Homebrew Armanite Species Details

Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whip-like tails to tear apart their foes.
Live for War.

In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage.

Walking Arsenal.

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

Armanite Traits

Your armanite character has the following racial traits.

Ability Score Increase

Your Strength Score increases by 2 and your Constitution Score increases by 1.

Age

Armanites mature and age at about the same rate as humans.

Alignment

Armanites are roaming instruments of bloodshed and war. Their alignment typically falls towards chaotic evil, though servants of higher demons may trend closer to lawful.

Size

Armanites stand typically between 9 and twelve feet tall, with equine bodies reaching about six feet at the withers. Your size is Large.

Speed

Your base walking speed is 40 feet.

Fiend (Demon)

Your creature type is fiend (demon), rather than humanoid.

Charge

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

Walking Arsenal

Your hooves, claws and tail are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning or slashing (for hooves and claws respectively) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
When hitting with your tail, you can expend half of your movement to increase the slashing damage to 2d4 + your Strength modifier. When using this variant strike, melee weapon attacks made against you have advantage until the beginning of your next turn. If a feature allows you to make an unarmed strike as a bonus action in addition to an attack made as an action, this can only be done using the hooves or claw attack.

Innate Lightning

As a bonus action, you can call up the storm within to bolster your magic. For a minute, whenever you successfully deal lightning damage to a target, you deal bonus lightning damage equal to five times your Constitution modifier. You can use this feature a number of times equal to half your proficiency bonus (rounded up) per short or long rest.

Equine Build

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.

Hellish Warrior

You have proficiency in one of the following skills of your choice: Athletics, Medicine, Intimidation, or Survival.

Languages

You can speak, read, and write Common and Infernal.

Previous Versions

Name Date Modified Views Adds Version Actions
2/1/2021 7:38:14 PM
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