D&D 5e: Tortle Race Guide
D&D 5e: Tortle Race Guide
Tortles are bipedal, humanoid tortoises. Naturally they are reptilian with no hair and their bodies are thicker and stockier than a human’s. They don’t usually wear conventional clothing, but things like belts and cloaks and packs are not uncommon.
Tortles are creatures of habit and tend to be similar in personality to each other. They are slow (speak more slowly as well), mild mannered and while peaceful towards all the other races they tend to be very friendly with the Lizardfolk due to their shared reptilian nature. They are often nomadic and seek adventure and discovery and companions to share their adventures with along the way. (Due to the Tortle’s unique Ability score combination of Strength and Wisdom there isn’t a class that will utilize this combination to its fullest extent. It will really depend on your stat rolls in the end.)
Ability Score Increase- Your Strength score increases by 2, and your Wisdom 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.
Tortle Subraces (Officially Tortles don’t have any subraces, but if your DM is willing to allow it here are some unofficial homebrews from the DnD wiki that can set your Tortle apart from others.)
Razorbacks can be found in swamps and marshlands are considered aggressive and untrusting Tortles. AS the name suggests their shells are covered in sharp ridges.
–ASI: Your Strength score increases by 1
Razorback. When you are struck by a creature within 5 feet of you, you can use your reaction to cause that creature to take 1d4 piercing damage from the barbs on your shell.
Razor Fist. Your barbed fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Softshells come from the coasts and riverbeds, and are the most friendly and helpful of the three subraces. While their shells offer little protection, they become more agile.
–ASI: Your Wisdom score increases by 1.
Softshell. A softshell Tortle 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.
As the name suggests, these Tortles come from deserts as well as other arid and mountainous areas. While easily the most apathetic of the subraces they are by no means unfriendly or rude. Their shells are smooth, rounded domes.
–ASI: Your Constitution score 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.
Best Classes and Archetypes for Tortles
Epic Good Meh Bad
Artificer: Recommended for characters with a high Intelligence. Masters of invention, harness magic to MacGyver your way to victory. Not the best fit for Tortles.
Alchemist –Experts in combining elements and reagents together, Alchemists can give life or steal it away.
Armorer – Make armor that hones your abilities and becomes a second skin. Attack or defense, the choice of buff is yours.
Artillerist – The power of a siege engine in the palm of your hands. Use your magic to hurl volleys of destruction upon your foes.
Battle Smith – Be the Shield you were meant to be. Combining skills in defense, healing and repairs, the Battle Smith is an invaluable asset to their party.
Barbarian: This is a strength based class that can fully utilize the tortle’s natural Strength and AC. Honestly, almost any one of these subclasses would make a great fit for your Tortle.
Ancestral Guardian – You call on the spirits of your ancestors to guide and protect you by covering your body in tattoos of the tales of battle your bloodline has had. At higher levels your bond with your ancestors is so strong they can physically manifest for a moment to retaliate against your foes.
Battlerager – this path is reserved for Dwarves only, making a Tortle combo impossible.
Beast – You are a shape changer, allowed the might of the beast that rages in your soul, whether that beast comes from being descended from a druid or a werewolf or simply granted power from a spirit.
Berserker – As the name would suggest the frenzy of battle drives this class regardless of the dangers. That frenzy can scare enemies that would dare challenge your might.
Depths – Encounters with terrors of the ocean deep have granted you extraordinary abilities. Such as extra appendages for attacking, the ability to teleport by transforming into a burst of water and several other oceanic creature powers.
Juggernaut – You are a siege engine capable of not only standing your ground but forcing enemies into places of weakness, allowing you control of the battlefield. Along with the Tortle’s naturally higher AC, you basically become a tank.
Storm Herald – Barbarians of this class channel their rage into primal magics of fire ice and storms. Typically considered elite champions who train with druids, rangers and other guardians of nature.
Totem Warrior – Bear – The spirit of the bear grants you resistance to all damage except psychic along with your bear like might.
Totem Warrior – Eagle – The eagle’s spirit grants you greater mobility, disadvantage on attacks of opportunity made against you, eyesight up to a mile away and at higher levels a flight speed for even more maneuverability.
Totem Warrior – Elk – Slow and steady? Not your Tortle. The spirit of the Elk makes you incredibly swift, agile and at higher levels gives you the power to knock enemies prone with that speed.
