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Kawa Kyūri

1 Level (0/300 XP for level-up) Guardian of the River Background River Kappa Race / Species / Heritage Lawful, Chaotic Alignment
River Guardian
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
13
+1
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
15
+2
12
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
Walking Speed 25ft, Swimming Speed 40ft
Speed (walk/run/fly)
13
Passive Perception
1 / 100
Cucumber Count
Spellcasting ...
+3 Attack mod
WIS Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+4 Constitution
-1 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+2 Deception CHA
-1 History INT
+1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear - One Hand +3 STR 1d6+1 Piercing
 Versatile, Thrown (20/60ft)
Spear - Two Hand +3 STR 1d8+1 Piercing
 Versatile, Thrown (20/60ft)
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: None
Weapon Proficiencies: Simple weapons, Tridents, Nets
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Nature, Perception
Languages: You can speak, read, and write Common and Aquan
Reistances: Poison (+Advantage on saving throws against it)
Weaknesses: Iron, Sesame, Ginger

Languages & Proficiencies
Will actively seek out cucumbers and automactically fails a check if the opponent bribes him with a cucumber

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD SRD

Net

Ranged Weapon Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make. Common

Type Damage Damage Range Properties
Martial None 5/15 ft Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Cost: 1 gp Weight: 3 lb


 

Cucumber

Adventuring Gear

Common

Consumable: Eating a cucumber provides minimal nourishment, enough to stave off hunger for a short time. It restores 1d2 hit points when consumed as part of a short rest. Consuming multiple cucumbers during the same short rest does not increase the amount of hit points restored.   Hydration: The high water content of the cucumber can help keep a character hydrated. If a character consumes a cucumber, it counts as half a ration of water for the purposes of staving off dehydration. Perishable: A cucumber remains fresh for 1d4+1 days if kept in normal conditions. After this time, it spoils and becomes inedible.   Throwing Weapon: Though not designed as a weapon, a cucumber can be thrown at a creature within 20 feet, dealing 1 bludgeoning damage on a hit. This does not count as an attack for the purposes of Extra Attack or other features that grant additional attacks.

This is a fresh cucumber, a crisp and refreshing vegetable that can be eaten raw or used in cooking. It provides a small amount of sustenance.

Type Damage Damage Range
None 1 Bludgeoning 20ft

Cost: 1cp
Weight: 0.5 - 1 Pound

The statblocks of your class features

River Guardian

The River Guardian is a mystical protector, a being whose essence is intertwined with the flowing waters of the world. These guardians draw their strength and abilities from the rivers they protect, embodying the various aspects of these life-giving and destructive forces. Whether they serve as healers, purifiers, or warriors, River Guardians are revered as sacred custodians of nature's vital arteries.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10
armor proficiencies: None
weapon proficiencies: Simple weapons, Tridents, Nets
tools: Herbalism kit
saving throws: Constitution, Wisdom
skills: Choose two from Nature, Perception, Athletics, Survival, Insight, Medicine
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a trident

  • (a) a net or (b) a herbalism kit

  • A healer’s kit

  • An explorer’s pack
spellcasting:
None
class features:

River’s Resilience

At 1st level, your connection to the river grants you resilience. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.  

Flow

At 1st level, you learn to move with the grace and fluidity of water. When you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Watery Grasp

At 2nd level, you can manipulate water to restrain your foes. As an action, you can conjure a watery appendage to grapple a creature within 30 feet. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained. The restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, freeing itself on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

River Bond

At 3rd level, you form a mystical bond with a river. Choose one of the following: Healing Waters or Furious Rapids. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.  
  • Healing Waters:
    You gain the ability to cast Cure Wounds without expending a spell slot. You can cast it a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.
  • Furious Rapids:
    Your attacks deal an extra 1d4 bludgeoning damage, representing the fury of the river. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.
 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

River’s Fury

At 5th level, you can call upon the river’s might to empower your attacks. When you take the Attack action on your turn, you can make one additional attack.  

Guardian’s Shield

At 6th level, you can use your control over water to protect allies. As a reaction when an ally within 30 feet takes damage, you can reduce the damage they take by 1d10 + your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.  

Evasion

At 7th level, your agility and fluidity allow you to dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Ability Score Improvement

When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Purifying Waters

At 9th level, you can use your connection to the river to cleanse yourself and others. As an action, you can end one disease or one condition afflicting a creature you touch. The condition can be blinded, deafened, paralyzed, or poisoned. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

River’s Mastery

At 10th level, your bond with the river grants you additional power. You gain resistance to fire and cold damage.  

