Tortle Guide 5e

Published on April 25, 2021, Last modified on December 23rd, 2022

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What is this guide?

This guide is meant to give you an idea of whether or not the tortle will be right for your 5e character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your tortle. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Tortles in 5e?

Source: The Tortle Package

Tortles are a simple and friendly race of turtle-like humanoids. Beginning life crawling like regular turtles, they soon are able to walk upright and keenly begin their adventures, living nomadically and exploring the remote regions of the world. Tortles are adeptly in tune with nature and need little more than the pristine views of beautiful landscapes to be happy.

Tortles are a playable character race found in The Tortle Package (a Tomb of Annihilation supplement).

Tortle 5e Traits

Ability Score Increase: +2 STR and +1 WIS works nicely for several classes, but the tortle’s Natural Armor may be detrimental to some of those builds or allow some characters to choose a tortle even if they have little interest in STR. More on this below.

Size: Medium is the typical size of most races, and is neither good nor bad.

Speed: Tortles have a standard walking speed of 30 feet.

Claws: Improved unarmed strikes aren’t particularly useful unless you find yourself without a weapon in a dire situation.

Hold Breath: Not nearly as long-lasting as a water breathing spell, but Hold Breath can still come in handy. One hour isn’t very long if you are doing a whole underwater adventure, but this trait can also be used in other situations.

Natural Armor: On the right build, Natural Armor is incredible. Getting a base AC of 17 without DEX or armor affecting this value beefs up many characters that struggle with AC and survivability. Conversely, builds that can get more than 17 AC with armor or a high DEX score will be negatively impacted by this racial trait. It is important to note that shields do work with Natural Armor, so Tortles can have a base AC of 19 if they so choose.

Shell Defense: Shell Defense is like an alternative to the Dodge action with different use cases. Dodge gives advantage on DEX saving throws, while Shell Defense gives +4 to your AC and advantage on STR and CON saving throws. If playing a caster, it is far easier to maintain concentration using Shell Defense because of the CON saving throw advantage. Additionally, Shell Defense remains active until you emerge from the shell (as a bonus action), freeing your action up for your next turn. The biggest issue with this trait is that it makes you go prone, giving all melee attacks against you advantage, thereby drastically increasing the odds of a critical hit.

Survival Instinct: Free skill proficiencies are always nice to have, and Survival pairs well with the WIS boost that tortles get.

Which 5e Classes Work With Tortles?

Tortles are best for classes that need either STR or WIS and can make good use of the Natural Armor racial trait. Spellcasting classes that use a stat other than WIS as their modifier or those classes that want to roll with high DEX and AC won’t see any real advantage for choosing a tortle.

Artificer: Artificers need INT to be effective.

Barbarian: Tortles make amazing barbarians. Barbarians don’t wear armor anyways, so Shell Defense automatically brings them up to 17 AC without needing to put points into DEX. A STR bonus is also the most important stat that barbarians look for when choosing a race, so this makes tortles one of the best choices for the class, leaving them open for feats.

Bard: Even a melee bard won’t be too happy playing a tortle, although the free AC lets them go all-in on STR.

Cleric: This is a class that just feels bad choosing a tortle. The ability score bonuses are perfect for clerics, but most STR clerics want to use heavy armor, completely negating the intended use for Natural Armor. The build will work, it just won’t be using the tortle’s traits to their full potential.

Druid: Interestingly, tortles aren’t a bad choice for druids. Yes, STR is a silly stat boost for druids, and yes, they would prefer +2 WIS, but Natural Armor is pretty huge for this squishy class. When not in a Wild Shape, druids have a really hard time boosting their AC.

Fighter: Fighters can wear heavy armor, but the tortle would allow them to focus strictly on STR as AC is already taken care of. This leaves the door open for CON for tanking, CHA to be the party’s face, or lots of feats.

Monk: A STR brawler/grappler could work as a tortle monk, but really only at low levels. At higher levels the monk’s Unarmored Defense will begin to outclass Natural Armor.

Paladin: The default build for a paladin is to use STR. Without needing to pump DEX for AC, this greatly reduces the paladin’s multi-ability dependency. A tortle paladin can comfortably increase their CHA for spellcasting while still having a respectable 17 AC (19 with a shield) right from the start.

Ranger: A STR-based melee ranger will do really well with a tortle. You can largely ignore DEX because of Natural Armor, and tortles even have a mild boost to WIS for spellcasting.

Rogue: Rogues do best with high DEX as they rely on it for pretty much everything, making Natural Armor wasted on this class.

Sorcerer: Sorcerers need CHA to be effective.

Warlock: Warlocks need CHA to be effective.

Wizard: Wizards need INT to be effective.

Sources Used in This Guide

  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

2 thoughts on “Tortle

  1. Hold breath! The dungeon masters guide states that inhaled poisonous gas still effects creatures who are holding their breath, because it effects the nasal cavity and other areas. DMG Page 257

    Just so some players don’t think if a trap goes off and a room fills with poisonous gas they can hold their breath and not take damage. when the Dm may have them still take damage.

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