Tortle
Shared Racial Traits
Ability Scores: Con +2, Size: Medium, Speed: 25ft.
Age. Tortles can grow quite old and usually live up to 800 years.
Alignment. Being a peaceful race, most Tortles tend to neutrality.
Description. Tortles are massive humanoids that have a natural shell like tortoises, as well as arms and legs made for the land. Their clawed fingers are a bit clunky, but help them get around. Their body is also made in the same way as other of its animalistic kind, allowing them to retreat into their shell.
Languages. Tortle can speak Common and Reptoid.
Perk Affinity. Primordial.
Size. Tortles are mostly wide due to their massive shell, but they can reach heights of up to 6 feet. Your size is Medium.
Shell 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 13 + your Constitution modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Recall. Whenever you are the target of an attack or a Spell that deals area of effect damage, using your reaction, you can go into your shell. Until you emerge, you gain a +5 bonus to your AC, you have advantage on Strength and Constitution saving throws, and you take only half damage from area of effect Spells, even if you fail your saving throw. 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 an action to emerge from your shell.
Subracial Traits Aquatic
Aquatic Tortle are mostly found under the sea or near beach sides, as they can breath underwater and keep to themselves in the darkest depths of Venhum's seas. Legends say that the oldest of them have seen Venhum rise and fall multiple times throughout the ages, and rarely involved themselves in surface dweller business. Ability Scores: Wis +2 Aquatic Nature. You have grown flippers alongside your natural arms, as well as abilities to breath underwater, allowing you to swim and survive in the depths of the sea. You have a 50ft. swim speed and can breath underwater. Darkvision. 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. Survivor. You have proficiency in Aquan, Perception and Survival.
Dragon
Dragon Turtles hail from Mea'lu and are surprisingly calm and reasonable creatures in such a violent continent. Their high protection and draconic way, allows them to work as merchants across the land, whilst still be feared and respected. Ability Scores: Cha +2 Colored Shell. The shells of Dragon Tortles have a distinct draconic coloration, depending on ones draconic ancestry, thus they can range from a bright chromatic red to a shining metallic gold. You gain proficiency in Aura and Draconic. Fire Breath/Spin. You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15ft. cone originating from you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. In addition, you can use this action during your Shell Recall racial feature instead of emerging from it, to use your fire breath as a fire spin instead, targeting all creatures within 5ft. of you, with the same damage and saving throw. You have number of uses equal to your Constitution modifier (minimum of 1) and regain all uses after a long rest.
Wild
Wild Tortles are the inhabitants of overgrown ruins inside forests, jungles and other places of nature. They are the most spread across Venhum and can be found in every corner of the world, often tending to grand gardens of nobles, or as druidic guides in the deepest jungles. Ability Scores: Dex or Str +2 Green Giant. Taller than their kin and having overgrown shells, covered in moss, these tortles are often seen as green giants and sometimes acting as such. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you have advantage on Stealth checks in areas dense with green trees or any forest area. Natural Growth. Wild Tortles have a grand understand of nature and even have moss growing on their shells, making them surprisingly stealthy. You have proficiency in Nature, Stealth and Terran.
Subracial Traits Aquatic
Aquatic Tortle are mostly found under the sea or near beach sides, as they can breath underwater and keep to themselves in the darkest depths of Venhum's seas. Legends say that the oldest of them have seen Venhum rise and fall multiple times throughout the ages, and rarely involved themselves in surface dweller business. Ability Scores: Wis +2 Aquatic Nature. You have grown flippers alongside your natural arms, as well as abilities to breath underwater, allowing you to swim and survive in the depths of the sea. You have a 50ft. swim speed and can breath underwater. Darkvision. 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. Survivor. You have proficiency in Aquan, Perception and Survival.
Dragon
Dragon Turtles hail from Mea'lu and are surprisingly calm and reasonable creatures in such a violent continent. Their high protection and draconic way, allows them to work as merchants across the land, whilst still be feared and respected. Ability Scores: Cha +2 Colored Shell. The shells of Dragon Tortles have a distinct draconic coloration, depending on ones draconic ancestry, thus they can range from a bright chromatic red to a shining metallic gold. You gain proficiency in Aura and Draconic. Fire Breath/Spin. You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15ft. cone originating from you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. In addition, you can use this action during your Shell Recall racial feature instead of emerging from it, to use your fire breath as a fire spin instead, targeting all creatures within 5ft. of you, with the same damage and saving throw. You have number of uses equal to your Constitution modifier (minimum of 1) and regain all uses after a long rest.
Wild
Wild Tortles are the inhabitants of overgrown ruins inside forests, jungles and other places of nature. They are the most spread across Venhum and can be found in every corner of the world, often tending to grand gardens of nobles, or as druidic guides in the deepest jungles. Ability Scores: Dex or Str +2 Green Giant. Taller than their kin and having overgrown shells, covered in moss, these tortles are often seen as green giants and sometimes acting as such. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you have advantage on Stealth checks in areas dense with green trees or any forest area. Natural Growth. Wild Tortles have a grand understand of nature and even have moss growing on their shells, making them surprisingly stealthy. You have proficiency in Nature, Stealth and Terran.
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