Blood Hunter
Base Class: Blood Hunter

Order of Dunamis Features

Level

Feature

3rd

Dunamis Spellcasting, Rite of Entropy

7th

Chronal Shift

11th

Paradoxical Strikes

15th

Temporal Anchor

18th

Master of Possibility

Dunamis Spellcasting

3rd-Level Order of Dunamis Feature

You learn to cast spells from the arcane traditions of time and force. See the "Spellcasting" section of the Blood Hunter class for general rules.

  • You learn two spells of your choice from the wizard or sorcerer spell list. The spells must be from the divination, transmutation, or evocation schools.
  • The Dunamis Spells table shows additional spells you always have prepared.

These spells count as Blood Hunter spells for you and do not count against the number of spells you can prepare.

Dunamis Spells

Blood Hunter Level

Spell

3rd

feather fall, shield

5th

mirror image, misty step

9th

blink, haste

13th

dimension door, slow

17th

hold monster, wall of force

Your spellcasting ability for these spells is Intelligence.

Rite of Entropy

3rd-Level Order of Dunamis Feature

You learn the Rite of Entropy, a unique Crimson Rite.

  • Damage Type: Force
  • When you activate this rite on a weapon, its attacks deal an additional 1d4 force damage.
  • When you hit a creature with a weapon bearing this rite, that creature’s speed is reduced by 10 feet until the start of your next turn.

Chronal Shift

7th-Level Order of Dunamis Feature

You learn to manipulate probability and position in combat.

  • Chronal Redirect: When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force the creature to reroll the d20. They must use the new result.
  • Temporal Jaunt: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.

You can use each of these features a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Paradoxical Strikes

11th-Level Order of Dunamis Feature

When you hit a creature with a weapon bearing your Crimson Rite, you may choose one of the following paradox effects:

  • Phase Lock: The target can’t take reactions until the start of its next turn.
  • Temporal Fracture: The target has disadvantage on the next saving throw it makes before the start of your next turn.

You can use this feature once per turn.

Temporal Anchor

15th-Level Order of Dunamis Feature

You manifest a local field of stabilized time. While you are not incapacitated, you and creatures of your choice within 30 feet of you gain the following benefits:

  • Resistance to force damage
  • You cannot be moved, banished, or teleported against your will.
  • Time effects such as time stop or haste cannot affect you without your consent.

This aura lasts as long as your Crimson Rite is active and ends if you are incapacitated.

Master of Possibility

18th-Level Order of Dunamis Feature

You become a master of paradox and unrealized futures.

  • When you activate your Crimson Rite, you may immediately take the Dash, Disengage, or Attack action as a bonus action.
  • Once per turn when you roll your Hemocraft die, you can reroll it and must use the new result.
  • When you reduce a creature to 0 hit points with a weapon attack, you may force another creature within 30 feet to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they take 4d10 force damage and are slowed (as the slow spell) until the end of their next turn.

You can use the final effect once per long rest.

Dunamis Spellcasting

You learn to cast spells from the arcane traditions of time and force. See the "Spellcasting" section of the Blood Hunter class for general rules.

  • You learn two spells of your choice from the wizard or sorcerer spell list. The spells must be from the divination, transmutation, or evocation schools.
  • The Dunamis Spells table shows additional spells you always have prepared.

These spells count as Blood Hunter spells for you and do not count against the number of spells you can prepare.

Dunamis Spells

Blood Hunter Level

Spell

3rd

feather fall, shield

5th

mirror image, misty step

9th

blink, haste

13th

dimension door, slow

17th

hold monster, wall of force

Rite of Entropy

You learn the Rite of Entropy, a unique Crimson Rite.

  • Damage Type: Force
  • When you activate this rite on a weapon, its attacks deal an additional 1d4 force damage.
  • When you hit a creature with a weapon bearing this rite, that creature’s speed is reduced by 10 feet until the start of your next turn.

Chronal Shift

You learn to manipulate probability and position in combat.

  • Chronal Redirect: When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force the creature to reroll the d20. They must use the new result.
  • Temporal Jaunt: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.

You can use each of these features a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Paradoxical Strikes

When you hit a creature with a weapon bearing your Crimson Rite, you may choose one of the following paradox effects:

  • Phase Lock: The target can’t take reactions until the start of its next turn.
  • Temporal Fracture: The target has disadvantage on the next saving throw it makes before the start of your next turn.

You can use this feature once per turn.

Temporal Anchor

You manifest a local field of stabilized time. While you are not incapacitated, you and creatures of your choice within 30 feet of you gain the following benefits:

  • Resistance to force damage
  • You cannot be moved, banished, or teleported against your will.
  • Time effects such as time stop or haste cannot affect you without your consent.

This aura lasts as long as your Crimson Rite is active and ends if you are incapacitated

Master of Possibility

You become a master of paradox and unrealized futures.

  • When you activate your Crimson Rite, you may immediately take the Dash, Disengage, or Attack action as a bonus action.
  • Once per turn when you roll your Hemocraft die, you can reroll it and must use the new result.

When you reduce a creature to 0 hit points with a weapon attack, you may force another creature within 30 feet to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they take 4d10 force damage and are slowed (as the slow spell) until the end of their next turn

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2026 3:33:46 PM
8
6
1
Coming Soon
Order Of Dunamis Image

Comments

Posts Quoted:
Reply
Clear All Quotes