Totem Warrior – Tiger – The tiger’s spirit makes you quick and nimble, you can gain proficiencies in stealth, survival, acrobatics and athletics. At higher levels you can also make multiple melee attacks. Truly the cat’s meow when it comes to increasing your chances of survival.
Totem Warrior – Wolf : You are the Alpha of the pack granting your friends advantage on melee attacks. You are also an expert tracker and stealthy on your feet. At higher levels you can knock enemies prone when landing melee attacks.
Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.
Zealot : Your intense worship of the gods grants you divine might as you rage into battle, inspiring others with your deity’s favor. Their favor can grant you the strength to fit beyond the grasp of death itself.
Bard: These classes focus on charisma. There are much better classes for the Tortle. Would not recommend it.
Creation – The creation of the cosmos is a work of art and its echo, known as the Song of Creation, gives you the ability to create items out of thin air or animate items to do your bidding.
Eloquence – Persuasion is your art form. Blend theatrical wordplay and logic to win over skeptics and detractors as you appeal to the emotion of your audience or cause your enemies to doubt themselves.
Glamour – Magic of the FeyWilds allows for your performances to be the stuff of legends. Your power to quell enemies can also bend the will of others to adore and protect you. Abuse that power or uplift the downtrodden, the choice is yours.
Lore – “This reminds me of a story.” Bards of this practice know something about almost anything. Their pursuit of beauty and truth makes them incredibly honest and exposers of corruption. That knowledge grants them extra spells and proficiency skills.
Maestro – (this is just a cool class in general.) This subclass evokes imagery of the Legend of Zelda’s Wind Waker. Bards of this practice weave the natural music of the world around them into rousing symphonies and conduct a phantom orchestra. The “soundtrack” you choose to play could sway the flow of battle into your favor.
Swords – The blade is your muse. Successful attacks allow you a flourish of defense or mobility to aid you as well as multiple attacks as well as a fighting style of your choice.
Valor – The bonuses of this class add proficiencies, multiple attacks and when using bard spells let you attack as a bonus action. While not terribly flashy, the speed of attacks can be a huge advantage.
Whispers – Possibly the most dangerous class of bards. Psychic blades and stealing a foe’s shadow to adopt their persona give these bards a more nefarious reputation than others. These bards can be adept as assassins and spies.
Blood Hunter: While technically not an official DnD class, if your DM allows for it, these classes can be a great fit for characters with high Dexterity and Intelligence. Unfortunately Tortles usually aren’t a good fit.
Ghostslayer – I ain’t afraid of no ghost! Seek out and eliminate necrotic sources that would pervert the transition from life to death.
Lycan – Like the idea of being a werewolf? Go berserk but still be in control of the curse as it can be your greatest weapon.
Mutant – Adapt to survive. As you study an opponent’s strengths and weaknesses you can change your body to match it through hemocraft and alchemy.
Profane Soul – Combat against demons and devils by making pacts with lesser evils for greater power. Will the power outweigh the price? Any Warlock would say yes.
Cleric: This class’ focus is on Wisdom. They mainly deal more with healing, but can do some serious damage when they need to. Not the best fit for the Tortle’s Strength.
Arcana – Basically a wizard flavor of cleric. Lots and lots of Wizard spells.
Blood – Bordering on the line of necromancy, it’s more accurate to say this class is essentially a “Blood Bender.”
Death – Another basically necromancer class that focuses on dealing with the sources of death, such as vampires, liches and so on.
Forge – The Gods of the Forge grant you their powers of creation and divinity. This class is the tank of the Clerics. Fire resistance is a natural boon of this class.
Grave – Death is a part of life, but there needs to be a line between the two, and you are that line. You keep the living alive and the dead staying at rest. To disturb that rest goes against nature and you seek to stop all sources of undeath.
Knowledge – Knowledge is power and you use any means to obtain it. Divine, past, present or future, you seek all knowledge, even if it’s in a hoard that others would kill for stealing from.
Life – Your basic cleric class focused mainly on healing.
Light – The Cleric equivalent of a Wizard. You can focus on dealing higher Radiant and Fire damage.
Nature – Basically a druid without wild shape. You may as well just take the druid class over this one.
Order – You are a servant of the Gods of Order. Your voice is one of authority that must be obeyed.
Peace – Essentially diplomats of the Cleric class. You seek to foster peace and understanding between the people you meet.
