Homebrew Armanite Tiefling Species Details

Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses. 

Brief info about Armanites:

Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.

In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time—even battling each other if they can’t find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.

Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Armanite Tiefling Traits

As a Armanite Tiefling, you have the following racial traits.

Creature Type

You are a Fey and Fiend.

Size

Your size is Large.

Speed

Your walking speed is 40 feet.

Charge

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves

You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Magical Resistance

You have advantage on saving throws against spells and other magical effects.

Armanite Resistance

You have resistance to lightning damage.

Infernal Legacy / Lightning Affinity

You know the Lightning Lure and Shocking Grasp cantrips. When you reach 3rd level, you can cast the Witch Bolt spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Dragon's Breath (Fire, Cold or Lightning only) spell at a 3rd level casting once with this trait and regain the ability to do so when you finish a long rest. and lastly when you reach 7th level you can cast the Call Lighting spell once per dawn at a 3rd level casting. Charisma is your spellcasting ability for these spells.

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