Hoid
Hoid
Sheet
AC 17 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandSTR
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
10 featuresAlways on
- Shell Defense
When As an action
Hoid can use his action to withdraw into his shell. While sheltered, he gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. His speed becomes 0, he has disadvantage on Dexterity saving throws, he cannot take reactions, and the only action he can take is to emerge from the shell.
- SpellcastingLevel 1
As a wizard, Hoid can cast wizard spells using Intelligence as his spellcasting ability. He has a spellbook containing his known spells and can use a spellcasting focus or component pouch for material components when appropriate.
- Arcane RecoveryLevel 1
Hoid can recover some of his expended magical energy by studying his spellbook. Once per day after a short rest, he can recover spell slots with a combined level of 1, since he is a 1st-level wizard.
- Natural ArmorTortleHoid's shell gives him a base AC of 17. He gains no benefit from wearing armor, but can use a shield.
- ClawsTortleHoid's claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleHoid can hold his breath for up to 1 hour.
- Shell DefenseTortleHoid can withdraw into his shell for improved protection, but becomes unable to move and severely limited in his actions.
- Tortle Ability Score IncreaseTortleStrength increases by 2 and Wisdom increases by 1.
- Tortle Survival ProficiencyTortleHoid is proficient in the Survival skill.
- WandererOutlander
Hoid has an excellent memory for maps, trails, and terrain. He can find food and fresh water for himself and up to five other people each day, provided the land offers them, and he can recall the general layout of terrain, settlements, and other features around places he has seen.
Spells
9 spellsSpellcasting. Hoid casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
10 itemsWeapons
- QuarterstaffA sturdy wooden staff used as a walking aid, spellcasting implement, and defensive weapon.
Gear
- SpellbookA battered leather-bound book containing Hoid's six 1st-level wizard spells, notes, diagrams, and copied fragments of lost magical theory.
- Component pouchA small pouch containing the mundane and arcane components needed for spells that require material components.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- StaffA walking staff suitable for wilderness travel.
- Hunting trapA small metal hunting trap for catching game or securing a campsite.
- Trophy from an animalA preserved token from a dangerous wilderness creature Hoid survived encountering.
- Traveler's clothesRugged clothing suited to long journeys away from civilization.
Purse
- Belt pouchCoin for ordinary purchases and travel expenses.
- 10×Gold piecesStarting funds carried in the belt pouch.
Appearance
Hoid is a young male tortle with a broad, moss-green shell marked by pale concentric bands and a deliberately polished patch near the lower right rim, where years of rubbing against a traveling spellbook have worn the surface smooth. He wears a weathered blue-gray wizard's robe belted over practical explorer's clothing, with a quarterstaff, spellbook, and leather component pouch always close at hand. Within a minute of meeting someone, it becomes clear that his dark eyes rarely stay on faces. They track doorways, windows, rafters, and the hands of everyone in the room, as if every gathering is a campsite that might need defending.
Mannerisms
Hoid pauses before answering difficult questions and lightly taps the polished edge of his shell with two claws while thinking. When entering a room, he instinctively looks to the highest accessible point, then the nearest exit, before greeting anyone.
Personality
Hoid is patient, observant, and unfailingly willing to help someone who is lost, hungry, or frightened. He speaks with the calm certainty of someone who has spent years listening to rivers and weather. He enjoys intricate puzzles, old maps, and conversations with people whose customs differ from his own, but he becomes quietly stubborn when someone treats ignorance as an excuse for cruelty.
Ideals
Knowledge should be carried into the places where it can do the most good. A secret that can save lives is not truly owned by anyone.
Bonds
His battered spellbook was given to him by the first mage who treated his curiosity as a gift rather than a nuisance. He will risk almost anything to recover it if it is lost, stolen, or damaged.
Flaws
Hoid cannot resist investigating a mystery, even when common sense says that the mystery is bait. He also overestimates how much danger others can endure because his shell has made hardship feel survivable for him.
Quirks
Background
Hoid was raised among a small tortle community that moved slowly along a chain of river valleys, following seasonal fish runs and the flowering of medicinal plants. His people valued practical knowledge, but Hoid was fascinated by the invisible structures beneath the visible world. He learned to read by tracing symbols scratched into driftwood, then began copying the gestures of a hedge mage who passed through the settlement each spring. The mage eventually recognized the tortle's remarkable intellect and left him a battered spellbook in exchange for a promise that Hoid would use knowledge to protect those who had none. Since then, Hoid has traveled farther than any member of his clutch, studying ruins, weather patterns, old roads, and the magical traces left behind by vanished civilizations. His life as an outlander taught him how to sleep beneath rain, read animal tracks, and share scarce food without complaint. His wizardry gave those instincts a larger purpose. He believes every wilderness has a memory and every forgotten road leads to someone who still needs help. He now wanders from settlement to settlement, seeking lost lore, warning travelers about dangers ahead, and quietly making sure the vulnerable are never left behind.
“His people valued practical knowledge, but Hoid was fascinated by the invisible structures beneath the visible world.”
- Background
- Outlander
Connections
Species
Tortle
Media
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