Tortle
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, traveling the fast realms and lands. Tortles don’t have a unified civilization, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads. Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways. What many tortles consider a simple life, others might call a life of adventure. As soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. Due to their lack of civilization or culture, they lack a sense of family. When a tortle reaches the end of its lifespan, they will feel the need to reproduce for the first time in their life, and when they find a suitable mate they will come together and lay a clutch of eggs. The tortle parents will defend these eggs with their life for 4 months until the eggs hatch, the parents will then spend the next 8 months teaching their 1-2 dozen children everything they know. When those 8 months are finished, the tortle parents will die of old age, and the children will take their new knowledge, and go their separate ways into the wilderness to live their lives.
Most Common Classes: Druid, Monk, Shaman, Wizard
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race. (3-6 feet)
Speed. Your walking speed is 25 feet.
Age. Tortles mature at 20 years, and live 200-210 years.
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your 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.
Languages. Your character can speak, read, and write Common, Reptilian and one other language that you and your DM agree is appropriate for the character.
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