Duppi | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Duppi

Ranger 3 Class & Level
Outlander Background
Tortle Race
Alignment

Strength 20
+5
Dexterity 13
+1
constitution 16
+3
intelligence 10
+0
wisdom 13
+1
charisma 12
+1
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+7 Strength
+3 Dexterity
+3 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+1 Insight
+3 Intimidation
+0 Investigation
+3 Medicine
+2 Nature
+1 Perception
+1 Performance
+1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Animal handling+3 | Athletics+7 | Intimidation+3 | Medicine+3 | Nature+2 | Survival+3 proficiencies

 
17
Armor Class
32
Hit Points
+1
Initiative
30ft.
Speed
Claws1d20+71d4+5
Scimitar1d20+71d6+5
Attacks
LANGUAGES
Common, Auran, Primordial, Elvish.
Proficiences
Mold earth
Shape water
Control flame
Animal friendship
Speak with animals
Goodberry
Spellcasting
Scimitar (2)

Equipment
Favourite Prey: Beasts +4 to hit +2 dmg.

Favourite terrain: coasts

Fighting style: Two-weapon fighting


Primeval Awareness


Animal companion: Goat

Features & Traits

Heroes Enabled

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Tortle

Ability Score Increase +2 Str, +1 Wis
Size Medium
Speed 30ft.

Basic informations

Lore

Tortles aren't known well in the human lands, as they tend to keep to themselves and not concern themselves with worldly things and travel. Those that know them speak of their gentleness and love of peace and the life around them. Tortles met are usually some of the best philosophers and judges on the basis of fairness. Tortles tend to be slow moving, unselfish, and unconcerned in most things. Tortles value family life above other things and are content living as simple farmers and scholars. Those who make enemies of the tortles, however, learn just how strong and quick they are to strike back and that usually the hardest to provoke are the toughest to defeat.   Their small communities live in the Haelm Pelu fighting against Yuan-Ti expansions.

Age

Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Alignment

Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

Size

Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor

Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to 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.

Survival Instinct

You gain proficiency in the Survival skill.

Languages. Common, Aquan

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Level 0 Spells

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Control Flames

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Goodberry

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials A sprig of Mistletoe, which the spell consumes

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

Animal Friendship

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30ft
Duration 24 hours
Components V, S, M
Materials a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Class(es): Bard, Druid, Ranger, Cleric (Nature Domain)

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

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