Aquatic Adaptation Feat 13Legacy Content
Azarketi Concentrate Primal Transmutation Water Source Ancestry Guide pg. 15 3.0Frequency once per day
If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature.
Traits
Azarketi: Azarketi are an offshoot of humans adapted to live in aquatic communities. They have gills, webbed digits, and small fins, and they can survive in or out of water.
Concentrate: An action with this trait requires a degree of mental concentration and discipline.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to primal magic.
Transmutation: Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.