sensei
sensei
Sheet
AC 17 · HP 60 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Primeval AwarenessLevel 3
Sensei can use an action and expend a spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot expended, he can sense whether the following creature types are present within 1 mile, or within 6 miles in his favored terrain: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal their exact location or number.
Bonus action
- Shell Defense
When As a bonus action while standing on the ground
As a bonus action, Sensei can enter his shell. Until he emerges as a bonus action, he gains a +4 bonus to AC and advantage on Strength and Constitution saving throws, but 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.
- Shell DefenseTortleSensei can withdraw into his shell as a bonus action for powerful defensive benefits.
Always on
- Colossus Slayer
When When hitting a wounded creature with a weapon attack
Once per turn, when Sensei hits a creature below its hit point maximum with a weapon attack, the attack deals an extra 1d8 damage.
- Favored EnemyLevel 1
Sensei has chosen monstrosities as his favored enemies. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also speaks Draconic, a language commonly encountered in records concerning unnatural creatures.
- Natural ExplorerLevel 1
Sensei is particularly familiar with forest terrain. When traveling for an hour or more in forest, he gains the benefits of the Natural Explorer feature, including difficult terrain not slowing the group, improved navigation, improved foraging, and increased stealth while traveling alone.
- SpellcastingLevel 2
Sensei can cast ranger spells using Wisdom as his spellcasting ability. He knows four ranger spells and regains expended spell slots after a long rest.
- Fighting Style, ArcheryLevel 2
Sensei adopts Archery as his fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- Ranger Archetype, HunterLevel 3
Sensei has chosen the Hunter archetype. He gains the Colossus Slayer feature, allowing him once per turn to deal an extra 1d8 weapon damage to a creature he hits with a weapon attack if that creature is below its hit point maximum.
- Ability Score ImprovementLevel 4
Sensei gains a +2 increase to Dexterity, raising his Dexterity score to 18.
- Extra AttackLevel 5
Sensei can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Favored Enemy ImprovementLevel 6
Sensei gains a second favored enemy, humanoids, choosing goblinoids as his associated humanoid group. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them.
- Natural Explorer ImprovementLevel 6
Sensei gains an additional favored terrain, mountains. He gains the benefits of Natural Explorer while traveling for an hour or more in mountain terrain.
- Natural ArmorTortleSensei's shell provides an AC of 17. He cannot wear armor, but he can use a shield.
- ClawsTortleSensei has claws that deal 1d4 slashing damage on an unarmed strike.
- Hold BreathTortleSensei can hold his breath for up to 1 hour.
- Survival InstinctTortleSensei has proficiency in the Survival skill.
- Tortle HeritageTortleSensei gains a +2 bonus to Strength and a +1 bonus to Wisdom from his species.
- City SecretsUrchin
Sensei knows the secret patterns of city streets, including hidden passages, shortcuts, and the movements of those who live on the margins. He can find food and shelter for himself and companions in any settlement, provided the settlement has enough activity to conceal him.
Spells
4 spellsSpellcasting. sensei casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
7 itemsWeapons
- 2×ShortswordA pair of balanced short blades with wrapped handles, suitable for close combat and throwing.
- LongbowA longbow made from dark yew, with a waxed bowstring kept in a protective tube.
Tools
- Thieves' toolsA set of picks, tension wires, and small tools used to open locks and disable simple traps.
- Disguise kitA kit containing powders, brushes, pigments, and materials for creating false identities.
Gear
- 20×ArrowsA quiver containing twenty arrows with gray-fletched shafts.
- Explorer's packA practical explorer's pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Urchin keepsakesA small knife, a piece of a city map, a token from Sensei's childhood neighborhood, and a pet mouse.
Appearance
Sensei is a broad-shelled male tortle with dark olive-green skin, amber eyes, and a carefully polished shell patterned in muted brown and mossy green. He wears a weathered ranger's cloak cut short to avoid dragging over his shell, soft leather bracers, and a belt crowded with cords, small tools, and dried herbs. His grooming is deliberate, with his head and neck scales kept clean and his claws filed smooth except for the sharpened fighting claw on each hand. Before speaking, he takes one slow breath through his nose, then clears his throat with a quiet, deliberate click.
Mannerisms
Sensei pauses for a full breath before answering difficult questions. He taps one claw against the rim of his shell when thinking, counts exits whenever he enters a room, and gives directions by describing landmarks rather than using street names.
Personality
Sensei is calm, observant, and quietly protective. He speaks with measured certainty, rarely raises his voice, and treats every conversation as an exchange of useful information. He is patient with frightened people and merciless toward predators who exploit them. Although he presents himself as detached, he remembers the names, habits, and favorite foods of nearly everyone who has ever shown him trust.
Ideals
Balance. The strong and the helpless are both part of the natural order, but allowing one to consume the other is a failure of stewardship. Sensei intervenes when the scales tip too far.
Bonds
He carries a knotted cord representing the street children he left behind. He sends part of every reward home through discreet couriers and will risk almost anything to protect children abandoned by respectable society.
Flaws
Sensei distrusts comfort, wealth, and anyone who offers kindness without asking for something in return. He can be stubbornly passive when direct action would be wiser, believing that patience is always a virtue even when it becomes an excuse to avoid choosing sides.
Quirks
Background
Sensei hatched beneath a market bridge in a city that had little patience for a tortle who moved slowly, spoke softly, and refused to steal from the hungry. He survived by carrying messages through alleys, sleeping in abandoned courtyards, and learning which guards could be distracted by a question instead of a coin. An old street child taught him to use a thieves' kit, while a retired caravan scout taught him how to read tracks beyond the city walls. Sensei repaid both lessons by becoming the quiet guardian of the other orphaned children in his district.
“An old street child taught him to use a thieves' kit, while a retired caravan scout taught him how to read tracks beyond the city walls.”
- Background
- Urchin
Connections
Species
Tortle
Media
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