At 4th level, you gain access to the 1st Level form of the Dezrem sign.
The gravity in a 10 ft. radius sphere, centered on a point you can see within a 30 ft. range, increases for the duration of a round. Each creature in the target area on the turn you use this ability, or upon entering the area, must make a Constitution saving throw. On a failed save, the creature's speed is halved until the end of its next turn.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to be picked up or moved.
At 8th level, you gain access to the 2nd Level form of the Dezrem sign.
All above effects remain, with the following changes:
While in the area of effect, the target must make a Dexterity saving throw. If slowed, the save is made at disadvantage. On a failed save, the target takes 1d10 lightning damage each turn spent in the area. On a succesful save, half as much damage.
At 12th level, if you choose to specialize in the Dezrem sign, you gain access to the 3rd Level form of the Dezrem sign.
Projectile weapons fired into the area might be destroyed by sparks of lightning. If a ranged weapon attack hits, roll 1d10 + Your Intelligence mod + Your Blood Hunter level. This roll reduces the damage taken from the attack.
At 16th level, if you choose to continue your specialization, you gain access to the 4th Level form of the Dezrem sign.
The duration extends to the end of the second turn after the initial effect of the Dezrem sign.
At 19th level, if you devote all of your specialization into the Dezrem sign, you gain access to the 5th Level form of the Dezrem sign.
The duration extends to the end of the third turn after the initial effect of the Dezrem sign.