D.12 Naiadi
Naiadi are humanoid creatures descended from water spirits called naiads. Most naiadi are unusually physically appealing, but show no other outward signs of their heritage.
Size: Medium.
Attributes: No change.
Special Abilities:
- Aquatic Essence: Naiadi are impervious (+4 defenses) to Fire and Water attacks. However, they are vulnerable (-4 defenses) to Cold and Electricity attacks.
 - Create Water: A naiadi can cast the create water cantrip. When they do so, they do not require verbal components or somatic components, and their spellcasting rank is considered to be equal to their rank in their highest rank archetype.
 - Enchanting Appearance: A naiadi gains a +2 enhancement bonus to the Creature Handling, Perform, and Persuasion skills.
 - Fey Vulnerability: Naiadi are vulnerable (-4 defenses) to cold iron weapons.
 - Low-light Vision: Naiadi have low-light vision, allowing them to see clearly in dim illumination (see Low-light Vision).
 - Naiad Archetype: Naiadi may choose three class archetypes, as normal. However, you may choose the Naiad archetype in place of one of your class archetypes. If you do, you gain ranks in it just like you gain ranks in class archetypes.
 - Water Affinity: A naiadi has an average swim speed. In addition, they can breathe clean water like a human breathes air.
 
Automatic Languages: Common, Sylvan, any one common language.
D.12.1 Naiad Archetype ✨
All abilities from this archetype are magical ✨.
Rank 1 – Water Bond ✨
You can form a bond with a fresh stream, lake, or other Gargantuan or larger body of fresh water (not salt water). Forming or severing a bond takes one week of meditation and ritual, periodically interrupted by rest. Forming a bond also requires asking permission from the water, which you are able to do as part of the ritual. Any individual body of water can only be bonded to one naiad or naiadi in this way.
As long as your bonded water remains clean, pure, and large enough to be a valid subject of bonding, you gain a +1 enhancement bonus to your magical power and mundane power, and a +2 enhancement bonus to your vital rolls. While you are within 60 feet of your bonded body of water, these bonuses double. If your bonded water becomes contaminated or shrinks below the minimum size, these bonuses are inverted into penalties until you sever the bond. You can passively observe the general health and status of water you are bonded to, including knowing when significant pollutants enter the water and when the water grows or shrinks significantly.
Rank 2 – Fluid Freedom ✨
While your water bond is active, all of your magical ✨ attacks have the Water tag. In addition, whenever you use a magical ✨ Water ability, you can choose to exclude your allies from it.
Rank 2 – Freshwater Fountain ✨
The volume of water you can create with the create water cantrip is doubled. This generally means that you can create a Small body of water with half a minute of work. In addition, you do not consider casting that cantrip to be strenuous activity, so you can cast it continuously for longer than five minutes (see Maintain Exertion).
Rank 3 – Bonded Boon ✨
While your water bond is active, you gain a benefit based on the body of water you bonded. If it’s ambiguous how to categorize your body of water, you can choose any one applicable category when you gain this ability and when you form any future bonds.
- Geyser or spring: You gain a +2 accuracy bonus against creatures that are at unaware (-5 defenses) or partially unaware (-2 defenses) of your attacks. In addition, when you use the desperate exertion ability to affect an attack, the target is considered partially unaware (-2 defenses) of that attack.
 - Lake: You gain a +3 bonus to your durability.
 - River or stream: You gain a +2 bonus to your Reflex defense. In addition, when you sprint downhill, you gain a +10 foot bonus to your speed. This bonus is doubled as normal by the sprint ability.
 - Underground reservoir: You gain darkvision with a 60 foot range, allowing you to see in complete darkness (see Darkvision). In addition, you gain a +2 enhancement bonus to the Deception and Stealth skills.
 
Rank 4 – Aqueous Form ✨
You can cast the aqueous form spell. When you do, you do not require verbal components or somatic components, and you use your rank in this archetype as your your spellcasting rank. In addition, it has the Attune tag instead of the Attune (deep) tag.
Rank 5 – Enchanting Appearance+ ✨
The bonuses from your enchanting appearance ability increase to +4.
Rank 5 – Freshwater Fountain+ ✨
The multiplier from your freshwater fountain ability increases to ten times the normal volume of water. This generally means that you can create a Medium body of water with one minute of work, or a Gargantuan body of water with 8 hours of work. You can bond with a body of water you create with this ability just like any other body of water.
Rank 6 – Bonded Boon+ ✨
The benefit from your bonded body of water improves.
- Geyser or spring: The accuracy bonus increases to +4.
 - Lake: The hit point bonus increases to five times your rank in this archetype.
 - River or stream: You gain a +10 foot enhancement bonus to your speed.
 - Underground reservoir: The range of your darkvision increases by 60 feet. In addition, the skill bonuses increase to +4.
 
Rank 7 – Water Bond+ ✨
The bonuses from your water bond ability increase to +3. In addition, your bonded body of water becomes effectively impossible to contaminate. The entire body of water is continuously purified, as if by the purify water ability, with contaminants shunted to the outside. It can still be physically destroyed with sufficient effort.
D.12.2 Base Class Effects
If you choose naiad as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 |   Special  | 
| 1 | 1 | +0 | x1 |   —  | 
| 2 | 1 | +1 | x1 |   —  | 
| 3 | 1 | +2 | x1 |   +1 to two attributes  | 
| 4 | 2 | +2 | x2 |   HP: 2x durability  | 
| 5 | 2 | +3 | x2 |   —  | 
| 6 | 2 | +4 | x2 |   Legacy item: rank 3  | 
| 7 | 3 | +4 | x3 |   HP: 3x durability  | 
| 8 | 3 | +5 | x3 |   —  | 
| 9 | 3 | +6 | x3 |   +1 to two attributes  | 
| 10 | 4 | +6 | x4 |   HP: 4x durability  | 
| 11 | 4 | +7 | x4 |   —  | 
| 12 | 4 | +8 | x4 |   Legacy item: rank 5  | 
| 13 | 5 | +8 | x6 |   HP: 6x durability  | 
| 14 | 5 | +9 | x6 |   —  | 
| 15 | 5 | +10 | x6 |   +1 to two attributes  | 
| 16 | 6 | +10 | x8 |   HP: 8x durability  | 
| 17 | 6 | +11 | x8 |   —  | 
| 18 | 6 | +12 | x8 |   Legacy item: ranks 7  | 
| 19 | 7 | +12 | x10 |   HP: 10x durability  | 
| 20 | 7 | +13 | x10 |   —  | 
| 21 | 7 | +14 | x10 |   +1 to two attributes  | 
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.
Resources
- Attunement points: 4 (see Attunement Points).
 - Fatigue tolerance: 2 + your Constitution (see Fatigue).
 - Insight points: 1 + your Intelligence (see Insight Points).
 - Trained skills: 5 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
 
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are proficient with light armor.
Starting Items and Equipment
You can start with the following items and equipment:
- Buff leather
 - A club or dagger
 - A buckler
 - A standard adventuring kit (see Standard Adventuring Kit).
 - A rank 0 wealth item (1 gp)
 
Class Skills
You have the following class skills:
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Strength: Swim.
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Dexterity: Balance, Flexibility, Perform, Sleight of Hand, Stealth.
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Intelligence: Deduction, Knowledge (nature), Medicine.
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Perception: Awareness, Creature Handling, Deception, Persuasion, Social Insight, Survival.
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Other: Intimidate.