Base Class: Fighter
Turtle Tamers study turtles and tortoises, some of the most benign and friendly animals in Loathing. In doing so, they make connections with ancient turtle spirits, use fighting styles inspired by armor, and learn more about the great cold-blooded connection between all living things.
Blessing of the Turtle Spirits
At 3rd level, you begin being able to channel the blessing of the Turtle Spirits. During a long rest, you can engage in a meditation session to gain the blessing of one of the following Turtle Spirits for 24 hours. A character can only have only one blessing of a Turtle Spirit at once.
Turtle Spirits.
- War Snapper. You gain +1 to hit and damage with any melee weapon attack, you gain +2 to hit and damage with any bite attack. You gain temporary hit points equal to your Turtle Tamer level.
- The Storm Tortoise. You gain +3 to initiative checks. Any creature that hits you with a melee weapon attack makes a Dexterity saving through against 8 + proficiency + con or take 1d6 lightning damage. This can affect each creature at most once.
- Turtle Dragon. You gain a swim speed equal to your movement speed. Your AC increases by 1. You gain +2 to any Animal Handling check.
Turtle Tamer
You can attempt to tame a beast that is no larger than Medium, or any turtle, by persuading the creature you are friendly (DC 10 + CR) and by spending 8 hours training it. When you choose this archetype you may immediately choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. The CR of your companion increases with your level, to CR 1 at level 7, CR 2 at level 10, CR 3 at level 15 and CR 4 at level 18.
Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your turtle tamer level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).
You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
Turtle Bond
At level 7 your animal companion gains the benefits of one level 3 blessing that you are currently also benefiting from. At level 10 this increases to two level 3 blessings or one level 7 blessing.
Greater Blessings of the Turtle Spirits
When you reach 7th level, you gain the ability to be blessed by two turtle spirits. While long resting you may choose a second blessing from the level 3 blessings or you can choose a blessing listed below, as long as your current blessing is from the same Turtle Spirit..
- War Snapper. You gain +2 to hit and damage with any melee weapon attack, you gain +3 to hit and damage with any bite attack. You gain temporary hit points equal to your Turtle Tamer level * 2.
- The Storm Tortoise. You gain +5 to initiative checks. Any creature that hits you with a melee weapon attack makes a Dexterity saving through against 8 + proficiency + con or take 2d6 lightning damage. This can affect each creature at most twice.
- Turtle Dragon. You gain a swim speed equal to your movement speed. Your AC increases by 2. You gain +4 to any Animal Handling check.
Turtle Shells
Upon reaching 10th level, you learn how to summon astral shells to protect yourself and your allies. You can summon a shell as a bonus action, up to your charisma modifier times per day. Shells last for a number of rounds equal to half the Turtle Tamer's level
Ghostly Shell: You summon a ghostly shell around a willing creature within 60 feet. A ghostly shell moves with the creature it is conjured around, and provides concealment, as the blur spell.
Astral Shell: You conjure an astral shell around a willing creature within 60 feet. An astral shell moves with the creature and provides resistance to piercing, bludgeoning, slashing, fire, cold, acid, poison, thunder, or lightning damage.
The Greaterest Blessings of the Turtle Spirits
When you reach 15th level, you gain the ability to benefit from all level 3 blessings, 2 level 7 blessings, or 1 level 15 blessing.
- War Snapper. You gain +3 to hit and damage with any melee weapon attack, you gain +5 to hit and damage with any bite attack. You gain temporary hit points equal to your Turtle Tamer level * 3.
- The Storm Tortoise. You gain +10 to initiative checks. Any creature that hits you with a melee weapon attack makes a Dexterity saving through against 8 + proficiency + con or take 3d6 lightning damage. This can affect each creature at most three times.
- Turtle Dragon. You gain a swim speed equal to double your movement speed. Your AC increases by 3. You gain +8 to any Animal Handling check.
Cold-Blooded Fearlessness
At 18th level, the Turtle Tamer becomes immune to fear effects.
Avatar of the Turtle Spirit
Once per week, as an action, you can become an avatar of a Turtle Spirit they are hosting, for 1 minute. You must be benefiting from the highest level of blessing to do this.
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