improvement, Upgrade
8th +3 Ability Score Improvement
9th +4 Synthisit Weaponry improvement
10th +4 Upgrade, Synthisit Specialty feature
11th +4 Synthisit Weaponry improvement
12th +4 Ability Score Improvement, Upgrade
13th +5 A.I. Learning
14th +5 Synthisit Specialty feature
15th +5 Upgrade
16th +5 Ability Score Improvement
17th +6 Synthesis Specialty feature
18th +6 Man or Machine?, Upgrade
19th +6 Ability Score Improvement
20th +6 Mechanical Perfection. Upgrade

Synthisit Transformation[edit]

Starting at first level, most of your dominant arm turns into a strange metallic technology, which grows as you level up in this class. It grows limb by limb, starting with your dominant arm, then your non-dominant arm, then both your legs, your torso, and lastly, your face.

Upgrade[edit]

At second level, you choose one upgrade from the Upgrades List toward the bottom of the class description. You choose one additional upgrade at 3rd, 5th, 10th, 15th, 18th, and 20th levels. You must fulfill any prerequisites for upgrades which have them, and you cannot take upgrades which are listed as conflicting with others.

Synthisit Specialty[edit]

At 3rd level, you choose a venue of evolution for your transformation. Choose between Juggernaut Evolution, Power Up Evolution, Flexible Body Evolution, and Arcane Body Evolution, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 17th.

Synthisit Weaponry[edit]

Beginning at 3rd level, your dominant arm has become fully synthisit, allowing you to transform it into a synthisit weapon, granting you Proficiency in Synthisit Weapons. The weapons which you can transform your arm into are listed under your subclass.
At 9th level, both of your arms has been fully converted to synthisit Tech. You can now use two synthisit weapons at once, one on each arm, as though two-weapon fighting. It still takes an action to transform or revert each limb respectively.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 7th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn. At this point, your non-dominant arm is about 60% synthisit, as well as about half of your lower legs. Your dominant side is beginning to slightly spread to your chest, but far slower than the rest.

A.I. Learning[edit]

Starting at 13th level, both arms, and now most of your legs have been taken over by the synthisit tech, allowing it to become more far advanced., allowing you to perform actions much more accurately. You gain expertise in a skill or tool with which you are proficient in.

Man or Machine?[edit]

At 18th level, most of your body has been enveloped by this strange magic tech. You become immune to disease and you no longer age. Additionally, you no longer need to eat, drink, or sleep.

Additionaly, your synthisit body can now quickly weld and un-weld itself to other metals, such as armor. You gain proficiency in medium armor. You also gain a +1 bonus to your AC when you are wearing armor. You are also immune to being poisoned as well as poison damage, as most of your body is no longer organic.

All your legs, and now most of your torso has been covered to the strange growing tech. All that waits now is your head...

Mechanical Perfection[edit]

At 20th level, your body has been totally enveloped by the strange technology you have use so fondly, granting you resistance to bludgeoning, slashing, and piercing damage.

Juggernaut Evolution[edit]

The strange tech grows to be immensely bulky, allowing you to endure hits that most would fall to.

Juggernaut Synthisit Weaponry

At 3rd level, and again at 7th and 11th, you can choose a weapon to shift your now mechanical arm into one of the synthisit weapons listed below, by will. It takes an action to form your arm into a weapon and to revert it.

Level Weapon Description
3rd Shield Your lower arm converts itself into a shield, going from your elbow, all the way up through your hand. While it is formed, you gain a +2 bonus to your AC.
7th Great Shield Your lower arm contorts itself into a heavier shield, going from your elbow, all the way to about 6 inches past where your hand would end. While it is formed, you gain a +3 bonus to your AC and your movement speed is halved.
7th Spear Your hand turns into a horizontally mounted spear, about 6 feet in length. It has a range of 5 feet, and if you hit with it, you deal 1d8 piercing damage. You cannot throw it, as it is part of your body.
11th Barricade You use both your arms and turn it into a barricade, granting you 3/4 cover while activated. You cannot use either of your arms while the barricade is up. When used, your movement speed is reduced to zero until you either deactivate it, or it breaks. If it breaks, you cannot use it again until you finish a short rest. The barricade has an AC of 18 and 100 hit points. When it drops to 0 hit points, it breaks, dealing 4D6 + 4 force damage to you. The barricade does not have any damage resistances. If you deactivate the barricade and reactivate it again later before finishing a long rest, it will retain the same damage it had before deactivation.
Tanky

At 3rd level, you gain proficiency in all shields and armor.

