Homebrew Dragontortle Species Details
Ability Score : any +2/+1 Size : Medium (generally 5'10" <-> 7'6") Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. While underwater you can see out to 120ft. Dragon's Lungs : You can hold your breath underwater for at least an hour up to your Constitution modifier. Tortle Shell : Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). 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. Claw & Jaw : You have claws and a deadly jaw that you can use to make unarmed strikes. When you hit with the claws, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit with your jaw (bite) the strike deals 1d8+ your Strength modifier. Scalding Jet : When you take the Attack action on your turn, you can replace one of your attacks with an exhalation scalding hot water in a 15-foot cone or 30-ft line. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Seaborn Intuition : Thanks to your mystical connection to the sea, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Dragontortle Traits
Want the armor class of a tortle and want the abilities of a dragonborn, this is itDarkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. While underwater you can see out to 120ft.
Dragon's Lungs
You can hold your breath underwater for at least an hour up to your Constitution modifier.
Tortle Shell
Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). 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.
Claw & Jaw
You have claws and a deadly jaw that you can use to make unarmed strikes. When you hit with the claws, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit with your jaw (bite) the strike deals 1d8+ your Strength modifier.You have claws and a deadly jaw that you can use to make unarmed strikes. When you hit with the claws, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. When you hit with your jaw (bite) the strike deals 1d8+ your Strength modifier.
Scalding Jet
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation scalding hot water in a 15-foot cone or 30-ft line. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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