Improved Watery Grasp

At 11th level, your Watery Grasp becomes more potent. The range increases to 60 feet, and the restrained creature takes 1d8 bludgeoning damage at the start of each of its turns.  

Ability Score Improvement

When you reach 12th level, and again at 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

River’s Embrace

At 14th level, you gain the ability to meld with water. You can cast Water Walk and Water Breathing at will, without expending a spell slot.  

Ability Score Improvement

When you reach 16th level, and again at 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Tide’s Call

At 17th level, you can summon a tidal wave to sweep away your foes. You can cast Tidal Wave once without expending a spell slot. You regain the ability to do so when you finish a long rest.  

River Guardian’s Defense

At 18th level, you can use your connection to the river to shield yourself from harm. As a reaction when you take damage, you can halve the damage you take. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Avatar of the River

At 20th level, you become a true avatar of the river. You gain immunity to fire and cold damage. Additionally, you can cast Control Water at will, without expending a spell slot.
subclass options:

Healing Waters

River Guardians who bond with Healing Waters dedicate themselves to the preservation of life, drawing upon the river’s nurturing and purifying properties.  

Healing Waters Features

Touch Of The River

3rd Level: You gain the ability to cast Cure Wounds without expending a spell slot. You can cast it a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.  

River's Blessing

7th Level: You can call upon the river to heal your wounds. As a bonus action, you can regain hit points equal to 1d10 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.  

Sacred Waters

11th Level: You can use your Healing Waters feature to restore vitality. When you use your Healing Waters feature, you can also end one disease or condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned.  

The River's Will

15th Level: Your Healing Waters become even more potent. When you use your Healing Waters feature, you can choose to heal an additional 2d10 hit points.  

Furious Rapids

River Guardians who bond with Furious Rapids embody the relentless and destructive power of fast-moving water.  

Furious Rapids Features

Strong Current

3rd Level: Your attacks deal an extra 1d4 bludgeoning damage, representing the fury of the river. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.  

White Water

7th Level: You can channel the river’s fury to become a force of nature. As a bonus action, you can enter a state of fury for 1 minute. While in this state, you gain advantage on Strength checks and Strength saving throws, and you deal an additional 1d6 bludgeoning damage with melee weapon attacks. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.  

Torrential Flow

11th Level: Your Furious Rapids feature becomes more potent. The additional damage increases to 1d8, and while in a state of fury, your attacks score a critical hit on a roll of 19 or 20.  

Crashing Waves

15th Level: Your Furious Rapids feature reaches its peak. The additional damage increases to 1d10, and while in a state of fury, you gain resistance to bludgeoning, piercing, and slashing damage.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kappa

Kappa are amphibious creatures, resembling a mix of human and turtle, known for their mischievous behavior and their affinity with water. They inhabit rivers, lakes, and other bodies of fresh water, often playing tricks on those who intrude upon their territory. Despite their trickster nature, they are bound by a strict code of honor and can become staunch allies if treated with respect.
ability score increase: Strength +2, Dexterity +1
age: Kappa mature at the same rate as humans but live up to 150 years.
alignment: Kappa are typically chaotic, valuing personal freedom and often engaging in mischievous acts. However, they have a strong sense of honor, which can lead them to lawful behavior under the right circumstances.
Size: Small
speed: Your base walking speed is 25 feet. You have a swimming speed of 30 feet.
Languages: You can speak, read, and write Common and Aquan.
race features:
Amphibious: You can breathe both air and water.   Water Dependency: You must immerse yourself in water for at least 1 hour each day. You can achieve this by spending 1 hour submerged in water or by being in contact with a significant source of water (like a river or lake) for the same duration. If you fail to do so, you suffer one level of exhaustion at the end of each day until you immerse yourself in water again.   Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC and 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, and you can't take reactions. You can emerge from your shell as a bonus action.   Kappa's Challenge: Kappa are bound by honor and must accept a formal challenge. As an action, you can challenge a creature within 30 feet of you that can see and hear you to a contest of skills (such as a contest of Strength or Dexterity). The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, it must accept the challenge and engage with you in the contest. This effect ends if you or your target is attacked by a creature other than each other.  

Subrace:

Kappa have two main subraces: River Kappa and Lake Kappa. Choose one of these subraces.  

River Kappa

Ability Score Increase: Your Wisdom score increases by 1.   Swift Swimmer: Your swimming speed increases to 40 feet.   River's Resilience: You have advantage on saving throws against being poisoned and resistance to poison damage.  

Lake Kappa

  Ability Score Increase: Your Intelligence score increases by 1.   Calm Waters: You have proficiency in the Insight skill.   Mystic Waters: You know the shape water cantrip. Intelligence is your spellcasting ability for this spell.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Morgatron247.

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