Rogue
Base Class: Rogue

When you choose this archetype at 3rd level, you learn how to hone your skills with water.

Dip Your Toes In

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Flow

Starting at 3rd level, your fluidity propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Constitution modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Waterbound

Starting at 9th level, you learn to shape the moisture from your surroundings. As a bonus action, you imbue your attacks with the flow of water until your next turn. The first attack you hit deals an extra 1d10 force and pushes the creature back 10 feet.

Misty Vapor

Starting at 9th level, as an action a sphere of vapor surrounds you. The sphere is centered on you and has a 10 foot radius. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Ranged attacks against a creature within this area are rolled at disadvantage. Whenever a creature (including you) ends its turn in the sphere, you may choose one of the following effects:

  • The creatures restores 2d4 hit points.
  • The creature takes 2d4 cold damage.

Be Like Water

Starting at 13th level, as an action, you can become a being entirely made of water for 1 minute. You gain resistance to fire, bludgeoning, piercing, and slashing damage from magical and nonmagical attacks. You also gain immunity to poison and acid damage and the following conditions: grappled, paralyzed, petrified, poisoned, prone, restrained. Use this feature only once per long rest.

You can enter occupied spaces. If you end your turn in a creature's space, they take 1d6 cold damage. Additionally, at the start of their turn, roll to grapple them. If you succeed, the creature takes an additional 2d6 force damage at the start of each of its turns it remains grappled.

Ocean’s Blessing

Starting at 17th level, you can summon a water elemental at will once per long rest. Additionally you gain the ability to conceal yourself with refracting water. As an action, shimmering water surrounds you causing you to be invisible for 1 minute.

Splash-Buckler Image

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