Homebrew Kappa Species Details

Kappas, know as pure nightmares in water, are prideful creatures that do as they please. Known for being quite easily irritated and do what feels like fits the time at the exact moment, most humanoids just stay away. But some kappas choose to respect creatures around them, and rather help and learn more about other creatures then to cause fear around them.

Turtle Fey

Kappas comes from the fey wild, but will often try to travel to the Material Plane, for more pranks, trickering and mischief to cause. The kappas have a quite scary looking appearance, with wrinkly green skin, a turtle shell on their chest, down to the start of their legs, and also kappas heads have a bowl at the top, that is filled with water to keep Kappas strong and healthy. Kappas do the most they can to keep their head filled with the water, to just feel stronger and keep on going. Without water, most Kappas just feel diffrent, and they arent as excited of their trickery. And for Kappas, that can feel like the worse type of curse until they get water back into the bowl.

Underwater Chaos Makers

Most kappas spends most of their life under the surface of water. But many of them enjoy to get up on land and have fun. For some it means to scare other creatures and go so far to killing the first target. While for others, its can be to pull quick pranks and just have fun around humanoids and other creatures. But the creature who gets affected the most, is those under water. Kappas speed under water makes it easier for them to pull tricks on underwater living creatures, or creatures close to the water. Therefor, kappas are known as water terrors when in a bad mood

Kappa Names

Kappas, unlike many races, doesnt really pick up a name by birth. At a young age, they hang around other young kappas, just pulling pranks on eachother. Its under this time where a "name" can get created, by the kappas choosing what to be called by their own. But many kappas choose to change their name when older, or not have a name at all. Most of the kappa names get inspired by what creatures they been around, and therefor might choose a name from another race's culture. Therefor, there is no real kappa names, since they often are inspired by other cultures then their own.

Kappa Traits

Kappas are great swimmers and when not causing mischief, helping others are a trait possess, even if they dont always show it.

Ability Score Increase

Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age

Kappas reach maturity around age 10 and can live up to 300 years.

Alignment

Kappas loves mischief, and follows how they are feeling. This can lead to some kappas following their senses, staying neutral, while other kappas belivie that others fearing them is better, so their victims turn weaker. These kappas are often the ones that are seen as evil.

Size

Kappas are between 3 and 4 feet, and weigh on an avarage 50 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet, and you have a swimming speed of 40 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey

Your creature type is fey, rather than humanoid.

Amphibous

You can breathe air and water.

Natural Armor

Thanks to the small shell on your back, when unarmored, your AC is 13 + dex. This effect will disappear if you decied to take on an armor, covering the defense of shell. You can use a shield and apply its bonus as normal.

Healer Sense

Even if mischiefs is something kappas love, they are great at the traits of medicine and healing, and often know how to help when others are in need of some help. You get proficiency in the Medicine skill and the Herbalism Kit

Languages

You can speak, read and write Common and Sylvan.