Turtlar, Variant (5e Race)

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Turtlar[edit]

Physical Description[edit]

Turtlar are anthropomorphic turtles, characterized by their sturdy, shell-like backs and robust physiques. They stand upright, averaging between 5 to 6 feet tall, with a weight that often exceeds 200 pounds due to their muscular builds and the density of their shells. Their skin is typically a range of greens and browns, with lighter underbellies and markings that can vary from individual to individual. Each Turtlar has a distinctive, hard shell that serves as both armor and a symbol of their resilience. Their heads are adorned with beady eyes that convey a mix of wisdom and mischief, often framed by frills or markings that resemble natural patterns found in the wild. Turtlar have broad, flat faces with beaks, which are not sharp but are capable of delivering powerful bites. They possess strong limbs, ending in webbed hands and feet that make them adept at swimming as well as climbing and running on land. Dressed in a variety of styles ranging from traditional armor to casual streetwear, Turtlar often incorporate elements from their surroundings, such as shells, leaves, and fabrics, into their attire. Many Turtlar also adorn themselves with accessories like beads, necklaces, or hats, reflecting their unique personalities and cultural influences.

History[edit]

The history of the Turtlar is rich with tales of exploration, conflict, and resilience. Legends speak of their ancestors emerging from ancient seas, gifted with the ability to adapt to both land and water. Over centuries, they established themselves in various regions, creating vibrant communities and forging alliances with other races.

Throughout their history, Turtlar have faced challenges such as invasions, natural disasters, and internal strife. In times of war, they united to defend their homes, drawing on their strengths in combat and strategy. These experiences shaped their cultural identity, instilling a sense of duty to protect not only their own kind but also the natural world around them.

In recent times, Turtlar have begun to explore beyond their traditional territories, seeking new opportunities and establishing trade routes. Their adaptability and unique skills have earned them respect among other races, allowing them to serve as diplomats, mediators, and adventurers in the wider world.

Society[edit]

Turtlar society is built on the principles of community, cooperation, and respect for nature. They often inhabit coastal villages, swamps, or riverbanks, where they maintain a close relationship with their environment. Their communities are typically structured around clans or families, with each clan having its own traditions, stories, and customs that are passed down through generations.

Turtlar value education and storytelling, seeing them as vital for the preservation of their culture. Elders hold a significant role in their society, serving as teachers, leaders, and keepers of lore. Festivals celebrating the changing seasons, achievements, and unity are common, fostering bonds among community members.

While generally peaceful, Turtlar are fierce protectors of their homes and families. They often take on roles as guardians, warriors, or skilled diplomats to resolve conflicts and maintain harmony with neighboring races. Their resilience and adaptability allow them to thrive in diverse environments, making them both formidable allies and adversaries.

Turtlar Names[edit]

Male: Leonardo, Michelangelo, Raphael, Donatello, Giorgio, Rocco, Vincent, Turtello, Santino, Franco

Female: Frida, Georgia, Louise, Artemisia, Yayoi, Marina, Coco, Zaha, Tamara, Carrie

Turtlar Traits[edit]

Turtlar are anthropomorphic turtles known for their resilience, creativity, and strong sense of community, often serving as guardians and artists in their coastal and riverbank habitats.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Turtlar reach maturity at about 15 years but can live up to 150 years.
Alignment. Turtlar tend to lean towards good alignments, valuing friendship, loyalty, and justice. However, their individual personalities can lead to a range of alignments.
Size. Turtlar are similar in height to humans, ranging from 5 to 6 feet tall. Your size is Medium. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.-->
Speed. Your base walking speed is 30 feet. You have a swim speed of 30 feet.
Natural Armor. Your tough shell grants you a base AC of 13 + your Dexterity modifier when you are not wearing armor. You can use a shield and still benefit from this trait.
Shell Defense. When you are not wearing armor, you can retract into your shell as a bonus action. While in your shell, you gain resistance to bludgeoning, piercing, and slashing damage, but you cannot move or take actions. This effect lasts until the start of your next turn.
Martial Arts Training. You are proficient with one type of martial weapon of your choice and have proficiency in the Acrobatics skill. Additionally, you can use your Dexterity modifier instead of Strength for attack and damage rolls of unarmed strikes and melee attacks with martial weapons.
Languages. You can speak, read, and write Common and one other language of your choice.

