LN M Tortle Ranger 1
18 years old, 5'10" tall, 445 lbs, Brown shell, dark brown skin, orange eyes.
Speed 30'
Size Medium
What many tortles consider a simple life, others might call a life of adventure. They are nomad survivalists eager to explore the wilderness.
Str 16 (+2 Racial) SAVE: +5*
Dex 10 SAVE: +2*
Con 14 SAVE: +2
Int 11 SAVE: +0
Wis 14 (+1 Racial) SAVE: +2
Cha 10 SAVE: +0
Skills:
Athletics +5, History +2, Investigation +2, Nature +2, Perception +4, Survival +4
+2 Strength, +1 Wisdom, Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct
Languages: Aquan, Common, Giant, Sylvan
HP 12
AC 19 (Natural 17*, Shield +2)
Lifestyle: Modest (1-gp)
TORTLE
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.
RANGER
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, +Athletics, Insight, Investigation, +Nature, +Perception, Stealth, and Survival
Favored Enemy: Giants
[spoiler]
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.