Base Class: Blood Hunter
Understanding and manipulating time is just as delicate as manipulating blood, and to the blood hunters of this order, it is just as important. The Order of the Soothsayer's blood magic endows them with a strange connection to the numerous timelines of the multiverse. Briefly glancing into these alternate outcomes gives the blood hunters an edge against their enemies, allowing them to predict the immediate future and sometimes alter the recent past.
Psychogenic Precision
Starting when you choose this order at 3rd level, you gain access to the Rite of the Oracle as part of your Crimson Rite feature, instead of at 14th level.
Additionally, your glimpses into the near future give you an edge in battle. You get a bonus to your initiative rolls equal to your hemocraft modifier.
Initiative Bonus (INT)
You gain a bonus to initiative equal to your Hemocraft (Intelligence) modifier.
Initiative Bonus (WIS)
You gain a bonus to initiative equal to your Hemocraft (Wisdom) modifier.
Reject Fate
Also beginning at 3rd level, when an attack roll is made against you, you can use your reaction to add your hemocraft modifier to your AC, possibly causing the attack to miss. You can use this ability a number of times equal to your proficiency bonus, restoring it after a long rest.
Horology
Once you reach 7th level, you have mastered the progressions of time and expect things that others cannot see. You are now always able to tell what time of day it is, whether inside or out, and have blindsight up to 15 feet.
This range increases to 30 feet at 15th level.
Brand of Reckoning
Beginning at 11th level, you can predict a branded enemy's movements and briefly track with them if they cross into another plane. A creature you have branded with your Brand of Castigation has disadvantage against Dexterity saving throws while it is within 15 feet of you. Additionally, if a branded creature manages to teleport or to leave its current plane, you are aware of what plane it is on for a number of days equal to your hemocraft modifier (minimum of 1).
Blood Curse of the Sluggard
Once you reach 15th level, you bring time to a painful crawl for your foes. You acquire the Blood Curse of the Sluggard feature for your Blood Maledict, not counting against the amount of blood curses you know.
Blood Curse of the Sluggard
As a bonus action, you cause a creature within 30 feet of you to become slowed to half of its speed. The cursed creature can make a Strength saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature takes 1d6 psychic damage when you inflict this curse, and it takes this damage again for every 5 feet that it moves.
Linear Divergence
Starting at 18th level, as a bonus action, you project flickering extra-temporal forms of yourself, giving you two extra attacks on your action for this turn.
Upon using this feature you gain one level of exhaustion.
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