race features:
Natural Armor:
Due to your tough, armored hide, you have a base Armor Class of 16 (your Dexterity modifier does not affect this number). You can’t wear armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Curl into a Ball:
As a bonus action, you can curl into a defensive ball. While curled, you have advantage on saving throws against effects that would knock you prone, and you gain resistance to bludgeoning, piercing, and slashing damage. While curled, you cannot move or take actions, but you can end this stance at the start of your turn.
Reinforced Shell (Optional Feature):
Some Armadilkin develop a reinforced shell that can be used as a shield or be integrated into their armor. You gain proficiency with shields, and while using one, your AC increases by +2. You can also add your shell to any suit of armor you wear, increasing your AC by +1.
Burrower:
You are adept at digging and tunneling through the earth. You have a burrow speed of 10 feet when moving through sand, loose dirt, or similar material. You cannot burrow through solid rock.
Darkvision:
Accustomed to life underground or in burrows, you have superior vision in dark and dim conditions. 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.
Subclasses:
Desert Armadilkin
Heat Resistance:
You have resistance to fire damage, and you suffer no penalties from extreme heat environments.
Survival Instincts:
You gain proficiency in the Survival skill.
Forest Armadilkin
Keen Smell:
You have advantage on Wisdom (Perception) checks that rely on smell.
Natural Forager:
You have proficiency with herbalism kits, and you can cast Goodberry once per long rest.
Mountain Armadilkin
Climber:
You have a climbing speed of 20 feet.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Armadilkin stand between 4 and 5 feet tall, with stocky, muscular builds that reflect their strength and durability. Their bodies are covered in a tough, leathery hide, adorned with thick, segmented plates that act as natural armor. These plates vary in color from sandy browns and dull grays to earthy greens and muted reds, depending on the region in which they live. Their large, round eyes are well-suited to seeing in the dark, and their keen noses can pick up even the faintest scents, helping them navigate through their subterranean environments.
Their most defining feature is their ability to curl into a ball, retracting their limbs and head beneath their armored shell. This defensive posture allows them to weather attacks with ease, while also providing protection from environmental hazards. Their hands and feet are equipped with sturdy claws, perfect for digging through soft earth or for climbing rocky terrain in mountainous regions. Some Armadilkin also sport a ridge of reinforced armor along their backs, which can be adapted into shields or incorporated into armor.
Despite their rugged appearance, Armadilkin have a gentle and community-oriented nature. They are fiercely loyal to their families and tribes, valuing cooperation and mutual support. Armadilkin communities are often centered around shared burrows or underground settlements, where they cultivate food, craft tools, and teach their young the art of survival. Though not always quick to trust outsiders, once their loyalty is earned, Armadilkin make steadfast allies who will defend their friends with the same tenacity they use to protect their own.