Turtle Styles[edit]

Ability Score Increase. Choose one of the following combat styles, which reflects your unique personality:
Tactical Style. You gain proficiency in the Insight skill. You can use your action to help an ally within 30 feet, granting them advantage on their next attack roll or saving throw before the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Healing Style. You gain proficiency in the Medicine skill. When you use a healer's kit to stabilize a creature, you can add your proficiency bonus to the roll. Additionally, once per long rest, you can spend a hit die to heal an ally within 5 feet of you for an amount equal to the result of the hit die plus your Constitution modifier.
Elemental Style. Choose one damage type: fire, cold, lightning, or poison. You gain resistance to that damage type. Additionally, you can add an extra 1d4 of that damage type to one attack you make per short rest.
Supportive Style. You gain proficiency in the Persuasion skill. When you use the Help action, the target ally gains an additional +2 to their next attack roll or saving throw. Additionally, you can use your reaction to grant an ally within 30 feet a bonus equal to your proficiency bonus on their next saving throw against being frightened or charmed.
Intimidating Style. You gain proficiency in the Intimidation skill. When you successfully intimidate a creature, they have disadvantage on their next attack roll against you. Additionally, you can use your action to attempt to intimidate a creature within 30 feet, forcing it to make a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d10 inches 150 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Turtlar character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I always try to see the best in others, believing that everyone has a good side.
2 I am patient and deliberate, taking my time to consider every option before making a decision
3 I have a strong sense of justice and will defend those who cannot defend themselves.
4 I enjoy sharing stories and legends from my culture, often using them to inspire others.
5 I find comfort in routine and dislike sudden changes or disruptions.
6 I approach challenges with a calm demeanor, believing that panicking only makes things worse.
7 I am fiercely loyal to my friends and allies, often putting their needs above my own.
8 I have a quirky sense of humor and enjoy lightening the mood with a joke or a funny tale.
d6 Ideal
1 Protection: I believe it is my duty to protect my allies and those who cannot protect themselves. (Good)
2 Community: The strength of a group lies in its unity; I strive to build bonds with those around me. (Lawful) themselves. (Good)
3 Growth: Every experience is an opportunity to learn and grow, both personally and as a community. (Neutral)
4 Adventure: Life is an adventure, and I seek to explore the world and learn from every encounter. (Chaotic)
5 Harmony: I value peace and strive to resolve conflicts without resorting to violence. (Good)
6 Wisdom: Knowledge is power, and I believe that seeking understanding is the path to enlightenment. (Neutral)
d6 Bond
1 I am deeply connected to my family and will do anything to protect them.
2 I have a mentor who taught me the ways of combat and strategy; I owe my success to their guidance.
3 I feel a strong bond with the land and sea, believing it is my duty to protect the natural world.
4 I am committed to helping my community thrive, often volunteering my time and skills to local projects.
5 I have a treasured heirloom from my ancestors that I will protect at all costs.
6 I share a close friendship with another adventurer, and their safety is my top priority.
d6 Flaw
1 I can be overly cautious, sometimes missing opportunities because I hesitate too long.
2 I struggle to trust others easily, often preferring to rely on myself.
3 I can become overly protective of those I care about, leading to possessiveness or overbearing behavior.
4 I tend to hold grudges and have a hard time forgiving those who betray my trust.
5 I can be stubborn and resistant to change, even when it's in my best interest.
6 I have a tendency to overthink situations, which can lead to indecisiveness or inaction.
0.00
(0 votes)

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