Blood Hunter
Base Class: Blood Hunter

Born of a strange and exceptionally rare union of the unique magics of both Hemocraft and Dunamancy, the Order of Dunamis came about when a sect of Blood Hunters of the early Claret Orders trekked across the ash keeper peaks to hunt the fiends of the Xhorhasian wastes and the Barbed fields. The hunters eventually traveled to Bazzoxan and, after proving their skill and virtue battling fiends at the Umbra Gates, the Kryn Dynasty's first Shadow Hand made a secret agreement with this sect to merge their practices of magic. Thus the order of Dunamis was created, an incredibly unique group that through Hemocraft channel Dunamancy's time and gravity altering magics through their blood and being, granting them strange powers that mimic more formal forms of Dunamancy. As tensions between the Kryn Dynasty and The Dwendalian Empire grew through history, this sect was ousted by the Kryn and now they travel in secret, keeping their practices hidden and quietly teaching the few of their next generations how to wield their strange power. They are known only in whispers among the oldest of the Kryn and the most Knowledgable of the Claret Orders, their members now roam Exandria, hunting fiends and monsters, seeking adventure, and making sure knowledge of their powers and where they got them stays forgotten.

Rite of Graviturgy

You have trained in channeling dunamancy through your blood and by extension your crimson rite. When you join this order at 3rd level, you learn the Rite of the Graviturgy esoteric rite (detailed below).

Rite of Graviturgy. Your rite damage is force damage. For 1 minute after the rite is activated, you gain the following benefits:

  • The area within 20 feet of you is considered difficult terrain for your enemies.
  • Your jump distance is tripled.
  • Your walking speed increases by 10 feet.

Temporal Awareness

Your training in dunamancy has granted you the ability to call on minor chronurgy magic to increase your readiness in battle. Starting at 3rd level, You can add your Intelligence modifier to your initiative rolls.

Fixed Point

Prolonged exposure to hemocraft dunamancy has left your blood and being more resilient against similar effects to the ones you can cause. Upon reaching 7th level, you gain resistance to force damage and have advantage on any ability checks or saving throws made to resist an effect that would move you unwillingly or reduce your speed. Additionally you have advantage on saving throws and ability checks made to resist the grappled and restrained conditions, and you become immune to any magical aging.

Brand of Spiteful Possibility

Enemies under the effect of your brand of Castigation find themselves plagued by misfortune brought on by the ill possibilities from discarded timelines. Beginning at 11th level, when a creature you can see within 60 feet of you that is marked by your Brand of Castigation makes an attack roll, ability check, or saving throw, you may use your reaction to force them to roll again and take the lower of the two rolls. 

Blood Curse of the Graviturgist

At 15th level, you’ve honed your dunamantic hemocraft to manipulate the gravity around your enemies. You gain the Blood Curse of the Graviturgist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Graviturgist 

As a bonus action, you can choose one creature you can see within 60 feet of you, the target must make a strength saving throw or be pulled 30 feet in any direction. If the target is pulled into a creature or solid object(such as a wall), the target stops moving and, the target and the creature or object take 1d6 bludgeoning damage for every 10 feet traveled before the collision.

Amplify. If the target succeeds on their saving throw, they take force damage equal to a roll of your hemocraft die plus your intelligence modifier.

Echo Guardian

Upon reaching 18th level, The Dunamancy flowing through your blood calls forth an echo of you from a discarded timeline to defend you when you are in dire need. When you are reduced to 0 hit points, but don’t die outright, you magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, and disappears if you die or if it moves more than 30 feet away from you. 

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn the echo may move up to 30 feet and may take an attack action as if it were you(using your modifiers and damage dice) against any hostile creature within 30 feet of you. You still roll death saving throws as normal while your echo is active.

If you regain consciousness while the echo is still active, you reabsorb its potential, the echo is destroyed and you gain a number of temporary hit points equal to 2d6 + your Intelligence modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2021 6:33:14 AM
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