Way of the Turtle

Prerequisite: Character's race must be Tortle.

As they are brought into this world, these exceptional Turtlefolk immediately inherit an ancestral bond that ties them to that birthplace; the same beach where all before him were born. Yet strangely, this bond also instills in them a burning desire to roam the far corners of this world, in a never-ending pursuit to see all there is to be seen. Left to their own devices, they take to the ocean and learn from young how to defend themselves by shaping the water that surrounds them with the aid of their Ki. With each mile traveled their spirit grows, up until a point where it can no longer be contained within their physical shells. That's when these Monks willingly part with their bodies in order to continue their adventure beyond the material realm.

Uncanny Navigation Always in motion, but never lost. Those who are born into, and follow the Way of the Turtle have an unparalleled sense of direction and navigation. When you begin your journey, you gain the following attributes: • You always know which way is North. • You are able to commit each location you visit, and the way taken to arrive there to memory. These memories never fade, and as long as the path you take remains the same, you cannot get lost. • You instinctively know the shortest way to the place of your birth, as well as the distance, even across different planes of existence.

Water Affinity You are much more comfortable in water, feeling the motion of the waves and currents that take you to wondrous destinations. At 3rd level, you gain swimming speed equal to your land speed, and you are able to hold your breath underwater for up to 5 hours.

Aqua Shield Those who follow this tradition believe that their spirit is much more important than their material body and that their shell, although a part of them, is a hindrance to their journey. Instead of withdrawing onto it, they surround themselves with water and mystical energies for protection. Beginning at 3rd level, you lose the ability to enter your Shell Defense stance and your base AC is reduced by 1. Instead, you may choose to spend two Ki points in order to project a sphere of water imbued with vital energy around yourself or an ally for the duration of one minute. Only one Aqua Shield can be projected at a time and it requires half a gallon of water as a material component in order to be cast. This shield grants you with +1 AC. While it is active any enemy making a spell attack against the bearer of the shield must do so with disadvantage. You also gain advantage on Saving throws against spells and other magical effects.

Longing The farther one is from home, the more resilient one needs to be in order to continue their journey. Beginning at 6th level, you gain 1 temporary hit point for every 200 miles traveled away from your birthplace, to a maximum of 30. This temporary pool of hit points recharges itself daily at dawn, and it is then when you may add or subtract points based on how far you are on that day. When traveling to another plane of existence, you gain the maximum amount of temporary hit points, which also recharge daily at dawn.

Torrent As the flow of water and energy that make up your Aqua Shield become harsher and more unpredictable, the magical energies that target you seem to become lost within its whirlpools. At 11th level, while Aqua Shield is active, you may spend five Ki points as a reaction when the bearer becomes the target of any magic that requires them to make a saving throw. If they succeed their saving throw, the spell's damage and effects are completely absorbed, leaving the bearer unscathed. The bearer takes half damage on a failure, and lasting effects have their duration shortened to one turn. Additionally, the shield now grants the bearer a bonus of +2 to their AC.