Bulk Up

Starting at 3rd level, you can halve the damage of a weapon attack that hits you as a reaction. This can be use an amount of times equal to your Constitution modifier, with a minimum of 2. You regain use of this feature after you finish a long rest.

Hard Arm

Starting at 6th level, you have advantage in checks to escape from being grappled. You also gain proficiency in the Intimidation skill due to your above-normal resistance. If you already have proficiency in this skill, you may instead gain expertise.

Immovable Object

Starting at 10th level, you have advantage in saving throws and contests against being knocked prone or moved against your will. Additionally, if a creature within 5 feet of you attempts to shove you, you can expend a reaction to immediately make a melee weapon attack against them before the contest roll result.

Indestructible

Starting at 14th level, when you fall to 0 hit points, you can choose to instead drop to 1. You must finish a long rest to use this feature again.

Bulked Beyond Belief

Starting at level 17, you have been able to take such an unbelievable amount of damage without as much as a flinch. Nothing even fazes you anymore. You are now immune to being frightened. Your Constitution ability score also increases by 2, raising its maximum to 22.

Power Up Evolution[edit]

The synthisit technology grows in both power and size, making you quite buff.

Power Up Synthisit Weaponry

At 3rd level, and again at 7th and 11th, you gain a weapon which you can choose to shift your now mechanical arm into. The power subclass weapons are listed below. It takes an action to shift into and revert your weapon arm.

Level Weapon Description
3rd Halberd Your lower arm turns into a halberd, going from your elbow to about half a foot past where your hand would end. If you hit with it, it deals slashing damage equal to 1D10 + your Strength modifier.
7th Arm Mace Your wrist-up turns into a large mace, going a few inches past where your fingertips would be. If you hit with it, it deals bludgeoning damage equal to 1D12 + your Strength modifier.
11th Chainsaw Your lower arm can turn into a chainsaw, going from your elbow to about 1 foot past where your hand would end. If you hit with it, it deals slashing damage equal to 2d12 + your Strength modifier. While this weapon is activated, your movement speed is halved. This does stack if you have your other arm set to chainsaw as well.
Versatility Option: Big Freaking Chainsaw. Starting at level 15, You can choose to combine your synthisit Arms to make a really freaking big singular chainsaw. It deals slashing damage equal to 5D12 + your Strength modifier on a hit. While equipped, your movement speed is halved.
11th Hand Cannon Your lower arm, all the way to where your finger tips would be, turns into a cannon. It has a range of 40 feet and deals bludgeoning damage equal to 3D6 + your Dexterity modifier on hit. While equipped, your movement speed is halved.
Versatility Option: Big Freaking Cannon. Starting at level 15, You can choose to combine your synthisit arms to make one really freaking big cannon. It has the same range but deals bludgeoning Damage equal to 6D6 + your Dexterity modifier on a hit. While activated, your movement speed is halved.
Tough Guy

At 3rd level, you gain proficiency in all simple and martial melee weapons and armor.

Power Up

At 3rd level, you can use a bonus action to power up your next attack to do a large amount of damage upon hit. On a hit, your next melee weapon attack deals an additional 1d8 damage, with type same as the weapon. This increases to 2D8 at level 11. You can be use this a number of times equal to your Strength modifier, with a minimum of 2, up to a maximum of 5. You regain all uses of this feature after you finis a long rest. Upon attacking, whether it hits or misses, the effect goes away, and you must use Power Up again for your next attack.

Strong Arm

Starting at 6th level, you have advantage on checks to grapple. And because you're so bulky, you gain proficiency in the Intimidation skill due to that new-found buffness.

Unstoppable Force

Starting at 10th level, using your full turn, including all your movement speed, you can rush rush recklessly into enemies, making an unstoppable 30 foot forward charge in a direction of your choice. All creatures on the line of your charge take 2d8 bludgeoning damage and must make a Strength saving throw of 8 + your StrengthStr. modifier + your proficiency bonus. On failure, they are knocked prone. On a successful save, they are pushed 5 feet away from you. If something happens along the way that prevents the character from completing the charge, the entire action is lost.

