Blood Hunter
Base Class: Blood Hunter

When the Blood Hunter orders were being formed in the beginning, the influences of the world around them channeled their strength. The Ghostslayer chose crypts, the Mutant chose the laboratory, and one order chose the depths of the sea. The Order of The Kraken raised anchor and dove into the world of the open oceans. What they found were endless fathoms and monsters that made them shudder. The Leviathan, the Megalodon, the Aboleth. And most of all, the Kraken. Blood Hunters of this order chose to embrace the depths and darkness of the water, taking it wherever they went. Melding into the water became second nature; either as water itself, or the creatures inhabiting it. And from the first time a Hunter took on the eight armed king of seas, their blood and ink was forever bound to their powers as well. 

Grim Gills

When you choose this archetype at 3rd level, you dive fully into the seafaring ways of a Kraken Hunter. You gain a swim speed equal to your walking speed and can hold your breath for up to 30 minutes.

Ink Black Water

Also at level 3, you have infused the darker properties of the ocean depths into a manifestation of the waters where monsters hide. As an action, you change your form into something more aquatic resembling; A Kraken form. This can be a plasmoid-like appearance, a scaled and finned anatomy, or a tentacled and slimy skin. This form lasts for one minute, and you can transform like this once per short rest. 

While in this form, you leave a trail of water-like magical energy in a 5f trail wherever you walk. Whenever you are hit by an attack or land an attack against a target, the target of damage is surrounded by the water in a 5f radius. This water lasts until the end of your next turn no matter how it was created. It is treated as normal nonmagical water in every other way by everyone except you. All benefits you gain from this magic water apply in other bodies of water deep enough for you to be submerged. 

This water counts as Difficult Terrain to creatures without a swimming speed. You can drop prone into and “under” this water and rise from prone using only 5f of movement. While prone, your opponents do not have advantage on their melee attacks normally guaranteed to prone targets, and you are treated as though you have half cover. You cannot take actions while prone in this way except to hide, dash, or disengage. If you are dropped prone in this form when the water would disappear due to time or other methods, you must use the normal half movement to get up.

Darkened Current

As a diver acclimates to the pressure of the depths, you have acclimated to the powers you have mimicked. Beginning at 7th level your swim speed increases by 10f, and you gain temporary hit points equal to your hemocraft die when you drop prone into water with your Kraken form. These temporary hit points go away when you are no longer prone. 

Brand of Drowning

Beginning at 11th level, targets of your Brand of Castigation now leave water trails wherever they move while on normal terrain. These trails are identical to the water created by your Kraken form. In addition, the target loses resistance to cold and acid damage while branded, but not immunities.

Blood Curse of Charybdis

At 15th level, you have wrought the waters to drag your foes to a chilling death. You gain the Blood Curse of Charybdis for your blood maledict feature. This does not count against your blood curses known.

Blood Curse of Charybdis: A target you choose within 30f must make a constitution saving throw. If they fail, they are surrounded by a swirling whirlpool of water for up to one minute or until they save at the start of their turn. While affected, at the start of their turn they take cold damage equal to your intelligence modifier and cannot take reactions. 
Amplify: The cold damage becomes equal to your Hemocraft die plus your intelligence modifier, and their movement speed is halved for the duration.

Denizen of the Drowned

You have grown closer to the monstrous beasts of the deep, and have found yourself empowered to the fullest while closest to a watery grave. 

Your water trails now last a full minute or until you end your Kraken form. 

While dealing damage to a target standing in your water trails or in water deep enough to submerge in, you deal an additional amount of cold damage equal to your Hemocraft die. 

While in Kraken form, as a reaction to an attack you can see against you or an ally, you can rise out of or drop prone into water. If you rise out of prone, you can make one free attack against the target who triggered your reaction. 

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