Wildling Type: Ayetol / Turtle-People
Blurb
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Gameplay Traits
- Ability Score Increase.
- Creature Type. You are a Humanoid.
- Size. You are Small.
- Speed. Your walking speed is 25 feet.
- Languages. You can speak, read, and write Regional (a catch-all term for the region's main language, also known as Common) and one other language of your choice.
- Age.
- Alignment.
- Shell Design. Choose one trait listed below to represent the type of shell your Ayetol has.
- Hard Shell. You have scaly skin and a hard shell made of rounded scutes on your back, providing a remarkable natural defense. Your shell provides you with a base AC of 17. You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal. Additionally, as an action, you can withdraw into your shell for protection. Until you emerge, you gain a +4 bonus to your 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 (removing the prone condition in the process).
- Streamlined Design. You have a softer shell than your cousins that's made for movement rather than defense. You have a base AC of 12 + your Dexterity modifier. You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal. You also have a swimming speed equal to 30 feet or your walking speed (whichever is higher), you can breathe underwater for up to a number of hours equal to 1 x your Constituion modifier (Minimum 1), and you are resistant to the Cold and Poison damage types. Additionally, you always know which way is north.
- Ridged Back. Your limbs and shell are covered with ridged spikes instead of hard scutes. You have a base AC of 15 + your Dexterity modifier (max 2). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal. You also have resistance against the Bludgeoning damage type. Additionally, when you grapple or are grappled by a creature, that creature takes 1d4 piercing damage at the end of its turn until the grapple ends.
- Armored Menace. You have a powerful jaw and sharp claws that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Wise at Heart. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
- Unwieldy. If a creature or effect would knock you prone, you can only stand up from being prone in this way by using an action unless another friendly creature is within 5 feet of you.
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