You may use this ability up to two times, regaining use after you complete a long rest.

Crushing Blow

Starting at 14th level, your weapon attacks score a critical hit on a roll of 19-20.

Jacked Beyond Belief

At level 17, you have become so immensely strong, that no person can match you in raw strength. Your Strength ability score increases by 2, raising its maximum to 22. You gain advantage in saving throws against being frightened.

Flexible Body Evolution[edit]

The synthisit tech allows you to be far more dexterous and flexible than even the most trained individuals.

Flexible Body Synthisit Weaponry

At 3rd level, and again at 7th and 11th, you gain a weapon to shift your now mechanical arm into. The flexible subclass weapons are listed below. It takes an action to change your arm in and out of said synthisit weapon form.

Level Weapon Description
3rd Hand Bow Your lower arm shifts into a functional crossbow. It has a range of 30/120, and deals piercing damage equal to 1d8 + your Dexterity modifier.
3rd Hand Blade Your fingers turn into a horizontally mounted curved dagger. It deals piercing damage equal to 1d4 + your Dexterity on a hit.
7th Hook Shot Your lower arm turns into a small grappling gun with a range of 30 feet. It can hook onto objects and people. On a hit, the target takes piercing damage equal to 1D6 + your Dexterity modifier and becomes grappled. You then make a Strength contest roll against the target's Strength, no action necessary. If you win, the target is pulled violently until they are within 5 feet of you. If the target wins, they are able to withstand your pull and remain in place.
11th Scythe Your lower arm turns into a fully functional scythe, from your elbow, about one foot past where your hand would end. It deals slashing damage equal to 1D10 + your Dexterity modifier.
Unarmored Defense

Starting at 3rd level, while you are not wearing armor, your Armor Class is equal to your 10 + your Dexterity modifier + your Constitution modifier.

Nimble Body

At 3rd level, you gain an additional 10 feet to your base walking speed.

Movement Burst

Starting at 6th level, when you move on your turn in combat, you can double your speed until the end of the turn. You also have advantage on Dexterity checks and saving throws for the turn.
Once you use this ability, you can't use it again until you move 0 feet on one of your turns.

Robotic Contortion

Starting at 10th level, your synthisit body can bend and twist far more effectively than normal. While unarmored, you take no penalties while squeezing. In addition, you can spend 1 minute to move 20 feet through spaces as small as X inches wide, where X is equal to 20 - your synthisit level, with a minimum of 1. Any items that cannot fit through a space you pass through are left behind.

You can also nimbly dodge, bend, and twist out of the way of certain area Effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Feet First

Starting at 14th level, you gain an additional 10 feet to your jump height. Additionally, all fall damage you take is reduced by 2d6.

Uncanny Dodge

Starting at 17th level, you've so flexible to the point where you can dodge attacks that most would call undodgeable. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Arcane Body Evolution[edit]

Your new synthisit body begins brimming with far more magic than normal, allowing you to cast spells

Spell Casting

When you reach 3rd level, you gain the ability to cast spells from the Sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th and 17th level.

Spell Slots

The Arcane Body Spellcasting table shows how many spell slots you have to cast your spells of 1st and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain expended spell slots when you finish a long rest. The number of spells you know are detailed on the table below.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, because not only do you need to have knowledge of Magic, but also your Synthisit body. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you can use your Intelligence modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can now cast spells from the sorcerer spell list, with your allocated spell slots listed below

Table: Arcane Body spell slots
— Spell Slots per Spell Level —
Level Spells Known Cantrips Known 1st 2nd 3rd 4th
3rd 2 2 2 - - -
4th 2 2 3 - - -
5th 2 2 3 - - -
6th 4 2 3 - - -
7th 5 2 4 2 - -
8th 6 2 4 2 - -
9th 6 2 4 2 - -
10th 7 3 4 3 - -
11th 8 3 4 3 - -
12th 8 3 4 3 - -
13th 9 3 4 3 2 -
14th 10 3 4 3 2 -
15th 10 3 4 3 2 -
16th 11 3 4 3 3 -
17th 11 4 4 3 3 -
18th 11 4 4 3 3 -
19th 12 4 4 3 3 1
20th 13 4 4 3 3 1
Arcane Body Synthisit Weaponry

At 3rd level, and again at 7th and 11th, you gain a weapon to shift your now mechanical arm into, listed below. It takes an action to shift your arm in and out weapon form.

