This archetype is taken up by scholars, academics, as well stage performers and lone pickpockets all seeking to gain what power they can out of their slight arcane potential.
For this archetype we recommend Specialists whose Specialism Skill is Cosmology, Faith, Focus, Magical Lore, or Nature.
1st Tier Arcane Specialist Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Cosmology, Faith, Focus, Magical Lore, or Nature. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You gain the Spellcaster, Cosmic Magic, and Ritual Caster Class Tags.
1st Tier Arcane Specialist Feature
You have specialised in the use of specific spells. For each Circle of spell you can cast currently with your Spell Slots, up to 4th Circle spells, though including Cantrips, you may select one spell that you can Prepare (or know for Cantrips) this spell is considered always Prepared/Known.
In addition, you may cast each Specialist Spell once without expending a Spell Slot, once you have done so you may not do so again for that spell until you have completed a Short or Long Rest.
For each Circle of spell you can cast currently with your Spell Slots up to 4th Circle spells, you may select one Rite you know of an equivalent Order. These chosen Rites become Specialist Rites for you. Specialist Rites require half the amount of Prerequisite Power to fuel the Rite. You also may as a reaction (1RP) to a participant failing a Trait Test as part of you Specialist Rite automatically turn the failure into a success, once you have done this you may not do so again for the current Rite.
1st Tier Arcane Specialist Feature
Your training builds upon your innate talents in channelling cosmic magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.
Spell List: Cosmic
Spellcasting Trait: Your Knowledge
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Arcane Focus
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of spells you can Prepare equals Spellcasting Trait + half your Specialist Level (minimum of 1).
When Empowering a Specialist Spell, you have Advantage on the Empowering Test.
Whenever you would deal damage with your Specialist Attack you may expend a Spell Slot, you increase the number of dXs rolled by the Circle of the expended Spell Slot. You can choose to alter the Damage Type of the Specialist Attack to the Damage Type(s) of one of your Specialist Spells.
If you cast a spell of 1st Circle or greater, until the end of your next Turn, you can increase the dXs rolled for next Specialist Attack by half the Circle of the cast spell. If you do so you cannot expend a Spell Slot to increase the number of dXs rolled by the affected Specialist Attack.
You may use your Spell TG as the TG for your Specialist Techniques.
Your Spell Slots and Cantrips Known are as follows:
| Spell Slots per | Spell Circle | ||||
|---|---|---|---|---|---|
| Level | Cantrips | 1st | 2nd | 3rd | 4th |
| 1st | 2 | 2 | - | - | - |
| 2nd | 2 | 2 | - | - | - |
| 3rd | 2 | 2 | - | - | - |
| 4th | 2 | 3 | - | - | - |
| 5th | 2 | 3 | - | - | - |
| 6th | 2 | 3 | - | - | - |
| 7th | 2 | 4 | 2 | - | - |
| 8th | 2 | 4 | 2 | - | - |
| 9th | 2 | 4 | 2 | - | - |
| 10th | 3 | 4 | 3 | - | - |
| 11th | 3 | 4 | 3 | - | - |
| 12th | 3 | 4 | 3 | - | - |
| 13th | 3 | 4 | 3 | 2 | - |
| 14th | 3 | 4 | 3 | 2 | - |
| 15th | 3 | 4 | 3 | 2 | - |
| 16th | 3 | 4 | 3 | 3 | - |
| 17th | 3 | 4 | 3 | 3 | - |
| 18th | 3 | 4 | 3 | 3 | - |
| 19th | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 3 | 3 | 1 |
2nd Tier Arcane Specialist Feature
You know how to break down your opponent’s magical defences. So long as an entity is under the effects of a condition bestowed by one of you Specialist Techniques, they have Disadvantage on Trait Tests to resist or avoid your spells. You also learn the Specialist Techniques Quick Cast and Disrupt Magic.
Quick Cast (3dX). After the current attack has resolved, you may immediately Cast a Cantrip you know with a Casting Time of 1AP or 2AP.
Disrupt Magic (5dX). Until the start of your next Turn, whenever the Target would attempt to cast a spell or manifest a power, they must make a Trait Test using their Spellcasting Trait against your Spell TG.
