Turtleball is an ancient game played by stuffing a tortoise shell with flamable material and 2 teams running through an obstacle course attempting to throw the flaming tortoise shell into larger tortoise shells stuffed with explosives. The team who ignites the most tortoise shells wins. Every 5 years the Turtleball World Cup takes place in a different city. The Captian of the winning team of the world cup then has until the next World Cup to Complete a quest of thier choosing. At the next world cup they will be dubbed a Knight of turtleball and will regain the crowd with a short speech about thier quest before the match.
Oath Spells
3rd- Jump, Longstrider
5th- Blur, Enhance Ability
9th- Ashardalon’s Stride, Haste
13th- Gravity Sinkhole, Hallucinatory Terrain
17th- Far Step, Passwall
Channel Divinity
Flaming Turtle Shell- As a bonus action you can use your Channel Divinity to transform your turtle ball into a flaming magic weapon that gains the Returning magic property as well as dealing an extra 1d6 fire damage for 10 min. Â
Oh Captain my Captain- You have learned to position your allies on the battlefield. As a bonus action you can use your Channel Divinity to give an ally who can hear you an extra action as a reaction. You may do this on each additional turn for a number of turns equal to your proficiency bonus.Â
Aura of Athleticism
Starting at 7th level you emit an inspiring aura to you and your allies. As long as your allies can see you and you can see your allies, you all get advantage on acrobatics and athletics checks and your long jump increases by 10’ (this extra distance costs movement as normal).
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