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 |
|---|---|---|---|---|---|
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7/24/2026 3:33:46 PM
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8
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6
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1
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Coming Soon
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