Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common
Linnorm sorcerer: Linnorm lord: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. (Vallendrel: Poison / Acid / Primal) .
Linnorm Prowess
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
At 1st Level: Your claws deal 1d4 Slashing
At 6th Level: Your claws deal 1d6 Slashing
At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.
Linnorm lords faction:
First of the Fells – The character gains cold resistance. In addition you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)
The Mark of Crovux - Members of this faction are marked by a carved tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse.
Tenants:
Morality is for lesser beings, do not bother yourself with it. Do what you believe, nothing else matters.
The strong eat the weak, mercy is an injustice. Spare no one and expect no one to spare you.
The Dragons of Dragonstar are our sworn enemies, eat them like the prey they are.
Find my children and bring them back to me, or I will find someone else who can.
The World Wanderers are a useful instrument, we do not break useful things.
The Astral Reckoning threatens the world, MY WORLD. See that it is stopped, even if you must deal with the weak to do so.
Class/Racial Features & Traits