TripleD
2018-09-23, 10:56 PM
Original:
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.
My version:
Shell Defense: You can withdraw into your shell as a reaction when you are targeted by a spell or attack. Until you emerge you are prone and have half-cover. While in your shell your speed is 0 and can't increase, and you automatically fail any Strength or Dexterity saving throws. You may take no actions or reactions except a bonus action to emerge from your shell.
I was looking into playing a Tortle character but the Shell Defense feature looked odd. I couldn’t think of any case where I would use it instead of just dodge or falling prone. The advantage on STR and CON saving throws also felt off (why would being in your shell make you more resistant to poison?)
This move to a reaction is to cement it as a defensive action. Also added the success on DEX saves against damage because it feels thematically more appropriate (hiding from a Dragons breath for example) and is basically just a slight rewording of what one point of the Shield Master feat give you.
I tried to add in a few more penalties (blinded, no +4 to AC, etc.) to make up for its increased utility, but I’m curious if there’s something I’m not thinking of.
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.
My version:
Shell Defense: You can withdraw into your shell as a reaction when you are targeted by a spell or attack. Until you emerge you are prone and have half-cover. While in your shell your speed is 0 and can't increase, and you automatically fail any Strength or Dexterity saving throws. You may take no actions or reactions except a bonus action to emerge from your shell.
I was looking into playing a Tortle character but the Shell Defense feature looked odd. I couldn’t think of any case where I would use it instead of just dodge or falling prone. The advantage on STR and CON saving throws also felt off (why would being in your shell make you more resistant to poison?)
This move to a reaction is to cement it as a defensive action. Also added the success on DEX saves against damage because it feels thematically more appropriate (hiding from a Dragons breath for example) and is basically just a slight rewording of what one point of the Shield Master feat give you.
I tried to add in a few more penalties (blinded, no +4 to AC, etc.) to make up for its increased utility, but I’m curious if there’s something I’m not thinking of.