Level Weapon Description
3rd Quarter Staff Out of your palm and wrist grows a quarterstaff. It retains full functionality of the real thing.
7th Arcane Chain Your fingers, not including thumb, grow into a synthisit based chain with a range of 10 feet, dealing bludgeoning damage equal to 1d6 + your Strength modifier on hit. You can expend a spell slot to imbue a spell and increase the damage die of this weapon by an amount equal to the slot expended (2nd level spell slot = +2d6, e.g.). The weapons damage type also changes depending on the spell used. The spell cast upon it must deal damage. If it does not, you cannot use that spell with the synthisit weapon.
11th Tomed Dagger Your hand turns into a sharply curved dagger, dealing piercing damage equal to 1d4 + your Dexterity modifier. You can choose any two spells you know of any level to store into the dagger. You do so without expending a spell slot. You can choose to activate either spell upon hitting a target with no action necessary. The spell stored activates normally if it is a melee range. If it is a ranged spell, it instead activates at melee range at the creature which is hit by the dagger. Spells requiring Dexterity saving throws bypass the save, as the proximity of the attack leaves little room to dodge. So, for example, if you used fireball, both you and the target would automatically take the damage of the spell as though you failed the save and you are both within range. You can use each infused spell once, recharging them at the end of a long rest. The chosen spells can only be changed as part of a long rest. This cannot be used with the ability Energy Spend.
Spell Sight

Starting at 6th level, you can turn on your special vision to see creatures you have hit with your spell within the last hour. You can see them through cover and invisibility. This sight lasts for 1 minute. You have advantage on hitting the marked creatures while this effect is active. You can use this feature a number of times equal to your Intelligence modifier, with a minimum of 2. You regain all uses of this feature after you finish a long rest.

Energy Spend

Starting at 10th level, you can cast known spells at higher levels than 4th. You expend the base 4th level spell slot and sacrifice 10 hit points for every level you are casting above 4th level.

Magic Flow

Starting at 14th level, as magic is strongly flowing through your synthisit body, all damage dealt by your synthisit weapons are considered magical.

Upgrade List[edit]

This is the list of upgrades you can get, when you get the chance to upgrade at the appropriate levels.
If an upgrade says it conflicts with another one, it means you cannot have them at the same time.
If an upgrade says it requires something (I>E: Level, Upgrade, Subclass), you must have said thing before you get that upgrade.

Standard Upgrades[edit]

  • Hollow Metal

Conflicts with: Heavy Metal
Your synthisit metal sheds some weight, and allows you to move a bit quicker. Your base walking speed increases by 5 feet.

  • Heavy Metal

Conflicts with: Hollow Metal
Your metal thickens up, granting you additional defences. You get a +1 bonus to your AC.

  • Heat Metal

Conflicts with: Quiet Gears
Your synthisit body runs hot, and it provides a warm glow. You know the light cantrip and can cast it without material components.

  • Hard Metal 1

Your hit point total increases by 2 hit points for every synthisit level you gain.

  • Quiet Gears

Conflicts with: Efficient Gears, Quick gears.
You gain proficiency in the Stealth skill.

  • Steady Gears

Conflicts with: Quick Gears
You gain proficiency in the Medicine and sleight of hand skills.

  • Magic Comprehension

You gain proficiency in the Arcana and Religion skills.

  • Quick Gears

Prerequisites: 5th level synthisit
Conflicts with: Quiet Gears, Steady Gears
As the synthisit tech begins to take over your legs, it quickens their movement. You gain proficiency in the Acrobatics skill. Your base walking speed additionally increases by 5 feet.

  • Efficient Gears

Prerequisites: 5th level synthisit
As the synthisit tech begins to take over your legs, it becomes far more efficient, allowing you to push yourself for longer. You gain proficiency in the Athletics skill.

