Tortle wizard

Tortle 5e Guide

What is this guide?

This guide is meant to give you an idea of whether or not the Tortle will be right for your 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
  • Redisn’t going to contribute to the effectiveness of your character build at all
  • Orangeis an OK option
  • Greenis a good option
  • Blueis 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?

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 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. Trigger a trap that fills the room with poison gas? Simply hold your breath and calmly find a way out.

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 give 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 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.

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.

Sours: https://arcaneeye.com/players/dnd-5e-races/tortle-5e-guide/

Who is the Tortle in 5e? The Tortle race are a bunch of wandering reptilian humanoids with giant tortoise shells on their back. They were released in a supplement for the book Tomb of Annihilation to raise money for the Extra Life charity. If you want to support the charity and get the package for yourself, you can buy it here on DM’s Guild. It will go more into detail about the location they live in as I am focused on their class stats and roleplay. Without further a due, let’s take a look at the 5e Tortle.

Just the shell

• Ability Score Increase. The Tortle race gains a 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.

Abilities

• Claws. Tortles in 5e, gain claws as 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.

The Meat In The Shell

5e Tortle Traits: – Survival Pro

ASI boost

So, the ability score improvements are relatively basic with a +2 strength and +1 wisdom. This would make them great Clerics, Druids, or strength-based Rangers, since most melee weapons with these classes use strength, and wisdom is their spellcasting. That said, Fighters and Barbarians are viable with this class as well since their primary stat is strength and the wisdom is useful for perception and saves. All in all, it is not a bad improvement and has uses for multiple classes.

Claws

The next ability that is noticeable on Tortles is that they have claws. Now, what makes this noticeable is that most races do not have this feature and serves to be an excellent use when weapons are unavailable. For instance, say you are in a bar fight and need to punch someone. Usually, you would roll an attack, and if you hit you would only deal 1+your strength modifier in damage. However, with claws, you become the ultimate bar fighter as you now deal 1d4+strength modifier damage greatly increasing the damage of your unarmed attacks. This makes you ideal for times when weapons are not viable. Thus, making you one of the lead damagers for your party in tough times like these.

Hold Breath

Now why not as great as being able to breathe underwater, this already makes you better off than most when it comes to being underwater. As an hour beats most races in holding their breath. That said, the Tortle rules do not specify it needs to be for being underwater. This makes it great for fighting poisonous creatures or if poison is filling the room. The reasoning, a lot of poisons must be inhaled to take effect, an example of this would be the spell Stinking Cloud.

But, if you can hold your breath, then you are unaffected by the spell. So, in this sense your ability becomes even better than breathing water as it uses have more versatility. I should note though, this may not be directly as intended so it may be left up to your DM on whether or not this will work. That said, if so, your survivability greatly increases.

Natural Armor

This is your bread and butter and your most powerful survival skill. With a natural AC of 17, at level 1 you have the second-best heavy armor in the game for free! The downside to this ability is you cannot wear armor. This means magical armor that can give you resistance to certain kinds of damages cannot be worn by you. Nor can you wear the armor plate mail which would give you an AC of 18. This leaves you with increasing your defense via shields or other magical items to boost your AC up.

Armor rules

It should also be mentioned that a 17 AC cannot be increased with abilities like unarmored defense from the barbarian class. The reason for this is because in the Player’s Handbook the rules are you can only gain one ability to boost your base Ac, excluding shields. This means that if being a Tortle gains you an AC of 17 while a barbarian has an AC of 10+Dexterity+Constitution, it does not become 17+Dexterity+Constitution. Rather, you can choose. So, say your Dexterity modifier is +4 and your Constitution modifier is +4. So, therefore, you can choose to use your barbarian AC instead to gain an AC of 18 instead of 17. I know this can be confusing, so here is a Youtube video that has more visual representations.

Shell Defense

Not only do you have a nice AC at the beginning, but you can also boost your AC to 21 and have advantage on strength and constitution. However, the cost for doing this is you become prone, cannot attack, and disadvantage on dexterity saving throws. This makes the ability, shell defense, not very useful, as in general prone means all melee attacks against you have advantage.

Moreover, the common statistic for having advantage roughly translates to getting a +5 to hit. This correlates to actually have a -1 AC against anyone who attacks you within 5ft, you cannot move to get away, cannot attack, and effectively have a -5 to your dexterity saves. So, I would say that the shell defense ability is relatively useless. In general, the 5e Tortle is a solid defensive race that favors a high AC in the beginning and for classes that do not have armor proficiency like wizards.

