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The fortified defenses of captains who fly the Turtle banner are legendary. Turtle tactics emphasize endurance and survival, as well-protected soldiers cannot only win battles, but entire wars. Thinking long term is key to any defensive strategy, as captains of the Turtle know the answer is never how they shall counterattack, but when.
Level 3: Bonus Proficiencies
You gain proficiency with heavy armor.
Level 3: Maneuver - Iron Shell
You learn the following maneuver:
As a bonus action, you can spend a battle die to fortify an ally you can see within 60 feet of you. The ally gains a bonus to its Armor Class equal to half the number rolled on the battle die, rounded down (minimum of +1) against the next attack made against it within the next minute.
Level 7: Slow and Steady
Your speed can’t be removed and you can’t be knocked prone or moved against your will.
Level 13: Shield Wall
You can shelter others behind your armor. You count as half cover for effects passing through your space for allied creatures of your size and smaller within 5 feet of you.
Level 17: Unbreakable
You can shrug off attacks that would otherwise hit you. You have a pool of 20 armor points. As a reaction when you’re hit by a melee weapon attack, you can expend any number of armor points and add them to your Armor Class against that attack, potentially causing the attack to miss. You regain all expended armor points when you finish a long rest.

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