Homebrew Turtlespawn Species Details

Look, there is Fastitocalon!
An island good to land upon,
Although 'tis rather bare.
Come, leave the sea! And let us run,
Or dance, or lie down in the sun!
See, gulls are sitting there!
Beware!
Gulls do not sink.
There they may sit, or strut and prink:
Their part is to tip the wink,
If anyone should dare
Upon that isle to settle,
Or only for a while to get
Relief from sickness or the wet,
Or maybe boil a kettle.

-J. R. R. Tolkien

Due to a deal between Bahamut, god of good dragons, and Umberlee, goddess of the sea, the Turtlespawn was sewn into existence through the celestial weave, from the blood of dragon turtles, to be their slaves. But, when the dragon turtles refused the services of their new kin, the Turtlespawn fled, nesting on beaches, far from the dragon turtles' mows.

Tyrants' Kin

Just as their abolished masters, the Turtlespawn don heavy, spiked shells on their backs. They are built tall, and bulky, standing near 8 feet tall, and weighing close to 600 pounds on average. Their bottom jaws cover over half of their round heads in an underbite shaped like a "w" . They have small eyes and tiny holes for nostrils. And, on the tips of their noses they have a stubby horn, about 1 ½ inches long. 

They are simple people, and live short lives. And maturing so fast has caused them to be slower mentally. Although they lack high intelligence, Turtlespawn are known to become great protectors and achieve outstanding feats of sheer strength.

Sentinels of the Land

Once the few Turtlespawn that escaped the dragon turtles' foul rule reached land they were astounded by its beauty. And so the first Turtlespawn swore to protect all of its warmth, and protect it from the horrors of the sea.

However, Turtlespawn are solitary creatures, and so they never started a clan of their own. Rather, they split up and merged with other humanoid colonies, becoming knights and tavern keepers. Although, every now and then a Turtlespawn will seek more, and adventure outwards to new lands.

Turtlespawn Names

Turtlespawn are not named by their mother, who abandons them at birth, but rather they attain a nickname from any family or friends that take them. These nicknames do not follow gender roles, and they simply mean something about the Turtlespawn. It could be the name of a fallen comrade, or a favorite tool or object. Sometimes even names related to animals and nature.

Turtlespawn Nicknames: Beach, Boulder, Bunny, Cup, Fern, Fish, Gallon, Horn, Jawbreaker, Keel, Pebble, Rock, Salt, Sand, Scale, Sea, Shell, Squint, Stick, Tooth, Water, Wave 



Turtlespawn Traits

Due to your draconic blood, and strong build, you share common abilities with your Kin.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 2. However, your Intelligence score is decreases by 2.

Age

In order to survive water predators, Turtlespawn mature rapidly. They mature at only the age of two, and live up to only 25 years of age.

Alignment

Turtlespawn are good hearted yet violent people, they commonly have chaotic alignments, disregarding things they don't want to except. Yet they typically enjoy nature, and if not provoked, wouldn't hurt a fly.

Size

Turtlespawn are hefty, strong people, standing well over 7 feet tall and averaging almost 550 pounds. Your size is Medium.

Speed

Turtlespawn are slow, heavy people, and for this matter, on land you have a base walking speed of 20 ft.; However, at sea they can move at surprising speeds underwater, your base swimming speed is 30 ft.

Water Breathing

Due to your turtle blood, you have the ability to breath underwater for indefinite periods of time.

Steaming Breath

You can use your action to exhale a jet of steam. When you use your breath weapon, each creature in the area of the exhalation must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 fire damage on a failed save, and half as much damage on a successful one. In addition, If you are underwater, or target an underwater target, the damage is doubled. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short rest.

Armored Shell

Due to your ancient heritage, you have a hard shell surrounding your body. You gain an unarmored defense, equal to 12 + your Strength modifier + your Constitution modifier. Along with this you gain resistance to fire damage. This Unarmored Defense replaces any other Unarmored Defense you may attain. You gain no benefit to wearing armor.

Languages

You can speak, read, and write Common and Aquan. Aquan is a language spoken by people of the sea and water. While it doesn't have it's own script, it uses Elvish instead.

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