Tempest – The storm Gods lend you the strength of the storm as well as their divinity.
Trickery – This subclass focuses more on the Dexterity aspect and can pair well as a healer, especially if you decide to multiclass with a Rogue. But It’s recommended you have both high Dex and Wis for this class.
Twilight – As the guard between creatures of day and night, you enshroud yourself in twilight and are granted night vision to ward against the darker creatures of the world.
War – You are the Battle medic of the team, delivering the god’s blessings for courage and heroism during wartime.
Druid: Wisdom focused class. Your connection to nature and ability to Wildshape are a great boon. While not the best fit for Tortles, there are less drawbacks to this race/class combination.
Dreams – These druids have strong connections to the Fey wilds and its dreamlike realm, making natural alliances with good aligned Feys.
Land – These druids more closely resemble the ancient Celtic druids, and are guardians of ancient knowledge. The land, nature and the creatures thereof bend to your will and are more hesitant to attack you.
Moon – The “luna”tics come out at the Full Moon. These are the druids who wild shape into both animals and elementals. This subclass alone is just a good pick for its adaptability.
Shepherd – The summoners of the wild protect the beasts and Fey that can’t protect themselves. Their totems also buff allies in battle.
Spores – Trust the fungus. Death and decay are as much a part of life as birth is and you understand that. These are essentially the necromancers of the Druid Class.
Stars – Harness the power of the constellations to change your form, and change the fates through the cosmic omens.
Wildfire – Understanding life and death are inseparable, you wield a roaring inferno to bring about new life.
Fighter: A Strength based class that is recommended to have a decent Dexterity as well. This class can be a great fit for Tortles as Fighters get the Second Wind to restore hit points and the Action Surge and Extra Attack. These abilities along with the Tortles naturally higher AC will make your Tortle an absolute unit.
Arcane Archer – A unique Elven method of archery that weaves magi into their attacks. You start off with either arcane mastery or druidcraft, your choice. You can make any arrow magical and if you miss a shot can redirect iot at another target.
Battle Master – To you combat is an academic field, including subjects such as weaponsmithing and calligraphy. The combat superiority can add dice to your rolls making your Tortle’s fighting even more effective.
Cavalier – You are a mounted combatant. Born to the saddle, your marked foes have disadvantage against you and you are capable of increasing your armor class during combat. You can also charge down your foes whether mounted or not.
Champion – You are raw physical power honed to perfection. You land critical hits more often, gain a second fighting style and are a natural survivor.
Echo Knight – Clone Ninjutsu! Your echos confuse and distract the enemy while you utilize your echos experience and reclaim hitpoints.
Eldritch Knight – Have the raw power and durability of a Fighter and sling spells like Wizard. (Like a HexBlade Warlock) Your weapon bond means you can’t be disarmed unless you’re incapacitated and as long as it’s on the same plane of existence as you, you can always summon it immediately to yourself. High intelligence is recommended for this subclass.
Gunslinger – Being one of the first to create firearms gives you an advantage over bowmen. Having made your own weapons, you’re able to quickly repair and reload your weapons and you land critical hits more often.
Psi Warrior – Many Githyanki and High Elves follow this discipline as it combines the physical might with psi infused weaponry. Your powers range from telekinesis to psionic strikes. This discipline’s Bulwark of Force combined with the Tortles already high AC makes you an even harder target to hit.
Purple Dragon Knight – Also known as Banneret. Your inspiring presence gives your allies rerolls on certain saving throws and attack reactions. As a royal envoy you gain proficiency in persuasion and any checks that use persuasion double the proficiency.
Renegade – A maker of fine firearms, your best weapon however is your charm and confident swagger. This class is good in and of itself, but there are better combinations other than that of Tortle to use as this discipline makes use of skills tied to the Charisma stat.
Rune Knight – You’ve learned the art and power of runes from the Giants and use it to enhance your gear. Used for long enough and it permanently alters your height and you gain the might of the Giants further enhancing your strength.
Samurai – You are an indomitable force that can stave off death in order to continue the fight. As a Tortle, this class’s natural elegance will utilize your Wisdom bonus in charisma checks which will cover you if you have a low charisma. You’ll also receive extra proficiencies.
Monk: Dexterity is the key. Your ability to sense a foe’s strengths and weaknesses mixed with your intense focus and body control make you a force to be reckoned with on the battlefield. The unarmored defense of this class might not be worth it if the total AC score it gives you isn’t higher than the Tortle’s natural AC of 17.
