Base Class: Fighter
By studying the vast ocean and the merpeople's styles of fighting, you have developed a fighting style so swift that it is as though foes were being cut by water itself.
Way of the Deep
You have learned new attacks by studying how sea creatures hunt their prey.
Bioluminescent Slash
You may choose to electrically charge one of your weapons for the rest of the battle. You may choose another weapon to gather up to 1 gallon of water around. The electrically charged weapon deals an extra 1d6 lightning damage by default. When you attack with the weapon that has water on it, it douses the enemy in the water. If a target doused with water is hit an electrically charged weapon, it deals an extra 4d6 lightning damage. You may not choose one weapon to have both water on it and the electrical charge.
Whirlpool Tornado
You summon water by reshaping the molecular structure of the air around you, turning it into a giant tornado of water. You are lifted 50 ft to the top of the tornado, where you can attack flying creatures, make the tornado move up to 30 feet, or cause it to collapse, pushing away everything 10 ft within 30 ft. If you move through an enemy, it is sucked into the whirlpool and you may perform an opportunity attack. Any enemy hit while in the tornado is doused.
Gift of the Sea
You gain permanent water breathing and a 40 ft boost to your swim speed. You also speak the language of any amphibious or aquatic creature.
Way of the Deep
You gain more attacks by studying the intricacies of the ocean's waves.
Hurricane
You create a small hurricane 50 ft in diameter with a 10 ft circle of calm in its center. Any creature inside the hurricane has disadvantage on all throws and must make a DC 12 Constitution throw every 1 minute or take 1d4 Lightning damage. This increases to 3d4 Lightning damage if a doused creature is hit.
Maelstrom
You summon a massive sea storm and create a raging ring of rapids 10 ft in diameter around you. This ring halves damage done to you by spells or projectiles, and any that attempt to pass through the ring must make a DC 17 Dexterity throw or take 1d4 Bludgeoning damage and become doused. At any time you may send the ring out from you 50 ft away. This deals 1d4 Bludgeoning damage and douses creatures.
Summon Sea Creature
You may spend 2 actions to summon an underwater-dwelling creature with a challenge rating of 4 or lower to fight alongside you. This sea creature can breathe even if it is not underwater.
Hydroelectricity
All of your weapons always are electrically charged granting a bonus 1d6 Lighting damage, and can have 1 gallon of water around them. Doused enemies take three times more rolls of damage when hit by Lightening attacks. (For example, 1d6 Lighting damage becomes 3d6 Lightning damage on doused enemies, 5d4 Lightning damage becomes 15d4 Lightning damage). Any doused creature takes extra damage in this way from any other creature. You are also immune to being doused.
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