5e Tortle Personality: Loving and Wanderlust

Loving

In a nutshell, Tortles are described as believing their houses are on their backs. As a result, they wander wherever they please since the home will always be there. This result meant that they rarely have places where they feel a need to protect. While they rarely have the desire to protect locations, they have a deep parental protection instinct in their bodies. The instinct is so strong, that fathers often die soon after their children hatch from the eggs due to a refusal to sleep or hunt as they wait for them to hatch.

Wanderlust

It is said, simple life to a Tortle is the equivalent to the craziest adventurer’s life. Due to always exploring, the Tortle in 5e became eager to learn new ideas and found beauty in the most ordinary things. This lead to a deep appreciation for nature much like Druids. However, they do not seek to protect it, but rather just appreciate it. Despite spending much of their lives isolated in the jungles, Tortles desire strong friendships to keep them company during their lonely moments. As such Tortles are quick to form fast long-lasting friendships and love learning about their lives.

Role-play: Loving

After looking at their two big personality traits, I am sure you have come up with plenty of ideas on your Tortle’s personality. If not, don’t worry. I have some ideas to help you get those creative juices rolling. For example, take into account the Tortle’s deep parental instinct. Maybe you were protecting your eggs when suddenly a drow jumped you out and took your babies. This could cause a deep hatred for all drow, causing tension to form anytime you see them. Maybe so bad as to hate all elves seeing them all a part of the same race. Now you seek to find those who wronged you take back your children and protect them. Or perhaps you have grown to see one of your companions as your child. Now you are willing to throw away anyone else if it means protecting them. Causing tough decisions to be made in times of crisis.

Role-play: wanderlust

Another way to look at role-playing the Tortle race is their sense of wanderlust. Maybe you have a desire to never stay in the same place. Now you get antsy staying in a location for more than a few days as you feel an urge to see more. Then again, maybe your love of nature causes you to want to stop and stay at areas with beautiful scenery. The options are endless with Tortles. So really do whatever you want with them. Make them nomadic, protective, or steadfast friends. Just whatever you do, I hope I could help get those creative juices flowing.

5e Tortle Lore: Weird but brief

Tortle Island

The Tortle Race are mostly found in an area called the Snout of Omgar. The Snout of Omgar is an island that rests off the coast of the dinosaur filled peninsula of Chult. While many travel on their own, mating is huge in their culture. As such, they established the fort Ahoyhoy to help protect those who wish to mate and protect their babies. While not all use it, many do and favor it over the old ways. The result became a thriving market filled with adventurers and seamen, where Tortles could buy protective gear before protecting their eggs. While no government has ever been established in Ahoyhoy, they ran under a general rule of “behave well”. Failure to do so would be forced removal from the fort, leading to surviving in a land filled with dinosaurs, and no ships to take you off the island.

Reproducing

Strangely enough, the most documented lore for the 5e Tortle, is their reproduction. The first notable fact about their reproduction is only the ones who are elderly reproduce. The reasoning for this is due to the high mortality rate. You see, most female Tortles die soon after laying their eggs due to exhaustion. Afterward, the father’s parental instincts kick in where he does not sleep nor hunt until the eggs hatch. Soon after, many of them cannot handle the stress and die soon after. The longest recorded Tortle father, lived only a year after their children hatched.

Now why this seems terrible, the Tortle race sees it as a great honor and look forward to it. As such, they look forward to it as it comes nearer to their life’s end. They often will try to teach the children the basics to survival as soon as they are born. Soon after they learn the basics, the father will die soon after knowing his job is complete. From there, the baby Tortles will use their survival skills to explore the wilderness.

Roleplay the lore

Much like the personality section, the easiest attribute to roleplay would be their reproduction. You can do this by having respect for your elders and asking them when they will have children. Another way to act this out is to constantly be talking about what you want to do during your reproduction cycle. Leaving many awkward and funny conversations with your group.

But a few other ways to roleplay the 5e Tortle race is to play up their other aspects. For instance, Tortles have no gods of their own, so maybe they are fascinated by the idea of gods and seek out all the information they can on them. Then again, you could play up being a guide for people due to you being raised in these lands and learned first-hand how to survive in the wilderness. Then a final idea is to brag about what you have seen underwater or be baffled by the rarity of dinosaurs outside of your homeland. Thus, creating a sense of wonder for the other players when hearing your stories.

5e Tortle Description: Teenage Mutant Ninja Turtle

If you can imagine reptilian-looking humanoid with large shells on their backs. Then you can imagine a Tortle. Outside of that, it is really left up to you on how you want him to look. Perhaps, you have a gigantic mouth with a strong bite like a snapping turtle. Then again, maybe you don’t, but you speak incredibly slow due to your turtle ways. Or what about looking like a teenage mutant ninja turtle? You know that is what you thought of when you heard about this race. I guarantee you that you would not be the first. I have seen at least three people do it so go wild and have a ratfolk be your teacher! Whatever you do, it is up to you on how your turtle man wants to look.