Ascendant Dragon – Ugh, Dragon’s breath! Crowd control is your strength over other monks but your Tiefling will need to be able to move fast to get into position quickly.
Astral Self – Your astral form goes beyond the limitations of your body and manifests into the physical plane. At higher levels you can not only summon that form but fight from within it.
Cobalt Soul – Knowledge is power. Driven by the pursuit of knowledge, you seek to drag out the secrets of darkness into the light. Using absolute control over your body and being able to manipulate your opponents, you guard some of the most dangerous truths against those who would use them for much darker purposes.
Drunken Master – the way of fighting like you absolutely sloshed. Your familiarity with inebriation allows you certain resilience against being knocked about or made prone.
Four Elements – You’ve learned to harness the elements and can cast spells of elemental nature.
Kensei – Your mastery of weaponry is almost an art form. So much so that literally anything can be a weapon in your hands, including your paint brush or calligraphy pen.
Long Death – Your obsession with the mechanics of dying has led you to experiment and record the moments of demise. Your Wisdom lends itself to that knowledge and grants you some mastery over death itself.
Mercy – Mercy comes in many forms, sometimes a healer’s hand or a swift end to suffering. Both are tools that you utilize as you serve others. This subclass is similar to that of a cleric, relying more on wisdom than charisma
Open Hand – Whether armed or unarmed, your ability to manipulate your body or your enemies is a power to be reckoned with.
Shadow – Become the shadows and assassins of your Monk Order and eliminate your enemies as a near matching equivalent of the Rogue class. Your Tortle will need to have high Dexterity to overcome this subclass’s natural weaknesses.
Sun Soul – You channel your own life force into arrows of light. You are blinding as the sun, dealing radiant and fire damage as you light the way for those around you.
Paladin: This class focuses on both charisma and strength. The Tortle’s strength is a natural given, but if the charisma is low some of these subclasses are going to be nothing but a pain.
Ancients -Similar in style to Rangers and Druids. You get some crowd control and Misty Step abilities. This class is considered easy to play for beginners over other Paladin subclasses since it’s not too complex.
Conquest – Subjugating your foes and crushing the forces of chaos are your goals. You’ll need a high charisma when it comes to discouraging and absolutely dominating your enemies’ will into submission.
Crown – Sworn to the ideals of civilization, fealty to the laws of rulership guide your moral compass. You become the exalted champion of all things good, loyal and true. The personification of the ideal paladin.
Devotion – You’re devoted to the loftiest of ideals and exemplify the white knights of fairy tales and legends. Others look to you as both sword and shield against evil.
Glory – As a believer in destiny you bolster your companions and buff them to feats of greatness. A natural charisma is needed of r this subclass
Oathbreaker – This subclass makes more sense if you’ve decided to be evil. You’ve become the Anakin Skywalker of the world and turned to the Dark Side.
Open Sea – Seafaring warriors such as yourself heed the call of the seas. This grants you the powers of the crashing tides and misty marine layers to cover your allies from the enemies sight and grasp. Control over water itself is also a must when facing the creatures of the deep.
Redemption – Paladins of this class find it difficult to keep from using violence as it is a last resort. This subclass believes anyone can repent and be redeemed. But you’re also no fool knowing some demons and devils are inherently evil and can’t or won’t change ever. You are both a tank and a diplomat.
Vengeance – I am Vengeance, I am the night, I am Batman!! Punishment of evildoers by any means necessary is your drive. With crowd control and the aura of fear you keep your prey exactly where you want them.
Watchers – You stand against extra planer threats and have honed your mind to do so. Nothing escapes your gaze or your quick rebuke against trickery.
Ranger: This class has a focus on Wisdom but also a secondary focus on Dexterity. Some classes will be really good for the Tortle, but most will just be ok. Bit of a mixed bag.
Beast Master – You have an animal companion of your choice to fight alongside you. Your companion can be your go to weapon as it can, at 7th level, overcome resistances and immunities.
Drakewarden – Think of How to Train your Dragon and you have the Drake Warden. While a beast master can have their pick from many animals as a companion you only need your trusty drake. As it grows it can fly and become your mount. Your dragon is your best and only weapon you need.
