Abilities
Level 1
Stasis
A wave of shimmering space flows out, slowing time in the area.
Moving items stop in place, projectiles are frozen, and enemies must make a Dexterity check against your CT or be trapped for a turn.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | 15 ft. Line | CM/2 | - | - |
Up Tempo
You activate your anchor and move through space twice as fast.
Move twice as fast in this turn.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| Bonus Action | Self | CM/2 | - | - |
Ravages of Time
You unleash a bolt of temporal energy that ages and corrodes your target.
Deal d6 corruption damage on a successful attack roll at a range of up to 20 ft.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | 20 ft. | CM | Corruption |
Level 3
Flash Back
You fall back into the fabric of time and return to a space you occupied recently.
Return to a space you occupied since the start of your previous turn, or since combat began if you have not had a previous turn. Outside combat, choose a space you occupied within the last minute. The space must be less than 100 ft. away, unoccupied, and able to hold you.
Only your position changes. Your HP, statuses, charges, and other resources stay as they are, apart from this ability's normal cost. Returning to a place where you were unhurt does not return you to an unhurt body.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | Self | CM | - | - |
Level 5
Correction
If you disagree with the flow of time, it might be best to correct it.
When an attack's outcome against you is known, but before its damage or effects are applied to you, spend a reaction and a charge to turn that moment aside. Prevent that attack's damage and effects on you, including consequences that would depend on those prevented effects. The attack's effects on other targets are unchanged.
The attacker still spends its action, ammunition, and charges. Your Correction charge remains spent. This window occurs before the attack could leave you Downed or dead; it does not allow you to react while already unable to do so.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| Reaction | Self | CM/2 | - | - |
Level 8
Preservation
Release a flow of preserving space that wraps itself around an incapacitated target.
Preserve a target for one hour. Target cannot move, get hurt, or be changed.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | Touch | CM/2 | - | - |
Level 12
Fading Grace
The world around you loses its sheen, but you burn all the brighter.
Release a corrupting force in a 10 ft. sphere. Targets must make a Durability check against your CT or take d8 corruption damage. Heal d8 for every target hit.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | 10 ft. Sphere | CM/2 | Corruption |
Level 16
A Broken Clock
You shatter your anchor in a time-splitting explosion, reversing the last minute.
In combat, rewind the encounter to immediately before the start of your previous turn. If you have not had a previous turn, rewind to the start of combat instead. Outside combat, the Overseer determines how the current scene returns to a point up to one minute earlier.
Return creatures and objects in the encounter or scene to their positions and conditions at that moment. Restore HP, statuses, ammunition, charges, and other resources to what they were then, including creatures defeated during the reversed time. In combat, also restore the turn order, whose turn it is, and the actions, movement, reactions, and prepared responses available at that point. Resume from there, including any start-of-turn effects.
Your anchor remains shattered and this ability's daily use remains spent. Those are the price of breaking the clock and are not restored by its own reversal. Everyone who saw the anchor shatter remembers the reversed events. The people at the table do not have to forget what they heard or erase their account of the broken moment, but their Hunters only know what the fiction allows.
Repeated actions require new rolls. Time has returned to familiar ground, not promised you the same ending.
| Casting Time | Range | Charges | Damage Dice | Damage Type |
|---|---|---|---|---|
| 1 Action | Self | 1 Per Day | - | - |