Failed Test: The spell is not cast, any AP/RP used are expended, their Spell Slots/Soul Points/Psi Points used are also expended, and any Components that would be Consumed, are Consumed.
3rd Tier Arcane Specialist Feature
You know how to shift the arcane power from spells into your allies. You always have the spell Dispel Magic spell Prepared. When you successfully dispel a Target spell with this spell, you can choose to replenish an expended Spell Slot of a Circle equal to that of the dispelled spell (to a maximum Circle equal to half your SB).
3rd Tier Arcane Specialist Feature
You know how to utilise your spell casting to strike multiple foes with your techniques. When using a Specialist Technique, you can select an additional entity within 6m (Near) of you, that you can see and meets one of the following conditions to also be affected by the Technique:
The Target must be under the effects of a spell you are Concentrating on.
The Target must be within the AoC (or 1m (Melee) if they have no AoC) of an entity summoned or created by a Conjuration School Spell you cast, like a Mage Hand or a Familiar.
4th Tier Arcane Specialist Feature
Your studies have allowed you to learn how to alter the flow of magic around others to negate their spellcasting, while replicating it for your own benefit. When casting your Specialist Spell, if you have Advantage on the spell Attack Roll due to the Specialism Feature or the spell Targets an entity within an allied entity’s AoC, if the spell deals damage the spell gains the benefits of your Specialist Attack if it has not been used this Turn, replacing its Damage Type with that of the spell.
You gain the Spell Thief reaction.
Once you have used this reaction, you cannot do so again until you have completed a Long Rest.
Some specialists train to use their blades as well as they use their skills. With sharp wits and quick steps, these specialists face life with reckless abandon and boundless luck to see them through all troubles.
For this archetype we recommend Specialists whose Specialism Skill is Acrobatics, Athletics, Diplomacy, Deception, Empathy, or Intimidation.
1st Tier Rogue Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Athletics, Diplomacy, Deception, Empathy, or Intimidation. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also are Trained in the use of Martial Melee Weapons and Learn one Language.
1st Tier Rogue Feature
You have learnt to use a blade as well as you use your skills. You gain the following benefits:
You may add a Technique Bonus equal to your Determination to your Initiative Test rolls.
You may use Determination instead of Agility for Attack and Damage Rolls, when using a Weapon with the Finesse Weapon Property.
You may use Determination instead of Physique to escape a Grapple.
Opportunity Attacks made against you are made with Disadvantage.
If you make a melee attack against a Target, and the Target is not within the AoC of another allied entity, you automatically meet the requirements of a Specialist Attack.
If the Encounter is a Critical Engagement, then this benefit also applies if instead you Marked the Target, and no allied entity is within your AoC.
1st Tier Rogue Feature
You were born lucky. Your Inspired Event Scope increases by 1, and you increase the maximum number of Marks of Fate you can have at once by 1.
You also gain 1 Fate Point and the Danger Sense reaction. You recover expended Fate Points when you complete a Long Rest.
2nd Tier Rogue Feature
There is always something around you can use to your advantage. You gain an additional Fate Point.
Once per Encounter/Scene, you may spend a Fate Point to narrate an additional Feature of the environment to be present. It must make sense for the décor of the scene to be present as adjudicated by the GG, but if suitable it becomes a part of the Scene, just a feature no one noticed till now. Examples could be sharks in the pool of water below in a villain’s lair, a chandelier with a rope keeping it aloft in the room of a manor, or a pit of lava in an underground cave.
2nd Tier Rogue Feature
You can attack twice, instead of once, whenever you take the Attack action.
3rd Tier Rogue Feature
Your name is known far and wide. Your legend has made you a figure of renown or infamy, you can find a place to hide, rest, or recuperate among the common folk, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not be guaranteed to risk their lives for you.
Once per Encounter/Scene, you can use the Let Me Introduce Myself! action.
3rd Tier Rogue Feature
You know how to manoeuvre around the battlefield. Whenever you strike an opponent with a Specialist Attack, you can perform the Aid, Disengage, Movement, or Skilled Aim action for 0AP.
4th Tier Rogue Feature
Your skill in duelling is unmatched. You gain an additional Fate Point. While taking the Attack action using a Weapon with the Finesse Weapon Property, you can attack three times, instead of twice.
