Tortle
TTP
p3
Ability Scores: Str +2; Wis +1
Size: Medium
Speed: 30 ft.
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
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 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. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Dolten
Dolten is a land wrought with danger and darkness. Nevertheless, there are those that make their home here. Living side by side with the dark things that go bump in the night. Thriving within the dark forest, the Abhorrent Arboreal. All Doltenians receive the following benefits and may choose a sub Origin for additional abilities.
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
A Doltenian has a strong mind. +1 Wisdom
Dark Howler
The Howling Hills is a place rife with lycanthropy. These beasts are not as bad as others may think. In fact you have lived your life in quiet awe of them. You have traded, befriended or even loved of them. Make no mistake, you are quite aware of their darker side. Their hunger and strength have always intrigued you. It was in this struggle of the light of humanity and the darkness of the beast you were born.
A little wolf is in your blood – You gain scent with a range of 60ft. You gain advantage on scent based Perception checks.
Skill Prof – Athletics
Corruption bonus – +1 Strength
Corruption Effect: The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.
Unarmored Defense
PHB p76
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
PHB p76
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
Class/Racial Features & Traits