Lucht-Flectere (5e Race)
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Lucht-Flectere[edit]
“ | How odd that a face so plain could hold such understanding, and such piercing emptiness could force one to -- pardon the pun -- reflect so passionately on one's self. | ” |
-Miraran Miva, an Elven explorer and mountaineer, recounting his interactions with the later-dubbed Lucht-Flectere.
Physical Description[edit]
By Yanied |
"The Lucht-Flectere are a race of sentient constructs with mirrors for heads." This is a broad statement, covering the race in their most basic and obvious elements. In its broadness, this statement is also rather limiting. For example, not all members of the Lucht-Flectere possess exclusively metal disks as their vessels; there are retellings that the first of the Lucht-Flectere had heads of polished quartz, and did not so much reflect light (as their name suggests) as refract it.
History[edit]
"The very first instances of the Lucht-Flectere are speculated to have first emerged from the meteorite-gouged cave of a mountain, long-since eroded by the passage of time. It is held in loose historical recollection that "The First" were formed from the quartz and obsidian that lined the cave, the first light caught in their 'vessels' being that of a moon whose light was enhanced by the majesty of the world's then-gods." -Dolpo Jebgur, kobold minerologist, who met a group of Lucht-Flectere while quote: "Looking for cool rocks"
Society[edit]
Lucht-Flectere Names[edit]
Though not bound by gender in a strict sense given a lacking ability to reproduce in a 'natural' form, Lucht-Flectere names reflect (once more, pardon the pun) their physical descriptors more than anything. Naming is initially relegated to the 'parent' (as the newly-established 'fragment' lacks a full understanding of individuality ), but in the end it is left up to the new 'fragment' to either accept the name they were given or go to find their own while using the name their 'parent' granted them as a placeholder. 'Male' names tend to be given and used by individuals with a smoothed 'vessel,' while 'female' names are given to those with a more angular 'vessel.' Accordingly, 'male' names are more 'smoothed-out,' resulting in the acknowledgement of consonants within male names but giving them less emphasis. 'Female' names do not explicitly go for over the over-emphasis of consonants as a contrast to 'male' names, but rather attempt to have their names conclude with sharper vowels.
'Male': Thiridil, Farat'hon, Tolos'in, Enesul,
'Female': Relemede, Wurud'eh, Eles'u,
Lucht-Flectere Traits[edit]
Crystal-headed humanoids with stone or metal bodies.
Ability Score Increase. Your Constitution, Wisdom, and Charisma scores each increase by 1.
Age. Lucht-Flectere start to 'be' after a prior member of their race has imparted a part of their soul unto another 'vessel.' There is no real age of physical maturity as the body's aging is negligible, so psychological maturity tends be reached after the 70th year. So long as your 'vessel' persists, your effective lifespan can reach roughly 950 years before entropy takes a final hold on your being. It is halved for every portion of your soul you distribute to other 'vessels.'
Alignment. Lucht-Flectere tend toward neutral alignments, or some variation of including some level of neutrality.
Size. Though a body may be sculpted to have whichever dimensions wished, it is typical to find Lucht-Flectere standing at or above 6 feet, with some reaching total heights of almost 8 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Sturdy Body. You are made of tougher stuff, giving you an edge over those of flesh and blood:
- Your creature types are "humanoid" and "construct"
- You do not need to eat, drink, or breathe
- You have resistance to poison damage, and have advantage on saves against poisons
- Whenever taking a long rest you enter a meditative, inert state for at least 6 hours to gain the benefits of a long rest. You remain semi-conscious during this state and remain aware of your surroundings for the duration
- When the Mending cantrip is cast on you, you may use a reaction to spend a hit die and regain that many hit points. You may regain hitpoints via this reaction only once per long rest
Annealed Mind. At the end of a long rest, you gain a number of temporary hit points equal to your total level. While these temporary hit points persist, you also have advantage on saving throws against spells and other magical effects.
Moonborne Gifts. You know the Light cantrip. When you reach 3rd level, you can cast the Sanctuary spell once with this trait and regain the ability to do so after completing a long rest. When you reach 5th level, you can cast the Moonbeam spell once with this trait and regain the ability to do so after completing a long rest. Wisdom is your spellcasting ability for these spells. If you have access to or gain access to the spellcasting feature from your class(es), you may cast the aforementioned spells using the appropriate spell slots.
Shimmering Vessel. You are able to use your 'vessel' as an arcane focus or as any comparable material component, if the material component is not consumed via the casting of the spell and does not specify a cost for said material (i.e.: the 'opalescent feldspar' required as part of the casting of the Moonbeam spell).
Stare Back. You are proficient in the Insight skill.
Reflective Surface. When targeted by a spell which requires a saving throw, if you roll a natural 20 on your save the attacker becomes the target of the spell, requiring them to make the appropriate save or check. This can be done a number of times equal to your proficiency bonus per long rest. (If you feel this ability is too limited in its applicability, talk with your DM. See if they are okay with changing it to include "when the attacker rolls a natural 1 on their attack roll for a spell." If it makes the game more fun, and your group is okay with that, then have fun with it!).
Fragile. When targeted by a critical attack whose damage is either bludgeoning, piercing, or force, you are considered vulnerable to the damage of this attack. Your 'vessel' is visibly cracked or otherwise damaged and must be repaired either with a casting of the mending cantrip or 1 hour of self repair (which can take place over the course of a short or long rest). While your 'vessel' is damaged in this way, you cannot benefit from your Annealed Mind, Reflective Surface, or Shimmering Vessel traits and cannot separate from your body as per your Sturdy Body trait.
Antimagic Susceptibility. You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 0'' | +2d10 | 160 lb. | × (2d10) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a Lucht-Flectere character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d8 | Personality Trait |
---|---|
1 | I like to contribute relevant anecdotes, even if they aren't my own. |
2 | As Melashuvel teaches, I chronicle all details |
3 | |
4 | |
5 | |
6 | |
7 | |
8 |
d6 | Ideal |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 |
d6 | Bond |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 |
d6 | Flaw |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 |
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