Blood Hunter
Base Class: Blood Hunter

Those who follow the Order of the Wavemaster have a deep connection to the sea and ocean. There fighting styles become very fluid as they dance around the battle field, the ocean mist masking there attacks and as they bring down there sword with the force of a tidal wave. 

Rite of the Tide

You learn the Rite of Tide as part of your Crimson Rite feature. While the Rite of the Tide is active, your weapon becomes incased in a acidic water that deals 1d4 acid damage (scales based on crimson rite ability.) While Rite is active you gain the following:
- You can breath underwater
- Your swimming speed is equal to your walking speed
- You deal an extra Hemocraft die to Beasts and Constructs
- You can cast shape water at will

Fathomless Liquidation.

As a bonus action you can swim in the ground like walking into an ocean or lake. You speed is equal to you walking speed -5ft. You can move in the ground for one turn before returning to the surface. While in the ground others have dis adv on attacks against you until you resurface. you may not travel through walls or ceilings while swimming. You can use this feature a number of times equal to a roll of you hemocraft die +1. you reroll this amount at the end of a long rest.

Oceanic Transformations

Upon reaching 7th level you gain access to three new oceanic forms. Mist Form, Tidal Form, and Conch Form

Mist Form:  Focusing for one minute you can turn your body into the morning ocean mist. A creature making a perception check to find you makes it with disadvantage, and you gain a +5 to stealth while active.  You can move through cracks in a wall equal to six inches in length. This ability will last up to 10 mins.

Additionally if you use this ability as an action, your mist form allows you to quickly travel up to 45ft horizontally before rematerializing as your solid self. This does not provoke an opportunity attack.

Tidal Form: Focusing for one minute you can turn your body into the chaotic fury of the waves. You gain the ability to take an extra attack during the attack action and gives 1d12+con+int temp hit points.

Additionally if you use this ability as an action, your tidal form allows you to go into a rage giving you +2 to attack and damage rolls for 1d3 rounds. You next attack made when this first activates also deals 2d8 acid damage.

Conch Form: Focusing for one minute you can turn your body into the thick defense of a crab, conch, or lobster. You get a +2 to AC and Saving Throws for the next 10 mins. 

Additionally if you use this ability as an action, your conch form allows you to use the dodge, dash, and disengage action as a bonus action, and you heal health equal to 3x your con mod upon activation. This affect lasts for 1d4 rounds.

You can use this feature for free once a day, You can use another charge by taking a level of exhaustion.

Brand of Erosion

When you use your Brand of Castigation, you add on an extra Brand of Erosion that seeps away your targets strength. The target will subtract 1d4 on all attack rolls and have dis adv on strength ability check and saving throws. When this creature dies, you enter the following Oceanic Form for 1d3 turns

Erosion Form:  As a reaction, when a creature within 50ft of you dies, you can teleport to the spot that creature once stood. When you take the attack action you have adv on the attack roll, and deal an extra hemocraft die worth of damage.

Blood Curse of the Fathomless

Blood Curse of the Fathomless

Choose a number of targets equal to your intelligence/wisdom score, those targets must make constitution saving throws or watery tendrils make there way around there body. On a failed save, the creatures are restrained, and take a penalty of -1d8 to attack rolls and saving throws. they can remake the save at the end of there turns.

Terrors of the Deep

Fathomless Form: If you focus on this form for a minute, for the nedxt hour you have a +2 to attack rolls and saving thows, deal an extra 1d6 acid damage, and can use a bonus action to force a creature to make a wisdom save or be feared for 1d3 rounds

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