Tortle

> These wise, calm, and humble folk have origins that would never be expected from such a peaceful race. Tortles originally came from the Fishmen, a race of ruthless killers. Among the most experianced and deadly troopers where the Tortles, their ability to go out of the water for such long periods of time was great for the Fish Army, and they slaughtered many Orc civilizations. But one day, a group of Tortles met a traveling group of Monks. Instead of slaughtering the monks, the Tortles listened to the Monks, and what they had to say. When they heard how to attain peace, they followed the Monks to their home, and showed the Monks the fishmen's secret to seaweed tea, and they sat and talked. When the Tortle group came back to their homes, they convinced the other Tortles to follow them, and they all left the Fishmen one day, with no warning to their original race. Now, they have forgotten their origins, and are the most humble of races you could find, next to the Snow Apes. However, the Orcs never forgot the old Tortles, and still treat them with anger and ferocity.
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## Stats

* ***Ability Score Increase:*** Your Constitution Score Increases by 1
* ***Age:*** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
* ***Alignment:*** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
* ***Size:*** Tortle adults stand 5 to 6 feet tall and average 450 pounds. THeir shells account for roughly one-third of their weight. Your size is Medium.
* ***Speed:*** Your base walking speed is 30 feet.
* ***Claws.*** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Hold Breath.*** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* ***Natural Armor.*** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
* ***Shell Defense.*** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* ***Survival Instinct.*** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
* ***Languages:*** You can speak, read, and write Common and Aquan.

### Softshell

* ***Ability Score Increase.*** Your Wisdom Score Increases by 2. Or, Your Wisdom Score Increases by 1, and your Dexterity Increases by 1.
* ***Softshell.*** A softshell tortle's loses their Shell and Retreat into Shell traits. Instead, your Armor Class is equal to 13 + your Dexterity modifier.
* ***Tortle Agility.*** Your base walking speed increases to 30 feet. In addition, your swimming speed increases to 40 feet.

### Razorback

* ***Ability Score Increase.*** Your Strength Score Increases by 2.
* ***Razorback.*** When you are struck by a creature within 5 feet of your, you can use your reaction to cause that creature to take 1d4 piercing damage from the barbs on your shell.
* ***Razor Endurance.*** Whenever you are struck by a Poison attack, you have advantage on saveing throws against it. In addition to this, you are resistant to Poison damage.

### Dessert

* ***Ability Score Increase.*** Your Constitution Score Increases by 1, and one other skill of your choice increases by 1.
* ***Nomad.*** You are proficient in the Survival skill and you are acclimated to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
* ***Shell Master.*** A desert tortle can use their sturdy shell to negate damaging blows. When you make a Dexterity saving throw, you can, as a reaction, add your Constitution modifier to the roll. You can do this a number of times equal to your Constitution modifier before you must complete a long rest to regain all expanded uses.

### Snapping

* ***Ability Score Increase.*** Your Charisma Score increases by 2.
* ***Powerful Jaw*** Your Jaw is so powerful that it can be used as a weapon. As a bonus action, you can bite a creature within 5ft. of you. This attack deals 1d4+Your Strength Score piercing damage. You are proficient in this attack.
* ***Frightening Hiss*** Once per day, you may hiss to scare away creatures. As a bonus action, you hiss. All creatures within 10ft. of you must make a Wisdom Save against your DC (DC=10+Your Cha Bonus + Your Proficiency Bonus). On a failed save, they are frightened of you for 1d6 turns.