You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know and has a range of 60 ft. when you cast it.
You can use a candle, crystal ball, skull, spirit board, or tarokka deck as a spellcasting focus.
At 6th level, when you cast a bard spell that deals damage or heals HP through this focus, you can roll a d6 and add the result to one damage or healing roll.
While holding your Spiritual Focus, you can use a bonus action to expend one use of Bardic Inspiration and roll on the Spirit Tales table using the Bardic Inspiration die to determine the result. You can only retain one tale at a time and this tale lasts until your next short/long rest or until you roll again on the Spirit Tales table.
You can use an action to target one creature (including yourself) within 30 ft. of you that you can see. Once you do so, you can’t bestow the tale’s effect again until you roll it again. If the tale requires a saving throw, it equals DC 12.
Your claws are natural weapons that deal 1d4 + STR modifier slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
You can hold your breath for up to 1 hour at a time.
Your shell gives you a base AC of 17 (your DEX modifier does not apply). You can use a shield and apply its bonus as normal.
As an action, you can withdraw into your shell to gain a +4 bonus to AC and advantage on STR and CON saving throws. While in your shell, you are prone, your speed is 0 (and can't increase), you have disadvantage on DEX saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
You gain proficiency in the Survival skill.
Dagger. Melee or Ranged Weapon Attack. +2 to hit, reach 5 ft. or range 20/60 ft. Hit: 2 (1d4) piercing damage.
Longsword +1. Melee Weapon Attack. +3 to hit, reach 5 ft. Hit: 5 (1d8 + 1) if one handed, or 6 (1d10 +1) if two handed slashing damage.
Claws. Melee Unarmed Attack. +2 to hit, reach 5 ft. Hit: 2 (1d4) slashing damage.
As an action, you can withdraw into your shell to gain a +4 bonus to AC and advantage on STR and CON saving throws. While in your shell, you are prone, your speed is 0 (and can't increase), you have disadvantage on DEX saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
You can use an action to target one creature (including yourself) within 30 ft. of you that you can see. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
If the tale requires a saving throw, it equals DC12.
Spellcasting:
Blade Ward(cantrip)
Guidance(cantrip) C
Vicious Mockery(cantrip)
Charm Person(1st)
Disguise Self(1st)
Thunderwave(1st)
Crown of Madness(2nd) C
Phantasmal Force(2nd) C
Shatter(2nd)
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
While holding your Spiritual Focus, you can use a bonus action to expend one use of Bardic Inspiration and roll on the Spirit Tales table using the Bardic Inspiration die to determine the result. You can only retain one tale at a time and this tale lasts until your next short/long rest or until you roll again on the Spirit Tales table.
Description
A 5'8" brown Tortle with dark-brown spots.
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