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.