Base Class: Blood Hunter
Born of a strange and exceptionally rare union of the unique magics of both Hemocraft and Dunamancy, members of the Order of the Cosmic Mind came about when a sect of Blood Hunters of old ages trekked across the worlds hunting things and creatures tied to the effects of Dunamantic magics. The hunters eventually traveled to Red Ridge and, after proving their skill and virtue battling fiends at the site of The Scar, the ruling leader of Sanctum City wrote a secret agreement with this sect to hide the members in secrecy keeping them as devout protectors of the land of Edin. Thus the Order of the Cosmic Mind was created. The highest gifted members of the Order are 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 time went on and the beings of The Scar became less ferocious and the attacks less frequent, this sect was disbanded by another Lord of Sanctum City 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 and most practiced of mages and the most knowledgeable of the clerical and historical establishments in Edin. The members of the Order now roam Edin, hunting fiends and monsters, seeking adventure, and being ever prepared for the day that their services are called upon by the Land of Edin again.
Rite of Gravity
When you join this order at 3rd level, you learn the Rite of Gravity as part of your Crimson Rite feature. When you activate the Rite of Gravity, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- The area within 15 feet of you is considered difficult terrain for enemies.
- Your jump distance is tripled.
- Your walking speed increases by 10 feet.
- You can use 5 feet of your movement to get up from being knocked prone instead of half of your movement.
Temporal Awareness
Your training in dunamancy has granted you the ability to call on minor chronurgy magic to increase your readiness in the milliseconds before danger strikes. Starting at 3rd level, You can add your Intelligence modifier to your initiative rolls.
Maledict of Force
Beginning at 7th level, whenever you hit a creature with a melee weapon attack, you may mark that creature with a Maledict of Force. The mark lasts for the next 1 hour or until you drop concentration on the effect. When you hit the marked enemy with an attack, you may deal a Hemocraft dice of damage to all enemies within 5 feet of you and within 5 feet of the marked creature. If the marked creature dies while it is marked, you may use your Bonus Action to move the mark to a new target that you can see within 60 feet of you.
Beacon of Endless Horizons
Upon reaching 11th level, 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 Void
At 15th level, you’ve honed your dunamantic hemocraft to manipulate the gravity around your enemies. You gain the Blood Curse of the Void for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Void
As a bonus action, you can choose one large or smaller 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. The size limitation of the creature you can target is removed, and the distance you can pull the creature is increased to 60 feet in any direction.
Psychic Cosmos
At 18th level as an action, you can enter a form where your mind is linked to the magical aspect of the cosmos, granting you the following effects for a number of rounds equal to your Hemocraft dice:
- At the start of your turn, you can teleport up to 60 feet in any direction, including through walls and to areas you can’t see. If you are inside an object after teleporting, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. After you teleport in this way, creatures within 10 feet of the space you are in take force damage equal to your Hemocraft dice.
- You gain resistance to force and psychic damage and gain immunity to the charmed condition.
- Whenever you hit a creature with a melee attack or use one of your Rites on a creature, you may move that creature to an unoccupied space within 15 feet of it.
When you teleport in this way, your appearance seems to fracture and multiply, as if the rest of the world is viewing your body through a kaleidoscope, as you step between dimensions.
Once you use this ability, you cannot use it again until you finish a long rest.
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