You gain the Flash Strike reaction.
Shadowblades are a group of Specialists who have been carefully trained in a unique art of magic, the magic they use draws upon the innate connections to the elements contained within each individual, which when channelled through the power of one’s soul enables the trained Specialist to perform unique magical feats. These used alongside the Shadowblade’s specific training sees them called upon as assassins, spies, and scouts.
Some may be trained in service of a nation state or a specific family, while others will be parts of specific organisations whose goals and intentions may vary wildly. But all Shadowblades are skilled at what they do and rarely are they sent out on anything but the most dangerous missions.
For this archetype we recommend Specialists whose Specialism Skill is Acrobatics, Deception, Magical Lore, Skullduggery, or Stealth.
1st Tier Shadowblade Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Deception, Magical Lore, Skullduggery, or Stealth. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also gain Training in Disguise Kits and of one Tool of your choice, we recommend either Alchemist’s Supplies, Thieves’ Tools, or something that could be used as part of a cover story if you have not already learnt them.
1st Tier Shadowblade Feature
You know how to use the shadows to your advantage. If you attempt to Hide and meet the condition such that no one sees you while Hiding, or if you successfully hide while in a Dimly Lit area or Darkness, you become Invisible for the next Minute. This ends early if you use an action or reaction bar the Movement or Use Skill actions.
In addition, once per Turn if your attack was a Specialist Attack made whilst Hidden, the attack does not reveal your location breaking the stealth.
2nd Tier Shadowblade Feature
You can attack twice, instead of once, whenever you take the Attack action.
2nd Tier Shadowblade Feature
You know how to find to optimal position to strike your target. You gain the Shadow Step action.
You may perform this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest. If this action was performed while standing in a Dimly Lit area or Darkness it does not expend a use of this action.
You also learn the Specialist Techniques Fire Release, Ice Release, and Lightning Release.
Fire Release (2dX). Once the attack has resolved, select a Target point you can see within 6m (Near) of you. All entities within a 1m (Melee) Radius Sphere, Centred on the Target, must make an Agility Test.
Failed Test: The entity takes Fire damage equal to half the total damage dealt to the initial Target of this attack.
Failed By 5+: They gain two Degrees of the Burned condition.
Successful Test: They take half as much damage.
Ice Release (2dX). Once the attack has resolved, select a Target entity you can see within 6m (Near) of you. They must make a Physique Test.
Failed Test: The Target takes 3d6 Cold damage and gains the Frozen condition, which can be removed by an entity spending an action (2AP) destroying the ice.
Failed By 5+: They gain two Degrees of the Burned (Cold) condition.
Successful Test: They take half as much damage.
Lightning Release (2dX). Once the attack has resolved, select a Target entity you can see within 6m (Near) of you. They must make an Endurance Test.
Failed Test: The Target takes Lightning damage equal to the total damage dealt to the initial Target of this attack.
Failed By 5+: They gain two Degrees of the Dazed condition.
Successful Test: They take half as much damage.
3rd Tier Shadowblade Feature
You have learnt how to animate your own shadow to aid you in battle. You gain the Summon Shadow Self action.
On your Turn, you can mentally command your Shadow-Self to move up to your Movement speed in any direction and perform actions.
Once you have used this action, you may not do so again until you have completed a Short or Long Rest.
You also learn the Specialist Techniques Necrotic Release, Radiant Release, and Thunder Release.
Necrotic Release (4dX). Once the attack has resolved, you create an area of decay in a 2m (Near) Radius, Centred on your current position. This area of decay lasts until the end of the current Encounter/Scene, until you use an action (0AP) to dismiss it, or until you use this Technique again.
The area counts as Difficult Terrain for everyone bar you, and whenever an entity starts their Turn in the are or enters the area for the first time on a Turn (including when this area is created) they take 2d6 Necrotic damage.
Radiant Release (4dX). Once the attack has resolved, select a Target entity you can see within 6m (Near) of you. Making a spell Attack Roll using your Determination Trait, against the Target.
Hit: The Target takes Radiant damage equal to the total damage dealt to the initial target of this attack.