  • Mechanical Instinct 1

Prerequisites: 5th level synthisit
You can tell how a machine works just by looking at it. You have advantage on all machine-related checks, like repairing, disabling, and building.

  • Language Centralization

Prerequisites: 10th level synthisit
You can understand all spoken and written languages. however, you cannot speak in a language you don't know how to speak in.

Upgrade Trees[edit]

  • Light Metal 1

Prerequisites: Hollow Metal
Your metal takes on a new molecular form, making if FAR lighter than it was before. For every level you have in synthisit, subtract 5 pounds from your weight. Your minimum weight is 80.

  • Light Metal 2

Prerequisites: Light Metal 1
Your metal sheds weight by changing the molecular structure of itself, again.

  • Refined Metal 2 (Light)

Prerequisites: Light metal 2
Your metal becomes the absolute lightest it can be. For every level you have in synthisit, subtract 10 pounds from your weight. Your minimum weight is 40lbs.

  • Feather Weight

Prerequisites: Refined metal 3 (Light)
All fall damage you take is quartered, as there's not much inertia behind you at this point. You also gain an additional 10 feet to your jump distance and height.

  • Metalic Angel

Prerequisites: Feather Weight
At will, using an action, you can choose to sprout or conceal a pair of wings. These wings give you a flying speed of 45 feet. You cannot use synthisit weapons while your wings are out


  • Strengthened Metal 1

Prerequisites: Heavy Metal
Your synthisit metal takes on a new molecular form, making your body just a bit more sturdy. For every level you have in this class, add 5 pounds to your weight.

  • Thicc Metal

Prerequisites: Strengthened Metal 1
Your synthisit body gets more dense, adding a +1 bonus to your AC.

  • Strengthened Metal 2

Prerequisites: Thicc Metal
Your synthisit body gains another round of raw strength, allowing you to carry objects far heavier than yourself. Your carrying capacity is doubled.

  • Dense Metal

Prerequisites: Strengthened Metal 2
Your synthisit body becomes even thicker, adding to your already massive weight. For every level you have in Synthisit, you now add 10 pounds to your weight.

  • Total Shutout

Prerequisites: Dense Metal
As an action, you become invulnerable, immune to all damage, for 1d4+1 rounds. You must finish a long rest before using this feature again.


  • Mechanical Instinct 2

Prerequisites: Mechanical Instinct 1, 5th level synthisit
You now have relative ease understanding machines. You can add your proficiency bonus to all ability checks related to machines.


  • Quick Gears 2

Prerequisites: Quick Gears
Your synthisit metal can move that much faster now, granting you an additional 5 feet to your base walking speed.

  • Quick Gears 3

Prerequisites: Quick Gears 2
You can now move all the faster, granting you an additional 10 feet to your base walking speed.


  • Hard Metal 2

Prerequisites: Hard Metal 1
Your hit point total now increases by 4 for every level in the synthisit class you gain.


  • Language Centralization 2

Prerequisites: Language Centralization I
You can now speak in all spoken languages.

Weapon Upgrades[edit]

Juggernaut upgrades
  • Shockwave Shield

Prerequisites: Juggernaut Evolution, 10th level synthisit
Conflicts with: Harpoon, Mobile Barricade, Sturdy Barricade
Your synthisit weapon shield can now send a small shockwave upon hit. When a creature successfully hits you with a melee attack while your shield is active, they take 1d6 lightning damage.

  • Harpoon

Prerequisites: Juggernaut Evolution, 10th level synthisit
Conflicts with: Spiked Shield, Mobile Barricade, Sturdy Barricade
Your synthisit weapon spear now turns into a retractable harpoon with a range of 30 feet. It cannot drag objects or foes back to you. You must use a bonus action to retract your harpoon.

  • Tracking Harpoon

Prerequisites: Juggernaut Evolution, 15th level synthisit
Conflicts with: Mobile Barricade, Sturdy Barricade
Your harpoon can now leave a small tracking device under the skin of your foes after you make a successful attack against them with the spear. You know where the creature's location is for up to a 20 mile radius. It disintegrates after 3 days, and returns to back to your body. You can only have one tracker out at a time.

  • Mobile Barricade

Prerequisites: Juggernaut Evolution, 15th level synthisit
Conflicts with: Harpoon, Spiked Shield, Sturdy Barricade, Tracking Harpoon
You have a movement speed of 5 while the synthisit weapon barricade is active.

