Koopa (5e Race)
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"At first I found their song and dance to be rather cute, entertaining even. That was until I realized what they were doing... they didn't seem to realize it either until the large one came. Around me was the large cage and I couldn't flee... Just don't forget me" ~Mario
The Koopa can be described quite easily, They are a turtle-like race with a typically cartooney attitude. More often than not they'll be the host of yellow skin and an array of shell colors, ranging from green to blue or even red. Despite their oddities, they are rather stout and can hold their own against another giving them a rather surprising amount of strength.
Male: Kuzzle, Bowser, Larry, Morton, Iggy, Roy
A group of happy-go-lucky turtle-like beings, their shells change in color with each representing years of experience and ranking among one another. They're known for being nigh impenetrable thanks to their shells and one could consider them well-rounded in most regards.
Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Age. The Koopa species reach maturity around age 16 and can live up into a few hundred years of age. The eldest of which came close to three-hundred years of age.
Alignment. The Koopa themselves don't seem to be evil themselves, however, the king is usually evil. Those under his control are considered lawful evil, however, most are free spirits and instead identify however they've decided to live their lives.
Size. The Koopa is a Medium sized being, standing at roughly between 4"5 and 5"0.
Speed. Your base walking speed is 30 feet.
Shelled Armor. Due to your shell you have an unarmored defense. Your AC is 10 + Constitution modifier rather then your Dexterity modifier.
Gleeful. Due to your cheery attitude you are proficient in the Performance skill.
Languages. You can speak, read, and write Common and Aquan.
Ability Score Increase. Your Constitution score increases by 1.
Retreat to Shell. Using your action you can pull back into your shell. Gaining resistance to bludgeoning, piercing, and slashing damage from a non-magical source along with increasing your AC by 1. In this state, your speed is 0, unless certain circumstances apply, and you are unable to use another action until coming out of your shell.
Shell Slide. After any movement you can choose to retreat into your shell and spin towards a given direction. If you collide with an enemy you deal 1d4 bludgeoning damage and they have to make a DC 14 strength saving throw or be knocked prone.
Ability Score Increase. Your Dexterity score increases by 1.
Wings. You now have wings, gifting you 35 feet of flying speed.
Dive Bomb. Retreating to your shell you come down to the earth from the air, the enemy must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage.
Eagle Eyes. Due to your extended time watching from a distance you have a +3 to all perception rolls involving sight.
Ability Score Increase. Your Strength score increase by 1.
Spiked Shell. If an Enemies attacks you can make a reaction, causing them to take 1d4 piercing damage.
Breath Weapon. Due to the great Koopa himself you have been granted a breath weapon. You can produce a 30 feet long, 5 feet wide beam of fire from your mouth. Along with this, you gain resistance to fire damage. The damage on this ability is 2d6 fire damage, at level 6 this becomes 3d6, at level 11 it becomes 4d6, and at level 17 it becomes 5d6. This ability can only be used once per long rest, however, the resistance remains indefinitely. Enemies must make a DC 8 + your proficiency modifier + your Charisma modifier.
Naturally Mischievous. Due to your conniving nature, you are proficient in the Deception skill.
Random Height and Weight
|4′ 9″||+2d4||300 lb.||× (2d6) lb.|
*Height = base height + height modifier