Paths
Criminal Path (Blue)
Explorer (Green)
Avenger (Red)
Can pick any DC 19 Lock without rolling. This does however take 2 rounds of combat (12 seconds)
Is able to hide any emotions that would be otherwise revealed during a conversation with a DC 11 constitution saving throw (such as surprise/shock)
Can automatically score 14 on a to hit roll when throwing daggers
Assassin Sub-branch
Thief Sub-branch
Spy Sub-branch
Stealth rolls have a +1 bonus against passive perception
Increases the perception threshold to 6 items simultaneously
Can successfully forge any signature that has been specifically studied
Face cannot be recognised
You can use the Mokama Plane at will
An improved hidden money pouch allows for sharp objects to be put in it
Cannot suffer from food poisoning
Criminal Master: Any previously unlocked abilities can be improved with practice and another skill path can be selected. You also gain the ability to catch any projectiles that are fired at you and don't succeed their attack roll
Footsteps make no noise whilst walking on most biotic materials
Can knock out any creature that is below 20hp, at the cost of falling unconscious, but stable. Can only be used once per long rest
Can successfully climb any DC 18 tree
Can successfully jump between trees in dense woodland areas automatically
Hunter Sub-branch
Urban Sub-branch
Adventurer Sub-branch
Can give one command to any animal that can speak a language telepathically (without any reply). It will not necessarily respond.
Has a +1 modifier to animal handling checks in dense woodland
Lowers an enemies AC by 1 if they are being shot with most projectiles in a dense woodland
Has a +1 modifier to any stealth checks (only during hide action) in dense woodland
Is able to climb on house roofs without danger of them collapsing
Has a +1 modifier to any stealth checks (only during hide action) in populous urban areas
Exploration Master: Any previously unlocked abilities can be improved with practice and another skill path can be selected. You also gain the ability to mask your scent entirely
Can transport party members you are touching to the Mokama Plane
Tank Sub-branch
Support Sub-branch
Flowing Movements Sub-branch
When in melee combat, you gain a +10% bonus to your current hit points, but your armour class decreases by 1
When in pursuit of an individual, you gain +1 to your athletics modifier
You can penetrate into people's minds, and fight them in your own setting (within a section of the Mokama Plane)
Can sense others' presence with your passive perception stat - (5 - your intelligence modifier). It is a stealth check against this score
When you hit 0 hit points and become stable, you automatically gain 2 times your hit dice hp
When within 5 ft of a party member that is engaged in combat, you can attack around them. Your initiative becomes the same value as theirs. You cannot be damaged by the enemy you have engaged, but any other enemy that attacks you in this position will gain surprise.
Master Avenger: Any previously unlocked abilities can be improved with practice and another skill path can be selected. You also gain 20% of your hp when engaged in combat with a selected individual