  • Sturdy Barricade

Prerequisites: Juggernaut Evolution, 15th level synthisit
Conflicts with: Harpoon, Spiked Shield, Mobile Barricade, Tracking Harpoon
Your synthisit weapon Barricade now has an additional 50 hit points.

Power up upgrades
  • Plasma Halberd

Prerequisites: Power Up Evolution, 10th level synthisit
Conflicts with: Heavy Mace
Your synthisit weapon halberd deals an additional 1D8 magical slashing damage on hit for the purpose of overcoming resistances.

  • Heavy Mace

Prerequisites: Power Up Evolution, 10th level synthisit
Conflicts with: Plasma Halberd, hollow Metal
Your synthisit weapon arm mace gets more dense, causing it to deal an additional 1D6 bludgeoning Damage.

  • Plasma Chainsaw

Prerequisites: Power Up Evolution, 15th level synthisit
Conflicts with: Ranged Cannon, Power Cannon
Your synthisit weapon chainsaw deals an additional 1D8 magical slashing damage for the purpose of overcoming resistances.

  • Ranged Cannon

Prerequisites: Power Up Evolution, 15th level synthisit
Conflicts with: Plasma Chainsaw, Power Cannon
Your synthisit weapon hand cannon gains 30 feet of range, to both its standard version and its versatility option, bringing its total range to 70 feet.

  • Power Cannon

Prerequisites: Power Up Evolution, 15th level synthisit
Conflicts with: Plasma Chainsaw, Ranged Cannon
Your synthisit weapon hand cannon has some additional kick behind it, adding an additional 2D6 of damage to both its standard version and its Versatility option, bringing its total damage to 4D6 and 7D6 respectively. The damage type remains the same.


Flexable Body Upgrades
  • Heavy Crossbow

Prerequisites: Flexible Evolution, 10th level synthisit
Conflicts with: Energy Dagger
Your synthisit weapon hand bow resembles that of a heavy crossbow, increasing its damage to 1D10 + your Dexterity modifier, with a range of 30/160 feet.

  • Energy Dagger

Prerequisites: Flexible Evolution, 10th level synthisit
Conflicts with: Heavy crossbow
Your synthisit weapon hand blade deals an additional 1D6 magic piercing damage on hit for the purpose of overcoming resistances.

  • Plasma Scythe

Prerequisites: Flexible Evolution, 15th level synthisit
Conflicts with: Improved Hookshot
Your synthisit weapon scythe deals an additional 1D6 magic slashing damage on hit for the purpose of overcoming resistances.

  • Improved Hookshot

Prerequisites: Flexible Evolution, 15th level synthisit
Conflicts with: Plasma Scythe
Your synthisit weapon hookshot gains an additional 30 feet of range.

Arcane Body Upgrades
  • Plasma Quarterstaff

Prerequisites: Arcane Evolution, 10th level synthisit
Conflicts with: Plasma Chain
Your synthisit weapon quarterstaff now deals an additional 1D6 magic bludgeoning damage on hit for the purpose of overcoming resistances.

  • Plasma Chain

Prerequisites: Arcane Evolution, 10th level synthisit
Conflicts with: Plasma Quarterstaff
Your synthisit weapon arcane chain now deals an additional 1D6 magic bludgeoning damage on hit for the purpose of overcoming resistances.

  • Sentient Chain

Prerequisites: Arcane Evolution, 15th level synthisit
Conflicts with: Improved Tomes
Your synthisit weapon arcane chain becomes prehensile, retaining its range of 10 feet. You can use your action to control the chainsto perform a variety of actions like: manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The chains can’t attack while being controlled this way. They also cannot activate magic items, or carry more than 10 pounds.

  • Improved Tomes

Prerequisites: Arcane Evolution, 15th level synthisit
Conflicts with: Sentient Chain
You can now store three spells within your dagger instead of just two.

Multiclassing[edit]

Prerequisites. A reason in campaign or backstory to how you got access to the Synthisit power.

Proficiencies. When you multiclass into the Synthisit class, you choose one from Acrobatics, Athletics, Intimidation, and Stealth.

3.33
(3 votes)

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