Spirit Armor (5e Race)
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Spirit Armor (5e Class)
<Race Name> Names
Spirit Armor Traits
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.
Age. These creatures do not age, but their armor begins to rust after a century and will need to either be repaired or replaced.
Size. These creatures vary greatly in terms of size. Check the subraces below for sizes. You may either be small, medium, or large.
Speed. Speed varies drastically depending on your subrace. You may either be fast, normal or sow.
Magic Eyes. You innately have Blindsight and Superior Darkvision and can even see in magical darkness. Fog cannot obscure your vision. You cannot be blinded, as you do not have physical eyes
Advanced Processing. You can process multiple sounds and physical sensations at once with ease. If sounds or sensations would usually drown each other out, you can process hear and feel all of them and process them all with ease
Steel and Space:. You are made of thick plated armor. Nonmagical physical attacks deal halved the damage to you and those who physically strike you with their body take half the damage back to them. Ranged attacks, such as arrows and daggers have disadvantage on their attacks rolls as they may pass through the ethereal parts of your body. Physical melee attacks have a small chance to miss you. You gain +2 AC when a creature attempts to physically attack you
Like Stone. You cannot be healed by potions nor normal methods. You must be repaired with a special set of tools known as Magic Smith's Tools. You can use these as an action (the amount of uses is up to your GM.) You cannot swim and sink instantly.
Languages. You can speak, read, and write Common, Primordial, and one language of your choice.
Subrace. You may choose one subrace below
H.U.M.A.N (Healer Utility Machine: Anthropoid Nurturer)
You are a human-like Spirit Armor. You still have the ethereal being inside of you, though your body is very similar to that of humans. You do not gain the Space and Steel or Construct traits. However, you also do not gain Like Stone, allowing you to be healed and grants you the ability to swim. Your size is Medium, and you have a walking speed of 30 and a swim speed of 15.
Human-like. You do not gain the trait Like Stone. You can now be healed normally and have a standard swim speed. However, you must now eat, sleep, drink, and have all other human flaws.
Blood and Bone. You do not gain the trait Space and Steel. Your body is an almost identical replica of a human's body.
Doctorate. You gain 1 healing spell of your choice every 3 levels from any class. You must be able to use spells of that rank at your current level.
Charity. When you heal someone, the amount restored is increased by one die
A.I.R (Avian Instrument: Rush)
Your size is Small. You have a walk and fly speed of 40. You weight 100-140lbs.
Wings. You have gained the power of flight. You may fly at a speed of 40 feet. You may propel yourself 5 feet off the ground as a free action.
Land and Sky. You gain advantage against dodging attack rolls while flying. You gain disadvantage while grounded.
Death From Above. If you attack a creature that cannot fly while you are airborne with a physical attack, you may add +3 to the attack and damage rolls.
Lightweight. You are incredibly light. Your character may weight between 100 and 140 pounds. You have a reduced AC of 1. For every 20lbs less you weigh, you lose 2 AC and gain 5 feet of movement. For example, you may have a movement speed of 50, but you lose a total of 5 AC.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.