Critical Hit: The Target also gains the Impaired (Sight) condition until the end of their next Turn.
You also, until the end of the current Encounter/Scene, are considered to be under a Perpetual Benefit of your Specialist Skill for the use of your Specialist Features and abilities.
Thunder Release (4dX). Once the attack has resolved, for the Duration of the current Encounter/Scene, you are considered to be under the effect of the Temporal Rush spell with you Concentrating to maintain its effect.
4th Tier Shadowblade Feature
You have mastered the channelling of your internal magic to perform greater heights of power. You gain the following benefits:
When performing Fire Release, Ice Release, or Lightning Release you may immediately as part of the Technique’s effect, Teleport to an unoccupied space you can see within 6m (Near) of you.
When performing Necrotic Release, Radiant Release, or Thunder Release, you may have your Shadow-Self perform either Fire Release, Ice Release, or Lightning Release as a reaction (1RP).
If you score a Critical Hit with a Weapon Attack or Unarmed Strike, you can immediately gain the passive beneficial effects of the Radiant Release or Thunder Release Specialist Techniques without needing to perform them.
You also gain the Twin Viper Strike reaction and the Specialist Techniques Great Flames of Annihilation and Turbulent Crystals of the Heavens.
Great Flames of Annihilation (6dX). Once the attack has resolved, select a Target point you can see within 24m (At Range) of you. All entities within a 4m Radius Sphere, Centred on the Target must make an Agility Test.
Failed Test: The Target takes 6d6 Necrotic Fire damage.
Failed By 5+: The damage is doubled, and they gain three Degrees of the Burned (Necrotic Fire) condition.
Successful Test: They take half as much damage.
The area will continue to burn for the Encounter/Scene, and any entity starting their Turn there, or entering the area for the first time on a Turn, gains one Degree of the Burned (Necrotic Fire) condition.
Turbulent Crystals of the Heavens (6dX). Once the attack has resolved, make a spell Attack Roll using your Determination, against a Target entity you can see within 24m (At Range) of you.
Hit: The Target takes 10d6 Cold Radiant damage.
Critical Hit: They also gain the Impaired (Sight) condition.
Some specialists in the course of their studies awaken something within themselves, others experience moments where they are exposed to magical energies, yet still more just awaken one day with these talents available to them.
These individuals have unlocked latent psychic potential, much like those warriors who have taken up the path of the Psiknight, these specialists do not have sufficient psionic power or training to equal the performance of a trained Psion, but whereas Psiknights carefully control their powers via their martial training, latent psychics are far more powerful but also far more unstable in their power.
For this archetype we recommend Specialists whose Specialism Skill is Cosmology, Empathy, Focus, Magical Lore, or Medicine.
1st Tier Psychic Feature
Your psionic awakening has granted you new insights. Choose one of the following Skills to Learn, Cosmology, Empathy, Focus, Magical Lore, or Medicine. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You gain the Spellcaster and Psionics Class Tags.
1st Tier Psychic Feature
You have learnt how to channel your psionics into a useable form and power. Your psionic power will ebb and flow with your focus, this power is represented by your Psionic Talent Die, whose starting size of which is equal to the size of your Specialist Attack dice.
Some of your Features require you to use the Psionic Talent Die to use, as specified in an ability’s description, and you can’t use an ability if it requires you to use a die when your dice are unusable as noted in the Changing the Die’s Size section below.
When you complete a Short or Long Rest, your Talent Die resets to its starting size.
If you roll the highest number on your Psionic Talent Die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you complete a Short or Long Rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size but also gain a number of Degrees of Psychic Bleed equal to the previous size Die’s maximum value. This represents you suddenly calling upon a well of power from the Thoughtweb though controlling such surges means you cannot focus on fuelling your ability. For example, if you roll a 1 on a d4, the die then becomes a d6.
When you gain this Feature choose one of three of the following abilities: Phase Blades, Rift Psionics, or Unstable Manifestations to gain the benefits of.
As an action 1AP, you can summon up to two psionic blades into your free hands. These Phase Blades have the statistics of Daggers but replace their Damage Type with Psychic damage and are considered magical for overcoming Resistances. If you throw a Phase Blade, it reappears in your free hand after resolving its attack.
