Medium Celestial (Tortle), Neutral Good
Armor Class 17 Leather
Hit Points 21 (3d8 + 1)
Speed 30 ft.
STR
11 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +2, CHA +4
Senses Passive Perception 12
Languages Aquan, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits
Spellcasting PHB, pg. 52
 

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.

Bardic Inspiration d6 PHB, pg. 53
 

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.

Guiding Whispers VRGtR, pg. 28
 

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.

Guidance(Cantrip)
Spiritual Focus VRGtR, pg. 28
 

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.

Tales from Beyond VRGtR, pg. 28
 

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.

Tales from Beyond: Determine Tale: 1 Bonus Action
Tales from Beyond: Bestow Tale: 1 Action
Claws TTP
 

Your claws are natural weapons that deal 1d4 + STR modifier slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

Claws: 1 Action
 
Hold Breath TTP
 

You can hold your breath for up to 1 hour at a time.

Natural Armor TTP
 

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.

Shell Defense TTP
 

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.

Shell Defense: 1 Action
 
Survival Instinct TTP
 

You gain proficiency in the Survival skill.

Actions

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.

Shell Defense
 

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.

Tales from Beyond: Bestow Tale
 

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)

Bonus Actions
Bardic Inspiration Total: 2

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.

Tales from Beyond: Determine Tale

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.

livingdemon64

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