Fey Wanderer – You represent both the mortal and Fey realms, making you sometimes appear as though a fey creature. This Ranger class allows more use of your Charisma stat. Also, you can summon a Fey creature and make use of the misty step ability.
Gloom Stalker – Dark vision can suck if your opponent has it, but with this class you can hide in the shadows becoming practically invisible.
Horizon Walker – You stand on the borders of the planes against evils that would threaten the mortal realm. Drawing on the powers of the multiverse you can deal Force damage and teleport and gain resistance to damage.
Hunter – Hunters prepare to battle the most dire of creature attacks from ogres and orcs to giants and dragons. The tactics of how you do that are your choice to make.
Monster Slayer – You hunt down creatures of the night and wielders of dark magic. You can sense the stats of an enemy creature, negate spellcasting and counter attack sabotages. (This is an awesome and reactive class that will utilize the Tortle’s bonus Wisdom stat.)
Swarmkeeper – Your deep connection to the environment lets you bond with a group of nature spirits. The swarm can damage and protect you or move opponents to where you need them.
Rogue: A set of subclasses focused on the Dexterity stat. As a Tortle it’s kind of pointless to try this class as Strength and Wisdom are your focus. There are better classes than this for the Tortle.
Arcane Trickster – Use your mastery of stealth and magic to create enchantments and illusions to aid you in battle as well as pick-pocketing and any number of mischief making.
Assassin – as the name suggests, your assassin skills of disguise and deception make you a dangerous killer, one that most foes won’t realize is there before it’s too late.
Inquisitive – You excel at rooting out secrets and mysteries. Your keen eye and ability to read a creature helps you sus out other’s true intent and expose the hidden evils of the world.
Mastermind – Masters of warring with words as well as knives, these Rouge’s cutting words and misdirection leave enemies vulnerable on all sides.
Phantom – Your brushes with death have given you necrotic powers. This allows you to attack multiple creatures and change into a ghost-like form for short periods of time, making you harder to hit and giving you a small flight speed of 10 ft. (While a great subclass, the Tortle won’t be able to utilize it to the fullest extent.)
Scout – Experts of survival with greater mobility, these Rogues are more at home in the wilderness with Barbarians and rangers. Again another good class that the Tortle won’t be able to take full advantage of due to its limitations.
Soulknife – this is the Rouge equivalent of the Fighter’s Psi Warrior subclass. As a Tortle you’re better off being the Fighter subclass instead of this.
Swashbuckler – If you have a high charisma it will lend itself to this subclass as elegance and charm are a part of your training. There are advantage rolls that come at higher levels, but the wait is too long if you’re a Tortle.
Thief – Burglars and sneak thieves. This subclass’ greater mobility and ability to use any magical item regardless of class, race and level requirements are what make this discipline strong. Unfortunately for Tortles there is a heavy focus on Dexterity.
Sorcerer: Charisma based classes. Not a good fit for Tortles.
Aberrant Mind –Some outside alien force has gifted you these powers. You can touch the minds of others and change your body to suit your needs, such as flight, invisibility, or even being a slimy, pliable mass that can move through narrow spaces.
Clockwork Soul – The powers of Mechanus and Order are within your blood. Mainly a debuffing subclass, the Clockwork Soul is a servant of Order that protects against chaos and can summon constructs to aid them.
Divine Soul – Your power and heritage comes from a divine source. The Gods watch over you and allow you to intervene on their behalf, as both a healer and an actual angel.
Draconic Bloodline – This subclass’s Elemental Adept feat along with its high durability and emphasis on direct damage make it easy to play. An excellent choice for beginner players.
Rune Child – Your body is a natural conduit of arcane energy manifested in the form of runes and glyphs on your body (usually invisible until activated.) The runes allow you a small measure of defense, physical self enhancement, piercing through resistances and immunities, and sight of hidden magical markings.
Shadow Sorcery – As a creature of darkness your power comes from the Shadowfell itself. Death’s claim over you is tenuous and you can cast darkness or become the shadows themselves or summon a Hound of Ill Omen to fight for you. You were alive once, but are now somewhere (you’re not sure where) between life and death.
Storm Sorcery – The powers of the storm are at your fingertips. With the ability to control weather, these sorcerers make for valuable crewmen on ships. Lightning damage and resistance are this class’s bread and butter. At higher levels you can fly and reduce the flying speed of other creatures.
Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.
Warlock: More Charisma based classes. If you’re a Tortle don’t do it. The proficiency in wisdom saving throws is NOT worth it.
