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Synad

A form of warpfield distortion, synads result when the Warpfield shatters the creature's mind into three distinct parts with strange powers.   While Synads have wildly varying personalities, their threefold minds give the race recognizable personality traits.   A synad's threefold mind is composed of parts that are often referred to as the overmind, the collective, and the oracle. In most activities, the overmind controls the synad's actions. However, sometimes the collective or the oracle--the parts known as the submind--rises to the surface, either bypassing the overmind or mentally advising it on topics the submind is more suited to understand.   The three minds of the Synad are the Collective, the Oracle, and the Overmind. The Collective possesses the communal memory of all Synad collectives. The Oracle has a limited ability to see into the future. The Overmind coordinates the two others.

Symptoms

In the bright light of day, a synad passes for a normal member of their original race, albeit often slightly taller and slimmer. In dim light, however, out of the corner of an observer's eye, a synad sometimes appears as a humanoid with three heads. The normal head appears bracketed by two ghostly heads completely devoid of hair, eyes, ears, mouth, or nose. This happens only if the synad is using a racial ability, such as Threefold Mind, Oracle, Collective or Multitask, or has used up Oracle, Collective and Multitask and hasn't completed a short or long rest since.
Type
Magical

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Synad

Ability Score Increase Int +2, Con +1
Size Medium
Speed 30ft

Aberration. Your type is aberration.   Darkvision. Your three minds work together to perceive that which others do not. You may see in dim light out to a radius of 60 feet as if it were bright light, and darkness as if it were dim light. You cannot perceive color in darkness, only shades of grey.   Threefold Mind. You have advantage on saving throws against being charmed.   Oracle. The part of a synad's mind known as the oracle grants him a daily precognitive edge. You may add a +2 bonus to any attack roll, ability check, or saving throw that you make (using this ability on a saving throw requires a reaction). You regain the ability to use this feature upon finishing a long rest.   Collective. The part of a synad's mind known as the collective allows him to tap into a racial network of knowledge and information. You may add your proficiency bonus to any Intelligence-based skill check that you make. If the check already includes your proficiency bonus, you add double your proficiency bonus to the check. You may use this ability again upon finishing a short or long rest.   Multitask. Your three minds make it easy to do what normal humans do not. You may make any Intelligence, Charisma, or Wisdom skill check as a bonus action on your turn. You may use this ability again upon finishing a short or long rest.

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