Dragon Tortle
Ability Score Increase +2 Str, +1 Wis, +1 Cha
Size Medium
Speed 30ft
-Age.
Young dragon-tortles grow quickly. They walk days after hatching, attain the size and development of a 10-year-old human child by the age of 5, and reach adulthood by 15. They live to be around 65.
-Draconic Ancestry.
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.
Dragon |
Damage Type |
Breath Weapon |
Black |
Acid |
5 by 30 ft. line (Dex. save) |
Blue |
Lightning |
5 by 30 ft. line (Dex. save) |
Brass |
Fire |
5 by 30 ft. line (Dex. save) |
Bronze |
Lightning |
5 by 30 ft. line (Dex. save) |
Copper |
Acid |
5 by 30 ft. line (Dex. save) |
Gold |
Fire |
15 ft. cone (Dex. save) |
Green |
Poison |
15 ft. cone (Con. save) |
Red |
Fire |
15 ft. cone (Dex. save) |
Silver |
Cold |
15 ft. cone (Con. save) |
White |
Cold |
15 ft. cone (Con. save) |
-Breath Weapon.
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
-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.
-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.
*SPIKED DRAGON-TORTLE*
Spiked dragon-tortles are a rare variation of dragon-tortles that are larger than usual. They have spikes on their shells and horns on their heads. They exclusively have fire breath weapons, and their shells can be used for attack as well as defense. They typically hold high positions of power, such as royalty, high nobility, or high ranking military officials such as generals, and tend toward extreme alignments. Evil spiked dragon-tortles may rule as tyrants, while good ones are benevolent rulers or famed heroes. Whatever the situation, a spiked dragon-tortle is a force to be reckoned with.
-Ability Score Increase.
Your Strength and Constitution scores increase by 2, and your Wisdom and Charisma scores increase by 1.
Shell Spin
ºAt level 5, you master a helpful skill.
Retreating into your shell mid-jump, you can use prior momentum to make an Unarmed Strike or Shell Spike Slam to attack a creature while gaining the benefits of your Shell Defense. After using this action, you have a +4 bonus to AC, advantage on Strength and Constitution saving throws, disadvantage on Dexterity saving throws, have a speed of 0, and are prone until you use an action to emerge from your shell.
Creatures hit by this attack must succeed on a strength saving throw against your strength (Athletics) check or be knocked prone.
-Horns.
You can use the horns on your head to make a gore attack that deals piercing damage equal to 1d6 + your Strength modifier.
-Big Boi.
You are sufficiently large that you can use Two-Weapon Fighting without requiring the weapons to have the "light" property.
Size
-Size: Spiked dragon-tortles can grow up to more than 900 pounds and up to 8 feet tall. Your size is medium.
-Spiked Shell.
The back of your shell is covered in spikes. Hostile creatures do not gain advantage attacking you from behind, and any creature that misses an unarmed strike or natural weapon attack on you from behind takes 1d4 slashing or piercing damage (DM's rule).
You also can use an action to perform a slam attack with the back of your shell to do piercing damage equal to 1d8 + your Strength modifier.
-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 18 (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.
Languages. Aquan, Common and Draconic