Hydromorph #

You develop a harmony with water, allowing you to not only control it, but to become it. Waterborn are deadly efficient fighters, having prowess in restorative effects as well as unique ways to utilize their natural nimble and stealthy abilties.

Waterborn Features #
Rogue Level Feature
3rd Become Water, Acquired Taste, Blood to Water
9th Draining Strike
13th Control Tides
17th Transfusion

Become Water #

When you choose this archetype at 3rd level, you can use a bonus action to enter a nearby body of water that is within 5ft of you, and is no smaller than a drop of rain, and blend into it becoming indistinguishable from a normal pool of water. If the size of the body of water you inhabit is smaller than you, then you occupy the full area it takes up. When you enter a body of water that is larger than you, you take up a 5ft by 5ft area within it.

While inside a body of water you gain the following effects:

You can stay in the form of water for a number of hours equal to half your rogue level (rounded down). You then revert to your normal form You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, the body of water you’re in is destroyed, or you die. If the area surrounding the body of water becomes smaller than you, when you attempt to return you will return to the nearest open space you can fit in within 15 feet of you.

Acquired Taste #

Starting at 3rd level, you develop an understanding of poisons, whenever you make a Wisdom (Medicine) check to determine if something is poisoned, or when you make a Wisdom (Medicine) check to attempt to recall information on poisons, treat a roll of 7 or lower on the d20 as an 8.

Blood to Water #

At 3rd level, you gain the ability to sacrifice some of your vitality to cause beneficial effects. On your turn as an action you cause one of the following effects:

While this feature is active you can enter a body of water, entering the body of water you’re manipulating causes you to ignore damaging effects.

Draining Strike #

Beginning at 9th level, you gain the ability to mend your wounds by draining the life force from your enemies. When you deal damage with sneak attack you gain half of the damage dealt as temporary hit points that go away at the start of your next turn.

At 17th level, instead of gaining half of your sneak attack damage as temporary hit points, you gain temporary hitpoints equal to the full damage dealt.

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Control Tides #

By 13th level, your mastery at manipulating the tides expands. When you use the Blood to Water feature you can choose one of the following effects instead:

Transfusion #

At 17th level, your ability to mend yourself improves. When you enter a body of water on your turn, if you have temporary hit points, consume them and convert them into health.

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Credits #

The Writer: Myself (Yreid) #
Artistic credit to: JasonTN #

https://www.deviantart.com/jasontn/art/Water-Knight-605635851