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 not be targeted by non-magical attacks.
- You can breathe underwater.
- You gain a swim speed of 30ft.
- If another body of water is no more than 15 feet away from you, you can move from your current source to the new source and in doing so use movement equal to the distance traveled.
- You gain advantage to hide (stealth) checks made while in a body of water.
- You are vulnerable to cold and lightning damage.
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:
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Create Water. This effect costs 8 hit points to activate. You create a 20ft circle of salt water centered on a point you can see.
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Redirect Flow. This effect costs 8 hit points to activate. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the feature’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you choose for 1 minute or until you choose a different effect. The water moves at speed of 30 feet per round.
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Flood. This effect costs 8 hit points to activate. You cause an area of water no larger than 10 feet in all directions to spread across surfaces up to 10 feet from the original source. The water does not go up inclines, but if it goes down it can spread up to 20 feet from the original source.
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:
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Sunken Shackles. This effect costs 25 hit points to activate. Choose a creature within 5ft of a water source, that creature must make a Strength save DC 8 + your wisdom modifier + your proficiency bonus or be restrained for the duration, huge or larger creatures succeed automatically on their saving throw. Large creatures require a body of water roughly their size to be restrained. At the end of each of the creatures turn they may repeat the save.
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Downpour. This effect costs 25 hit points to activate. Centered on a point you can see, rain falls from the sky in a 30ft cube. This effect lasts for a duration of 10 minutes.
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Whirlpool. This effect costs 25 hit points to activate, and requires a deep body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check DC 8 + your wisdom modifier + your proficiency bonus. When a creature or object enter the vortex for the first time on a turn, or starts its turn there, it must make a Strength saving throw (objects fail automatically). On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the effect ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try and swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. This effect lasts for a duration of 1 hour.
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