Blood Hunter
Base Class: Blood Hunter

Replacing the powerful influence of the Primals with the very blood and life of the Empyreans, the Order of the Blood Moon calls on the power of Selenal, the larger of the two moons of Alyria, the very embodiment of Tsuvinar's vision of change and transformation in the world. Each phase captures a change or transformation in the world and marks the passing of time, and this order summons the full might of the moon's timeless essence.

Temporal Sense

When you choose this archetype at 3rd level, you gain the improved senses of one in tune with the natural flow of time. You have advantage on Wisdom (Perception) to discern movement or location of creatures, or alterations to a location through time.

Changebringer Essence

Also at 3rd level, you learn to control the ebb and flow of time around you. As a bonus action, you transform into a the Changebringer Essence for up to 1 hour. You can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

Once you use this feature, you must finish a short or long rest before you can use it again.

In the Character Builder, set the option for Changebringer Essence to Changebringer Form to activate the bonuses for that form on the character sheet.

Changebringer Form

Selecting this option has updated the character sheet with the features of your Hybrid Form.

Changebringer Essence Features

While you are transformed, you gain the following benefits and drawbacks:

Temporal Form and Shift. You have advantage on Dexterity checks and saving throws, and in this form you have a +1 to damage rolls for any Dex related attacks. This increases to +2 at lvl 11, and +3 at lvl 18.

Shifting Time. Your speed is doubled and your preternatural speed grants you an extra Action on your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Chronal Imbalance. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or fall under the effects of Slow until the end of your next turn.

Chronal Imbalance

If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or fall under the effects of Slow until the end of your next turn.

An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

Temporal Might

You have advantage on Dexterity checks and Dexterity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Temporal Might (level 11)

Your bonus to melee damage rolls increases to +2 at 11th level.

Temporal Might (level 18)

Your bonus to melee damage rolls increases to +3 at 18th level.

Temporal Shift

You have advantage on Dexterity checks and saving throws, and in this form you have a +1 to damage rolls for any Dex related attacks. This increases to +2 at lvl 11, and +3 at lvl 18.

Chronal Transposition

At 7th level, you gain the ability to shift your position in time, casting Misty Step as a bonus action. This ability resets at the end of a long rest.

Advanced Transformation

At 11th level, you learn to unleash and control more of the weave of time. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

Chronal Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for Chronal Imbalance.

Chronal Regeneration

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your Chronal Imbalance.

Brand of the Blood Moon

Starting at 15th level, you have advantage on the saving throw for your Chronal Imbalance while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your temporal plane. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

Hybrid Transformation Mastery

At 18th level, you have mastered your place in the weave of time. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form grants immunity to poison or disease.

You also gain the Blood Curse of the Moon for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Moon

As an action, you unleash your control of the weave of time. Each creature within a 40 foot cube within 120 ft of you must succeed on a Wisdom saving throw or become Slowed until the end of your next turn. If a creature fails its saving throw by 5 or more, it is incapacitated while slowed in this way as you freeze them in their own place in time. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the Blood Curse.

Amplify. The save DC for this Blood Curse is boosted by +2.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Previous Versions

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