Tortle
Tortle
Starting Hit Points. When you choose this Ancestry, your hit point maximum increases by 7. Age. Tortles mature quickly, reaching adulthood at the age of 15 but live long, active lives that can reach up to 250 years. Size. Tortles can stand 5 to 6 feet tall and average 400 pounds. Their shells roughly account for one third of their weight. Creature Type. You are a Humanoid Shell Armor. Your shell provides exceptional protection and grants you a base AC of 17 (your Dexterity does not affect this number). You cannot wear armor but if you are wielding a shield, you will gain those benefits as normal. Shell Defense. As an action, you can withdraw into your shell. While inside, you gain a +4 bonus to your AC, you are resistant to all damage but psychic, you have advantage on Strength and Constitution saving throws but automatically fail Dexterity saving throws, your speed is 0, and you can't take reactions. While inside, you can seal the entrances to your shell and only allow those you designate to enter. If a creature you have not designated tries to enter, they will take 2d12 plus your Constitution modifier of force damage that cannot be resisted. As a bonus action, you may emerge from your shell. Survival Instinct. Tortles are excellent navigators, because of this you gain proficiency in the Survival skill. Additionally, you always know which way is North.
Languages. You can speak, read, and write Common and Aquan
Aquatic Tortle
Aquatic Nature. You gain a swimming speed equal to your walking speed. Additionally, you can hold your breath up to 1 hour. Water Walker. You do not incur any movement penalties from difficult terrain created by nonmagical water.
Desert Tortle
Arid Resilience. Your hit point maximum increases by 1 at 1st level and again whenever you gain a level after 1st. Sand Walker. You do not incur any movement penalties from difficult terrain created by nonmagical sand.
Jy'liko Yuan-Ti
Serpentine Fangs. Thanks to your snake head, you have sharp needle-like fangs that you can use to make unarmed strikes. You are proficient with your fangs and they have the finesse property. When you hit with your fangs, they deal 1d6 Piercing damage and the target must make a DC 10 Constitution saving throw. On a failure, they are Poisoned until the end of your next turn. On a success, they are not Poisoned. Tongue Sense. Your tongue can be used as an extra sense comparable to the sense of smell of others. When you make a Perception check that requires smell, you can instead use your tongue to sense what it is. When you make a check in this way, you make it with advantage. If you are successful, you know which direction the smell is coming from.
Languages. You can speak, read, and write Common.
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