You can also when dealing damage with a Phase Blade, choose to roll your Psionic Talent Die to deal additional Psychic damage to the Target. When you do this, you gain Psi Points equal to the Psychic damage dealt.
When you perform the Movement action, you can roll your Psionic Talent Die to Teleport to an unoccupied point you can see, a number of metres equal to the result of the roll. Once this is done you cannot move any more as part of that action.
If you manifested a psionic power this Turn, before taking the Movement action, you can add your Knowledge to the distance you can Teleport.
You can at the start of your Turn, roll your Psionic Talent Die, you gain a number of unstable Psi Points equal to the result of the roll, you may use these points to manifest one psionic power with an AP Manifesting Time, for 1AP. The power also gains a bonus to Power Attack Rolls and Power TG equal to half the result of the roll.
Once a power has been manifested using these unstable Psi Points, or at the end of your Turn, the remaining unstable Psi Points disappear.
1st Tier Psychic Feature
Your training builds upon your innate talents in channelling your psionic powers. See the Magic Chapter for the general rules of spellcasting, psionics, and for the Psionic Power List.
Power List: Psionic
Manifesting Trait: Your Knowledge
Power TG: 8 + your SB + your Manifesting Trait
Power Attack Modifier: Your SB + your Manifesting Trait
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of powers you can Prepare equals Manifesting Trait + half your Specialist Level (minimum of 1).
When you gain this Feature choose two Power Tags from the following: Biomancy, Chronurgy, Dynokinesis, Realmurgy, Telekinesis, or Teleapthy.
You Prepare powers from the Psionic Power List, though you treat all powers with your chosen Power Tags, with the exception of Azure Form powers, as being part of the Psionic Power List for you.
You do not start with a fixed number of Psi Points, instead at the start of an Encounter/Scene you can choose to lose your current number of Psi Points to generate a new amount. To generate a new amount, roll your Specialist Attack damage dice. You gain Psi Points equal to half the amount rolled.
Whenever you perform a Specialist Attack, you may choose to reduce your Psi Point pool to 0, to immediately gain Psi Points equal to the damage dealt by the Specialist Attack.
If you would gain Degrees of Psychic Bleed from Channelling the Thoughtweb with a power that has at least one of the Power Tags chosen with this Feature, you gain half as many Degrees as normal.
Whenever you manifest a Talent with one or both of your chosen Power Tags you may use their Amplified ability.
You can manifest powers using the Subtle Psionics rules even though you do not have the Ritual Caster Class Tag.
Your Psi Limit and Talents Known are as follows:
| Level | Talents Known | Psi Limit |
|---|---|---|
| 1st | 2 | 1 |
| 2nd | 2 | 1 |
| 3rd | 2 | 1 |
| 4th | 2 | 1 |
| 5th | 2 | 2 |
| 6th | 2 | 2 |
| 7th | 2 | 2 |
| 8th | 3 | 2 |
| 9th | 3 | 3 |
| 10th | 3 | 3 |
| 11th | 3 | 3 |
| 12th | 3 | 3 |
| 13th | 4 | 4 |
| 14th | 4 | 4 |
| 15th | 4 | 4 |
| 16th | 4 | 4 |
| 17th | 4 | 5 |
| 18th | 5 | 5 |
| 19th | 5 | 5 |
| 20th | 5 | 5 |
2nd Tier Psychic Feature
You gain the ability to draw knowledge from the Thoughtweb in order to enhance your own abilities. Whenever you complete a Long Rest, you may select one Skill that is not your Specialism Skill. Until you next complete a Long Rest you are a Master in that skill and may use the Specialist Technique associated with that Skill.
If the Technique requires a Skill Roll using its Prerequisite Specialism Skill, you may instead use your Specialism Skill for the Skill Roll.
2nd Tier Psychic Feature
Your uncontrolled abilities leave you open to whispers from the Thoughtweb. Whenever you sleep or perform an equivalent action during a Long Rest, your GG may provide visions. These could be of events from the past that left large psychic imprints on the Thoughtweb, they could be visions alluding to something occurring in the world currently, or maybe they are loose thoughts, ideas, or memories from others around you or random areas of the Thoughtweb.
