Terri
Terri
Sheet
AC 19 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Shell DefenseTortleAs an action, Terri can withdraw into his shell, gaining +4 AC and advantage on Strength and Constitution saving throws. While withdrawn, he is prone, his speed is 0, he has disadvantage on Dexterity saving throws, and he cannot take reactions. The only action he can take is to emerge, ending the effect.
Bonus action
- Second WindLevel 1
As a bonus action, Terri can regain 1d10 + 5 hit points. He must finish a short or long rest before using this feature again.
- Know Your EnemyLevel 3
Terri can use a bonus action to make a Wisdom saving throw against a creature within 30 feet that can hear him. On a success, he learns whether the creature's current hit points are equal to, greater than, or less than his own.
Always on
- Menacing Attack
When When Terri hits with a weapon attack
When Terri hits a creature with a weapon attack, he can expend one superiority die to frighten the target. He adds the die to the damage roll, and the target must succeed on a DC 14 Wisdom saving throw or become frightened of him until the end of his next turn.
- Precision Attack
When When Terri makes a weapon attack roll
When Terri makes a weapon attack roll, he can expend one superiority die and add the result to the roll. He can use this after seeing the roll but before knowing whether it hits or misses.
- Riposte
When When a creature misses Terri with a melee attack
When a creature misses Terri with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against that creature. If the attack hits, he adds the die to the damage roll.
- Trip Attack
When When Terri hits with a weapon attack
When Terri hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the die to the damage roll, and the target must succeed on a DC 14 Strength saving throw or fall prone.
- Fighting Style: DefenseLevel 1
Terri adopts the Defense fighting style. While wearing armor, he gains a +1 bonus to AC. This bonus does not apply while relying solely on his tortle natural armor.
- Action SurgeLevel 2
On his turn, Terri can take one additional action. He must finish a short or long rest before using this feature again.
- Martial Archetype: Battle MasterLevel 3
Terri chooses the Battle Master martial archetype. He gains superiority dice, combat maneuvers, and the Student of War feature.
- Combat SuperiorityLevel 3
Terri gains four d8 superiority dice. He can expend one die to fuel a maneuver, adding the die to the maneuver's effect. He regains all expended dice after a short or long rest.
- Student of WarLevel 3
Terri gains proficiency with herbalism kits, reflecting his years of studying grave herbs and medicinal plants.
- Battle Master ManeuversLevel 3
Terri learns four maneuvers: Menacing Attack, Precision Attack, Riposte, and Trip Attack. The saving throw DC for his maneuvers is 14.
- Extra AttackLevel 5
Terri gains the Extra Attack feature, allowing him to attack twice whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 4
Terri increases his Strength score by 2, raising it from 14 to 16.
- Natural ArmorTortleTerri's shell provides a base AC of 17. He cannot wear armor, but he can use a shield.
- ClawsTortleTerri's claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleTerri can hold his breath for up to 1 hour.
- Survival InstinctTortleTerri has proficiency in the Survival skill. This proficiency is included in his skill list.
- Tortle Ability Score IncreaseTortle+2 Strength and +1 Wisdom, applied to the provided base scores.
- Tortle languagesTortleCommon and Aquan. Terri also knows Celestial from his hermit background.
- DiscoveryHermit
Terri discovered a strange and powerful truth while living in seclusion among old graves and ruined battlefields. He can usually find shelter, basic food, and a place to perform his rituals among communities that respect hermits, priests, grave keepers, or healers.
Gear
10 itemsWeapons
- LongswordA finely maintained military weapon carried as a symbol of command
- Light crossbowA loaded ranged weapon with ammunition for distant targets
Armor
- ShieldA sturdy shield that can be used with Terri's natural armor, raising his AC from 17 to 19
Tools
- Herbalism kitUsed to prepare salves, identify medicinal plants, and preserve grave herbs
Gear
- 20×Crossbow boltsAmmunition for the light crossbow
- Dungeoneer's packIncludes a backpack, bedroll, mess kit, tinderbox, torches, and rations suitable for dungeon travel
- Scroll case full of notesA case containing Terri's observations, copied memories, graveyard records, and theories about his previous life
- Winter blanketA plain blanket for nights spent outside or among tombs
- Common clothesSimple clothing suitable for a hermit and grave keeper
Purse
- 5×Gold piecesCoins saved during his years of isolation
Appearance
Terri is a broad, heavily built male tortle with a moss-dark shell marked by pale mineral streaks and a weathered bronze-green hide. His shell bears small tied bundles of grave herbs, bone tokens, and strips of parchment covered in cramped notes. He carries himself with the stiff discipline of a veteran soldier, though he occasionally freezes when confronted with a familiar battlefield smell or formation. Before speaking, he pauses for a measured breath through his nose, then clears his throat as if preparing to deliver a formal report. In any room, his eyes first seek exits, elevated positions, and the strongest person present.
Mannerisms
Terri pauses before answering even simple questions, as though consulting an invisible chain of command. He clears his throat before issuing an order, counts doorways under his breath, and touches the edge of his shell whenever someone mentions a battle. When angered, he becomes quieter and begins addressing people by rank, whether or not they have one.
Personality
Terri is methodical, restrained, and unnervingly patient. He treats conversations like interrogations and friendships like military alliances. He has a dry respect for competence, regardless of morality, and will honor a precise bargain even when the bargain serves an evil purpose. He is fascinated by ordinary people who remember their entire lives clearly, though he disguises that fascination as suspicion.
Ideals
Order. Peace is merely the name people give to obedience when they approve of the authority demanding it.
Bonds
The forgotten dead of the graveyard that gave him life are his first soldiers, and he will punish anyone who desecrates their resting places. He also seeks the lost standard of his former command, believing it contains the final proof of who he was.
Flaws
Terri believes compassion is usually a weakness disguised as virtue. He is quick to impose rules, slow to forgive disobedience, and secretly terrified that his former life's cruelty is not a memory but his true nature returning.
Quirks
Background
Terri rose from a graveyard with no memory of dying, only the taste of wet earth and the certainty that he had once commanded men. The first flashes came in fragments: long roads choked with mud, banners snapping above disciplined ranks, siege engines groaning at dawn, and years of battles that seemed to stretch far beyond a normal lifetime. He remembered orders shouted in a voice that might have been his, but not the cause he served. The dead around him offered no answers, so he remained among their stones, tending graves, cataloguing names, and waiting for the memories to return. His hermitage became part monastery, part battlefield archive, and part laboratory. Terri learned the properties of grave herbs, treated the wounds of travelers, and copied every recollection into his scroll case. His memories eventually revealed a brutal truth. In his previous life, he had been a strategist who prolonged a war because victory gave him power over both soldiers and civilians. He does not know whether his return is punishment, opportunity, or unfinished business, but he has accepted one principle: order must be imposed before weakness spreads. Now he travels as a fighter, seeking old battlefields, surviving officers, and relics from his former life. He intends to reconstruct the full truth, then use it to build a world where no one can oppose him again.
“He remembered orders shouted in a voice that might have been his, but not the cause he served.”
- Background
- Hermit
Connections
Species
Tortle
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