Sangrochi (5e Race)
Sangrochi[edit]
“ | Look, forget throwing stones, why would you live in a glass house in the first place? Also, forget "is the house made of flesh or am I made of house," do you think my brain can't comprehend the same material being used for multiple things? I mean, do you lose your mind when you wear leather armor? What the—yes, leather is made of skin! How have you gone your whole life without knowing this? Idiots. | ” |
—Kūlrabim Konēcshōn, a Sangrochi Adventurer |
Physical Description[edit]
The sangrochi are a humanoid race entirely made out of glass. They lack any kind of hair, and internal organs are made out of a liquidy glassy substance. In theory, their bodies are entirely transparent, but refraction irreparably blurs any incoming light. And of course, most of them wear clothes. The sangrochi don't live far enough north that clothing is based around the heat of the desert, but they don't live far enough south that pants are preferred over robes. Facial features are typically difficult to identify, and sangrochi recognize each other based on the specific reflection and refraction pattern of their faces.
History[edit]
The sangrochi people are native to Northern Askria, originally what is now the Pelelyns. This is the homeland of the historic Nummic-Kessulic people, and the sangrochi are the population which migrated northward, into the Lovar desert. From there, their original culture blended with the Asphisic people native to the Lovar desert, while they remained close enough to the outskirts of the desert to feel the effects of Askria. The original State of Lufir was founded in the East, by the coast, where it became the rival of an early Justea.
Squabbling between Justea, Lufir, and occasionally the city-states dotting the Pelelyns became the environment for Lufir to become a warfaring nation, eager to push its borders. After centuries of conquering and reconquering, Lufir eventually turned its eye west, expanding into the Lovar, Justea south, into Drasbore, and the Pelelyns amongst themselves. All 3 nations, and every nation known to them, was eventually brought under the control of the Empire of Hamangia-Adamott. This captivity would eventually drive the final wedge between Lufir and its relatives on Askria.
Justea and the Pelelyns were industrial nations, with booming capitals of commerce. These were taxed fiercely by Hamangia, while Lufir, with its position in the Lovar, became a tax haven for unscrupulous collectors. When this fraud was discovered, Lufir became the southern front of the War of the Lovar, up against its Nummic-Kessulic brethren. After its collapse, the now much more political and populous regions in the desert joined the State of Lufir, expanding it into the Confederated State of Lufir.
Society[edit]
Nowadays, the sangrochi are shunned as traitors by their relatives on Askria, for the War of the Lovar. On one hand, this is good because it's protected them from the tyrannical rule of Highlord Dark Fate. On the other hand, the Lufrian economy stagnated along with trade across the Lovar. Many returned to simple subsistence farming, but many congregate in cities, without the need for massive international trade. At their core, the sangrochi are Nummic-Kessulic, and believe in keeping their heads down, that this earth is truly worthless compared to whatever afterlife is out there, whatever it may be.
The Asphisic influence has been to put a much more positive spin on this idea, to think that, while the earth is temporary, we are forever. The hopeful idea motivating many sangrochi is that the world-bending magic of an archmage, the immortality of a famous warlord, the empire built by a statesmen, all of these are equal to, or less important than the pride in seeing one's child take their first steps. The love we feel for our friends, our companions, our families. Our children may not be real. Our families may not be real. This world may not be real. But our feelings—those are real
Sangrochi Names[edit]
The Nummic-Kessulic languages all make a distinction between ingressive and egressive syllables, those made by gasping in, or breathing out. Foreigners with non-construct biologies often find these sounds difficult to produce, and replace it by affecting the vowel in some other way. As a testament to their closeness to the Asphisic languages, this constitutes a length distinction, marked by a macron.
Male: Āmatnik, Berrōbāl, Diyaven, Jochkīv, Lēmostīp, Sēdichīn, Shrābōllūm, Tumbāgōg, Witnāgof, Zherbenhāt
Female: Chikfōfō, Fīpstolla, Kīvborna, Kongamu, Norēstī, Ōbellāta, Pērīnyi, Rātsoko, Sīsnolpē, Yābūrni
Sangrochi Traits[edit]
A human made out of glass.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Sangrochi mature reproductively nearly halfway through their 150 year lifespan, at around 60 or 70 years old, but they are mentally mature at around 20 years, like most races.
Alignment. Those in the west, more affected by the south tend towards Chaotic, but those in the Lovar tend closer to neutral. Most sangrochi are generally good.
Size. Sangrochi are very consistently a little over 5 feet tall. For inexplicable reasons, though, some sangrochi are nearly twice that height, though this is obviously very rare. Your size is medium.
Speed. Your base walking speed is 30 feet.
Refraction. You are made of glass, a mineral that can have incredibly complex refraction patterns based on impurities. While standing in bright light, as an action you can force a creature within 5 feet of you that can see you to make a Constitution saving throw or be blinded until the start of its next turn. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. Additionally, you have disadvantage on Dexterity (Stealth) checks while in bright sunlight.
Reflection. As a reaction when you are targeted by an Illusion spell, or an effect that deals radiant damage, you can force a creature of your choice within 30 feet of you that can see you to instead become the target of the spell or effect. Once you use this trait, you can use it again until you finish a long rest.
Shatter. Shards broken off of your body can be deadly. When you take 15 or more damage from a single attack, you can use your reaction to expel glass shards, dealing 1d6 slashing damage to a creature within 5 feet of you. The damage increases to 2d6 at 11th level. When you take any amount of thunder damage, you can target any number of creatures within 5 feet of you with this reaction, and the damage dice are doubled.
Fulgurite. Lightning is used to produce glass, not destroy it. You have resistance to lightning damage, but if you take lightning damage your speed drops to 0 until the end of your next turn as your feet are fused to the ground.
Amorphous Solid. Glass is resistant to high temperatures, to a certain degree. You have resistance to fire damage, but if you take fire damage you fall prone and can't stand up until the end of your next turn as your body becomes much more fluid.
Frosting. Glass is resistant to chemicals, but they can eat at its surface, creating a frosted effect. You have resistance to acid damage, but if you take acid damage you are blinded until the end of your next turn as the surface of your body become blurrier.
Construct. You count as a construct rather than a humanoid. You cannot be targeted by effects that only target humanoids, and you cannot be target by effects that cannot target constructs.
Languages. You can speak, read, and write Lufrian and one other language of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +1d4 | 142 lb. | × (1d8) lb. |
*Height = base height + height modifier |
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