Sink and Swim Feat 14Legacy Content
Rare Aftermath Water Source Dark Archive pg. 57Prerequisites You've been brought to 0 Hit Points by an enemy that has the
water trait or an enemy's ability that has the water trait.
Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water.
Water Transfer [one-action] (
conjuration,
primal,
teleportation,
water)
Frequency once per minute;
Requirements You're on land and adjacent to a body of water;
Effect You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature.
Traits
Rare: This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
Aftermath: This trait describes feats that represent special abilities gained after exposure to the weird and deadly.
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.