Archfey – Your patron is of the Fey realm making their motivations seem inscrutable and sometimes whimsical. With the Fey presence about you can beguile a creature to adore or fear you, teleport invisibly and cast an illusory mist that makes the target believe itself lost and alone.
Celestial – You serve a deity of light making you already an oddity among Warlocks. Driven by the light you might be prompted to destroy fiends and the undead. This subclass makes for great roleplay opportunities and works mechanically more like a paladin. (At which point as a Tortle you may as well just be an actual paladin.)
Fathomless – You’ve made a pact with the eldritch entities of the ocean deep. Your patron’s intent may be unknown but they have gifted you the powers of the ocean including; cold resistance, spectral tentacles, an increased swimming speed and watery teleportation.
Fiend – Your pact is made with a Fiend. Their power lets you gain temporary hit points, extra damage type resistance of your choice per rest, and at 14th level on successful attacks transport the enemy through the lower planes of hell causing 10d10 psychic damage to non-fiendish foes once per long rest.
Genie – Having pacted with a being from the elemental planes grants you powers that match that element (Water, Fire, Earth or Air) Your patron also grants you a small vessel in which you can hide or store things and of course they can grant wishes.
Great Old One – Your patron is being so ancient, so incomprehensible that its knowledge and motivations are unfathomable. You’ve gained the powers of telepathy and psychic resistance as well as being able to dominate the mind of another to your will.
Hexblade – These warlock’s pacts manifest themselves in the form of magical swords granting them the ability to curse their enemies, use the charisma modifier instead of strength or dexterity on weapon attacks and make their slain victims rise up and fight for them as a specter.
Undying – Your patron has banished you from death. You can spare the dying and regain life from it. Disease, age and even being severed from yourself are trivial matters to you. Death has no hold over you. You. Are. Death! (death is your b*tch)
Wizard: A set of intelligence based classes that does all of its spell learning through books and scrolls that get found. Not a great fit for Tortles.
Abjuration– the school of debuffing and protection
BladeSinging -the school of sword play and dance. Originally created by the elves, this class would be a natural fit for them, but not for Tortles.
Chronurgist – the school of time manipulation, aka Dunamancey. Change the pace and flow of time to your will.
Conjuration – the school of Conjuring. Summon any object or creature you need out of thin air to get the job done.
Divination -the school of the Soothsayer. Discern the truth of the past, present and future.
Enchantment – the school of persuasion. Your silver tongue is your greatest weapon (with the aid of your magic of course) Will you use it for good or abuse its power?
Evocation – the school of the elements. Storm, earth and fire heed your call (among other elements.) Blast through your opponents from a safe distance.
Graviturgist – the school of space manipulation. The sister class to the Chrourgist, you bend gravity to the detriment of your enemies.
Illusion – the school of illusions. You make the impossible seem real. Many tricksters study from this class of spells.
Necromancy – the school of the dead. Summon the armies of the undead to rise up, fight for and protect the living once more. Steal away your foes’ life force and add it to your own.
Order of Scribes – the school of books. You look to the books for guidance, record all magical discoveries and awaken your spell tome as a magical companion.
Transmutation – the school of matter manipulation. You wield the raw materials of creation itself, both physical and mental qualities. You skirt the edges of the gods’ powers seeking a way to harness it. (or you could do magic tricks at children’s parties)
War Magic – the school of war. Combining principles of evocation and abjuration, your magic is both weapon and armor. You’re a force to be reckoned with on the battlefield.
Racial Feats/Best Feats
Tortles don’t receive any racial traits. The recommended feats are as follows;
Athlete: This can be good for a Tortle since the Shell Defense that Tortle’s have makes them prone and the stat increase is always welcome, especially if you’ve chosen a Dexterity focused class.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Mage Slayer: Those darn spellcasters always getting up in your business. Better take away their advantage.
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Slasher: Take full advantage of the Tortle’s claws that allow for unarmed strikes that always do slashing damage. Also, an increase to one of your stats is good, especially if the class you’ve chosen needs some extra Dex.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Shield Training: This is a good cover for the Tortle’s inability to wear armor and increase some attribute points.
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
You gain proficiency with shields.
In combat, you can don or doff a shield as the free object interaction on your turn.
If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
Shield Mastery: You’ll probably be using a shield anyway, let’s take even more advantage of it.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.