Tortle Dice

Now comes one of my favorite things to talk about; Dice! I love having sets of special dice for my characters that tie into their personality and backstory. For example, a rogue that was betrayed by his family would have a dark set of dice, but a paladin who upholds all that is good a white and gold set.

I find by having a certain set of dice that directly tie into a character, it serves as an excellent way to maintain roleplay aspect as it sort of creates a reminder of the ideals you had when creating it. Because of this, I decided to give you my recommendation for a set of dice for your new tortle.

Taking into account everything we talked about above, I love the Country House Dice Set. It’s rustic and simple feel make a great reminder for the tortles wandering lifestyle. Moreover, by being a blend of green and gold it creates this beautiful swirl effect that really makes it pleasing to the eye and also goes well with the whole turtle them for 5e tortles.

5e Tortle Summary: Great Defense Strong Parenting

The race was incredibly interesting to learn about. I do wish there were more details outside of their reproduction, but I believe it gives you a lot to work with regarding roleplay. That said, you can use the vagueness of other areas to your benefit. For example, you can now use the geography to create a more fleshed-out history for your character that really can be tailored to your character.

Also, the idea of having a race that can be designed to look or act like a ninja turtle is absolutely fantastic and fun. That said, I just hope people don’t limit the race to just that, as there is so much more, they can do. If you like this article, then be sure to check out my article going over Triton lore here. Well, I hope you found this useful and leave a comment with any ideas you thought of. I hope you enjoyed it and keep on rolling!

Guild Adept PDFs - Available exclusively @ Dungeon Masters Guild
Sours: https://wizardofthetavern.com/who-is-the-5e-tortle/
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DnD 5e – The Tortle Handbook

Last Updated: August 11, 2021

Introduction

Tortles are a new addition to Dungeons and Dragon’s ever-growing menagerie of humanoid races, appearing for the first time in DnD lore in 5e’s Tortle Package(affiliate link), published as part of WotC’s annual Extra Life charity drive in 2017. While DnD has had plenty of animal-like races, this may have been the first official turtle-inspired race, and as you might expect their introduction inspired a legion of teenage mutant ninja jokes.

Mechanically, the Tortle has a lot going for it. Strength and Wisdom increases are a fine combination, and a fixed AC of 17 means that you match the AC of light or medium armor without any investment in Dexterity. You get some other goodies (claws, Hold Breath, Survival proficiency, Shell Defense), but most people want to play a tortle either because they like turtles or they want the fixed AC.

As a reminder: When your character has multiple options for calculating their AC, you choose only one, typically whichever gives you the highest total AC. Separate AC calculations like mage armor, manufactured armor, and natural armor never stack. Things which give AC bonuses like a shield, the Shield spell, Shield of Faith, and other things which add +something to your AC all increase whichever AC calculation you’re using because they are bonuses rather than new AC calculations.

Table of Contents

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can’t assume that your game will allow 3rd-party content or homebrew. I also won’t cover Unearthed Arcana content because it’s not finalized, and I can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Classes (Customizable Origins)

Artificer

The Tortle brings nothing to the Artificer with the possible exception of Shell Defense, and that’s simply not enough to make a tortle artificer a good idea. The Tortle’s signature trait is their AC, and artificers will make the Tortl’s natural armor obsolete almost immediately.

Barbarian

17 AC will match half-plate, and realistically even the best-built barbarians can’t get their AC above 17 (without magic or a shield, both of which you can also use) until something like 16th level when they get their 4th ability score increase, assuming that they maxed both Strength and Constitution before moving on to Dexterity. Even then, most players will go for feats at that point. Without the need to invest in Dexterity, you can put those points into other ability scores. Dexterity saves are still a problem, but Danger Sense mitigates them a bit, so even that isn’t a huge problem.

Bard

The Tortle’s natural armor helps address martial bards’ MAD problems, but also allows caster bards to neglect Dexterity in favor of Charisma and feats. The additional skill is also nice for a skill-focused character.

Cleric

Natural Armor removes the need for clerics in light or medium armor to invest in Dexterity. That allows you to focus on Constitution and Wisdom and leaves room for feats.

Druid

The Druid’s largest problem is their lack of durability, and the Tortle’s natural armor does a lot to address that. The Druid’s best AC options provide 12+ AC so matching the Tortle’s flat 17 AC is exceptionally difficult.

