Jemon
Jemon
Sheet
AC 17 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- RageLevel 1
When Bonus action
As a bonus action, Jemon enters a rage for up to 1 minute. He gains resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and Strength saving throws, and bonus melee damage with Strength-based attacks. He cannot cast spells or concentrate while raging.
- Shell Defense
When Action
Jemon curls into his shell as an action. 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 and he cannot take reactions.
- Shell DefenseTortleAs an action, Jemon can withdraw into his shell, gaining +4 AC and advantage on Strength and Constitution saving throws. His speed becomes 0, he cannot take reactions, and he can emerge as a bonus action.
Always on
- Reckless AttackLevel 2
When First attack on his turn
Before making his first attack on his turn, Jemon can choose to attack recklessly. He gains advantage on Strength-based melee weapon attack rolls this turn, but attack rolls against him have advantage until his next turn.
- Unarmored DefenseLevel 1
While not wearing armor, Jemon's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. His tortle Natural Armor gives him a fixed AC of 17, which he uses instead. He has advantage on Strength checks made to push, pull, lift, or break objects.
- Danger SenseLevel 2
Jemon has advantage on initiative rolls.
- Primal Path, Totem WarriorLevel 3
Jemon follows the Path of the Totem Warrior. He gains the Spirit Seeker feature and learns the Beast Sense and Speak with Animals rituals.
- Spirit SeekerLevel 3
Jemon can cast Beast Sense and Speak with Animals as rituals, using the spiritual presence of animal guides to interpret the natural world.
- Ability Score ImprovementLevel 4
Jemon gains an Ability Score Improvement. This character uses the provided ability scores without applying an additional improvement.
- Natural ArmorTortleJemon's shell gives him an Armor Class of 17. He gains no benefit from wearing armor, but he can use a shield.
- ClawsTortleJemon has natural claws that deal 1d4 slashing damage when used for an unarmed strike.
- Hold BreathTortleJemon can hold his breath for up to 1 hour.
- TraitTortleStrength and Wisdom increase by 2 and 1 respectively.
- SizeTortleMedium.
- SpeedTortle30 feet.
- TraitTortleTortles have a natural affinity for aquatic environments and commonly speak Common and Aquan.
- Rustic HospitalityFolk Hero
Jemon is respected among common folk and can find a place to hide, rest, or recover among them unless he has directly endangered them. They will shield him from the law or other threats, but they will not risk their lives for him.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed axe used for hunting, defense, and breaking through swamp timber.
- 2×HandaxeLight throwing axes balanced for quick attacks.
- 4×JavelinSturdy spears suitable for hunting large swamp creatures.
Tools
- Woodcarver's ToolsA set of carving tools used to make charms, handles, and memorial tokens.
Gear
- Explorer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- ShovelA broad iron shovel used for farming, digging graves, and uncovering hidden things in the marsh.
- Iron PotA battered iron pot used for cooking stews and boiling swamp water.
- Common ClothesSimple, practical clothing in earthy marsh colors.
Purse
- 10×Gold PiecesCoins saved from odd jobs and gifts from grateful villagers.
Appearance
Jemon is a broad-shouldered male tortle with a heavily scarred, moss-dark shell and amber eyes that seem almost golden in torchlight. His shell bears old claw marks and swamp-knot carvings made by his village after he saved it from a monstrous predator. He wears a weathered red sash, a collection of bone and river-stone charms, and carries a massive greataxe sized for his powerful arms. Despite his fearsome build, his expression is thoughtful and watchful.
Mannerisms
Jemon pauses before answering difficult questions, slowly blinking as if weighing them like stones. When angry, he lowers his head and becomes unnervingly still before exploding into motion. He often taps two claws against his shell while thinking, and he instinctively positions himself between strangers and anyone smaller or weaker.
Personality
Jemon is quiet, patient, and unexpectedly gentle outside of combat. He listens more than he speaks, notices small changes in weather and body language, and has a deep affection for cooking, carving, and repairing things. In battle he becomes terrifyingly direct, roaring challenges at enemies and placing himself between danger and his companions. He is fascinated by city life, though he pretends that he understands customs that are completely new to him.
Ideals
Freedom. No person should be judged, owned, or hunted because of their appearance, origin, or reputation. Everyone deserves the chance to choose what they become.
Bonds
Jemon is fiercely devoted to the marsh village that finally accepted him. He carries a small carved turtle-shell token made by the child he rescued, and he will risk himself to protect ordinary people from monsters, raiders, and those who abuse power.
Flaws
Jemon is quick to assume that anyone who fears him must secretly hate him, and he sometimes responds to suspicion with needless intimidation. Once his anger rises, backing down feels like surrender, even when patience would serve him better. He also has a dangerous habit of treating every problem as something that can be solved by carrying it, breaking it, or fighting it.
Quirks
Background
For most of his youth, Jemon was known as the swamp monster. Villagers saw his shell rising from the reeds, heard his heavy footsteps in the mud, and blamed him for every missing trapper and overturned canoe. Jemon did little to correct them. He was born among the marshes, raised to read the language of water, birds, and shifting reeds, and he learned early that fear could keep cruel men away from his family. Beneath his intimidating silence, however, lived a patient and observant protector. When a brutal mire-beast began attacking the farms and fishing camps near his home, Jemon followed its trail alone into the deepest swamp. He returned three days later covered in blood, carrying the creature's broken horn and the rescued child of a local farmer. The same people who had once called him a monster began calling him a hero. Jemon now travels beyond the marsh to prove that strength is not the same as savagery. He rages when the helpless are threatened, fights with the fury of a collapsing mangrove, and still hopes that one day no child will mistake a stranger for a beast simply because they are different.
“Villagers saw his shell rising from the reeds, heard his heavy footsteps in the mud, and blamed him for every missing trapper and overturned canoe.”
- Background
- Folk Hero
Connections
Species
Tortle
Media
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