Armorian (5e Race)
From D&D Wiki
Armoria are a race of Humanoid-Like creatures, with one notable difference. As a child, they resemble Humans to a T, but as they mature, they start to develop organic pieces of armor on their skin. Although any singular Armorian can develop any piece of armor, with some even developing whole suits, Males usually develop heavier pieces, like Helms and Chest-plates, and Women usually develop lighter pieces, like Gauntlets and Leggings. The kind of material usually differs based on gender too, with Males usually being comprised of Iron, Steel, and Cobalt, and Women usually comprising of Copper, Adamantite, and, Gold. The shapes of the pieces of armor can vary drastically.
Not much is truthfully known about the Armoria. They evolved from humans from areas with high mineral contents. It is thought that the water and food around the areas contained a higher mineral count, and the consumption of these are what caused them to start developing the organic armor. Towns and cities are usually run by Military, but not necessarily as a dictatorship.
Female armorians are well protected, otherwise they would be hunted for the materials their armor is made out of.
Armorian names are similar to Human Names for the most part, but most towns give their citizens a designation of 2 letters, comprising of the initials of their Armor Metal, and the first Piece of Armor Grown. Nicknames are commonly only comprised of their Armor Metal, but sometimes with a little flare thrown in.
Name: (Gold Gauntlets)GG-Sarah Darin, (Steel Helmet)SH-Darren Calus, (Cobalt Helmet)CH-Robin Gaul.
Nicknames: Sky Iron, Adamantite, Gold Bell.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Armoria Mature at 17 and live to around 90-110 Years old.
Alignment. Armoria are strict when it comes to morals, so most are Lawful.
Size. Armoria are usually the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet before maturity, and 25 feet after, due to your armor.
Natural Armor. Your base AC is 14 + Your Constitution Modifier. You cannot wear armor due to you already having your natural armor. You cannot have the 'Unarmored Defense' skill from the monk class, or any similar skill. This does not apply if you are younger than the age of maturity. Instead increase 2 ability scores of your choice by 1.
Armor Specialty. You get up to 2 bonuses based on the pieces of armor that you have formed (1 if you are below the age of maturity):
- Helmet: darkvision; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Chest-plate: Extended Armor; You get an extra +1 to your AC, and resistance to piercing or slashing damage.
- Gauntlets: Add 1d6 to your unarmed strike. You gain Proficiency with Heavy Weapons.
- Leggings: You gain Proficiency in Athletics and your Dexterity score increases by 1.
Languages. You speak, read and write Common and one other language of your choice.
Random Height and Weight
|5′ 0″||++2d6||120 lb.||× (10) lb.|
*Height = base height + height modifier