The Tortle’s AC is such an effective choice for the Druid that I used the Tortle in my example build for the Circle of Spores Handbook.

Fighter

The only thing that the Tortle brings to the Fighter is a skill proficiency.

Monk

The Tortle is the best option for Strength-based monks. Unfortunately, the tortle’s fixed AC won’t keep up with other monks, so your AC will fall behind by level 8 when most monks will hit AC 18 with Unarmored Defense. You can’t use a shield without losing class features, so you’ll lag behind other builds and never catch up. Still, until level 8 you’ll do just fine.

Paladin

The only thing that the Tortle brings to the Paladin is a skill proficiency.

Ranger

The Tortle is a great option for a Strength-based ranger since you don’t need high Dexterity to max out your AC, and the additional skill proficiency will help close the skill gap between the Ranger and the Rogue.

Rogue

17 AC will match the maximum possible AC in light armor right from level 1, and if you were planning to fit feats into your build you might never go to 20 Dexterity.

Sorcerer

17 AC with 8 Dexterity on a class with no armor proficiency.

Warlock

Warlocks do get light armor proficiency, so they’re less frail than the Sorcerer or the Wizard, but the Tortle’s natural armor still removes the need for Dexterity, allowing you to invest resources elsewhere without worrying about your AC.

Wizard

17 AC with 8 Dexterity on a class with no armor proficiency.

Classes (Default Rules)

This section assumes that you’re not using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you are using those rules, scroll up to the previous section.

Artificer

No Intelligence increase, and natural armor is wasted on a class famous for stacking their AC unbelievably high.

Barbarian

17 AC will match half-plate, and realistically even the best-built barbarians can’t get their AC above 17 (without magic or a shield, both of which you can also use) until something like 16th level when they get their 4th ability score increase, assuming that they maxed both Strength and Constitution before moving on to Dexterity. Even then, most players will go for feats at that point. Without the need to invest in Dexterity, you can put those points into other ability scores. Dexterity saves are still a problem, but Danger Sense mitigates them a bit, so even that isn’t a huge problem.

Bard

If any race worked for a Strength-based bard, it’s the Tortle. But without a Charisma increase, the Bard isn’t a great option for tortle spellcasters.

Cleric

Strength and Wisdom are great for front-line clerics, but most such clerics also get heavy armor proficiency. Technically nothing is preventing you from wearing full plate, but it feels weird to disregard the Tortle’s most unique racial trait.

For clerics in light or medium armor, the Tortle’s natural armor allows you to dump AC similar to a cleric in heavy armor and invest those resources elsewhere.

Druid

The Druid’s largest problem is their lack of durability, and the Tortle’s natural armor does a lot to address that. The Druid’s best AC options provide 12+ AC so matching the Tortle’s flat 17 AC is exceptionally difficult. Strength is wasted for the most part, but that shouldn’t deter you.

The Tortle’s AC is such an effective choice for the Druid that I used the Tortle in my example build for the Circle of Spores Handbook.

Fighter

You can technically wear full plate, but that feels like a waste of the tortle’s natural armor. There just isn’t a fighter build that makes good use of the Tortle’s traits. Literally any race with the same ability score increases (lizardolk, wood elf, etc.) will make a more effective fighter.

Monk

The Tortle is the best option for Strength-based monks. Unfortunately, the tortle’s fixed AC won’t keep up with other monks, so your AC will fall behind by level 8 when most monks will hit AC 18 with Unarmored Defense. You can’t use a shield without losing class features, so you’ll lag behind other builds and never catch up. Still, until level 8 you’ll do just fine.

Paladin

The ability scores don’t line up very well, and the Paladin has very little use for the Tortle’s racial traits.

Ranger

The Tortle is a great option for a Strength-based ranger since you don’t need high Dexterity to max out your AC, and the additional skill proficiency will help close the skill gap between the Ranger and the Rogue.

Rogue

No Dexterity increase, and nothing else about the Tortle appeals to the Rogue.

Sorcerer

No Charisma increase. The Tortle’s high base AC is a fun novelty, but that’s not enough. If you want a tortle spellcaster, go for something Wisdom-based.

Warlock

No Charisma increase. The Tortle’s high base AC is a fun novelty, but that’s not enough. If you want a tortle spellcaster, go for something Wisdom-based.

Wizard

No Intelligence increase. The Tortle’s high base AC is a fun novelty, but that’s not enough. If you want a tortle spellcaster, go for something Wisdom-based.

Sours: https://rpgbot.net/dnd5/characters/races/tortle/

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Wizard tortle

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