Hydro

The Hydro archetype harnesses the power of water, using its ebb and flow to heal allies, devastate foes, and control the battlefield. Whether summoning protective barriers, healing pools, or violent whirlpools, Hydros embody the versatility and strength of their element. Their abilities focus on area control, crowd manipulation, and environmental adaptation, making them invaluable in combat and exploration. From unleashing waves that knock foes prone to creating serene waters for healing, Hydros bring balance and resilience to any team.

In Nexus City, Hydros are often associated with factions like Verdancy, which uses water to restore ecosystems, or The Reclaimers, who wield it as a weapon for nature’s vengeance. They are both warriors and guardians, thriving near bodies of water or adapting to its scarcity in the Outlands of Nexus City. Players who choose the Hydro archetype will enjoy a balanced mix of offensive, defensive, and supportive options, with a thematic emphasis on adaptability and resourcefulness.

Water Whip

1st - Action - Manifest - 12 Spaces

Conjuring a whip of pure water, the Hydro strikes an enemy swiftly.

Choose a foe within range. They must succeed on an Endure check against your Manifest die or take escalation damage .

When using this power, you can use additional action to push an affected creature 1 space into an adjacent unoccupied space.

Purification

1st - 1 Minute - Manifest - Touch

The Hydro purifies contaminated water sources, making them safe for drinking and other uses.

You can purify any body of water that is no larger in spaces than your Manifest die maximum. You make the affected water safe to drink and remove any hazards. This purification lasts until you use this power again.

Tidal Wave

2nd - Action - Manifest - 6 Spaces

The Hydro summons a towering wave that crashes over their enemies.

Choose a 3 x 3 cube of spaces. At least one of these spaces must be adjacent to you. All creatures within the chosen space must succeed on an Endure check against your Manifest, die or suffer escalation damage and be knocked prone.

Tide Walker

2nd - Action - Manifest - Self- Focus - 1 Minute

The Hydros can use their magic to walk on water.

For the duration of this power, you can move across any body of water as if it were solid ground.

Healing Waters

3rd - Action - Manifest - 6 Spaces - Focus - 1 Minute

The Hydro creates a serene pool of healing water.

Choose a space within range. For the duration of this power, any combatant in the chosen space can use an Action to heal for half of Escalation in Life Points.

Water Divination

3rd - Passive - Glean - Self

The Hydro uses water to scry and reveal distant locations and hidden secrets.

Whenever you make a Glean check to find and track objects or creatures in the water, you do so with advantage.

Aqua Barrier

4th - Reaction - Manifest - 6 Spaces

The Hydro encircles an ally in a protective embrace.

Whenever an ally within range takes damage from a Manifest power, you can reduce that damage by rolling your Manifest die, to a minimum of 1. Reduce your Manifest die by 1.

Tide Control

4th - Passive - Navigate - Self

The Hydro influences tides and water currents.

Whenever you make a Navigate check to swim or sail through water, you do so with advantage.

Maelstrom

5th - Action - Manifest - 12 spaces - Focus - 1 Minute

The Hydro calls forth a violent whirlpool, its waters churning with relentless force.

Choose a 6-space radius circle within range. Combatants starting their turn inside the circle must succeed on an Endure check against your Manifest die or take escalation damage and be moved to the nearest unoccupied space at the center. A creature can only be affected by the Maelstrom once per round.

Aquatic Adaptation

5th - Action - Manifest - Self - Focus - 1 Minute

The Hydro's mastery of water allows them to breathe underwater and efficiently move through aquatic environments.

For the duration of this power, you can breathe underwater and maintain your usual swimming speed.