Homebrew Armadillion Species Details
Armadillions are known for their large plate constructed shells. Similar to Tortles; Armadillions can retreat into their shells but have the added benefit of rolling themselves into a ball! This shell covered ball form is ideal for a speedy getaway down sloped surfaces or can be used to roll into enemies or objects with help from their allies. Their large claws allow Armadillions to burrow at impressive speed—coupled with their strong sense of smell and natural darkvision; they are ideal burrowers with many living in underground communes.
Armadillions are a social race with a usually mellow temperament, often seeking a sense of community among other Armadillions...but their poor eyesight can also lead them to confuse other shelled creatures as one of their own!
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
You speak common. You may choose to speak a secondary language if the DM allows, though most Armadillions only know common.
Creature Type
Armadillions are humanoid in nature, bearing a lot of similarities to Tortles.
Life Span
Armadillions typically live to be around 100 years old.
Height and Weight
Armadillions come in a variety of sizes and weights—most are considered medium at 4ft – 6ft tall and can weigh in from 120lbs up to 230lbs
Armadillion Traits
As a tortle, you have the following racial traits.Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Claws
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Burrower's Sight
Darkvision of up to 60 feet. not immune to magical darkness.
Natural Armor
Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Nature’s Intuition
Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Shell Defense
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Rollout
You can be used as a makeshift weapon while in ball form! A creature must use a shove action upon you and beat a strength check against half your AC. Upon a successful check, you will roll for a distance of up to 30ft in a straight line. Any creature in your path must make a dexterity saving throw or take 1d6 +Str (of the shoving creature) bludgeoning damage.
Keen Nose
A smelly smell that smells...smelly...You gain advantage on all perception checks pertaining to smell.
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