Nymerian Tortle | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Nymerian Tortle

The Tortels of the Shell Isles share many traits with the Dragonborn of the Salt Swamps, but instead of tracing their liniage to true Dragons they are related to the Dragon Turtles that Roam the warm Waters of Nymerias Southern and Western Coasts. Known for their love of seafood, their intricate shell designs, and their strong spiritual connection to the ocean. These Tortles have a matriarchal society, where the eldest female leads the tribe and makes important decisions. They are known to be excellent navigators, using the stars and the patterns of the ocean to guide their travels. They worship the ocean and sea creatures, offering tribute to the god of the sea for safe travels and bountiful harvests.
ability score increase: Strength score increases by 2, Charisma score increases by 1.
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 250 years.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common, Draconic and Aquan.
race features:
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. Tortles have finely honed survival instincts.

Dragon Turtle Breath. You can use your action to exhale hot steam in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.


Created by

Azrael1909.

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