Be warned however they often are rarely sensical in how they convey their information to such an untrained mind, and some entities in the Thoughtweb may send their own malicious thoughts and whispers into your dreams.
3rd Tier Psychic Feature
You know how to create a cloud of psionic energy to hide yourself from others or empower your abilities. Your chosen option from the Psionic Specialisation Feature gain the following modifications:
Phase Blades. The Phase Blades gain a Magic Bonus to Attack and Damage Rolls equal to half your SB, and on a hit, apply one Degree of the Burned (Psychic) condition, applying an additional Degree on a Critical Hit.
If you have Degrees of Psychic Bleed, when you hit with these Phase Blades, add your Degrees of Psychic Bleed to the Damage Roll as Psychic damage, and on a Critial Hit, you can either recover one expended Hit Die or increase the size of your Psionic Talent Die by 1 (if you did not currently have a Psionic Talent Die it becomes a d4).
Rift Psionics. You can add your Walking speed to the distance you can teleport.
If you have Degrees of Psychic Bleed, you can also add your Degrees of Psychic Bleed to the distance you can teleport, and after teleporting you gain the Incorporeal condition until the start of your next Turn.
Unstable Manifestations. The use of the Manifest action using these Unstable Psi Points is not counted for determining the increased AP cost for multiple uses of the Manifest action on a Turn.
If you have Degrees of Psychic Bleed, increase the Psi Points generated by your Degree of Psychic Bleed, and increase your Psi Limit for the power manifested with your Unstable Psi Points by half your SB.
You also gain the Mental Cloud action.
One you have used this action you cannot do so again until you have completed a Short or Long Rest.
4th Tier Psychic Feature
You are able to fill your blows with psionic energy. You may choose a option from the Psionic Specialisation Feature to gain the benefits of. Whenever you perform a Specialist Attack you can roll your Psionic Talent Die.
If you roll above the Target’s Knowledge, they gain two Degrees of the Dazed condition until the end of their next Turn.
If you roll double their Knowledge or greater, they gain an additional Degree of the Dazed condition and the Mind Lock condition for the same Duration.
Your Weapon Attacks, Unarmed Strikes, and Talents ignore Damage Reduction for Psychic damage.
If you score a Critical Hit with a Weapon Attacks, Unarmed Strikes, and Talents also ignore Resistances to Psychic damage.
Some specialists are notorious figures in folklore and legends for being able to outrun, outwit, or overcome death. These tricksters may have beaten the entity come to claim their soul in a game, found loopholes within laws or contracts that determine how their soul can be treated, or in some very bold instances managed to kidnap and force into a favourable deal such an entity.
You may be one of these specialists suddenly finding that your efforts to avoid death have begun to have an effect on your form, or maybe you died and were brought back in a way that death has lingered on you, in such a way that now none come to claim your soul as the universe believes you are already dead.
For this archetype consider speaking with your GG about the kind of Psychopomp or other death related entity you dealt with or have been evading to be in your current situation. This can help flavour a number of this Archetype’s Features.
For this archetype we recommend Specialists whose Specialism Skill is Cosmology, Diplomacy, Deception, Empathy, or Performance.
1st Tier Trickster Feature
You have spent time training your mind. Choose one of the following Skills to Learn, Cosmology, Diplomacy, Deception, Empathy, Intimidation, or Performance. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You can accurately recall anything you have seen or heard within the past month.
1st Tier Trickster Feature
You have learnt to use a blade as well as you use your skills. You gain the following benefits:
You gain the Death-Touched Template. You do not gain the Tithe Feature, ignore Hunger Tests called for by Death-Template Features, and you ignore the Tithe effects on your Undead Entity Type, as you have no pull from the Realms of Death to resist.
Whenever you complete a Long Rest, you gain 1 Mark of Fate.
Increase the number of Marks of Fate you can have at any one time by 1.
You do not age and only require 4 Hours of sleep to gain the benefits of a Long Rest.
You gain Spiritsight out to 24m, all Undead entities can understand your verbal and sign-based communication, and you likewise can understand all verbal and sign-based communication from Undead entities.
You require an additional two Degrees of the Wounded condition before Dying, these two additional Degrees occur before the normal Degrees are applied.
You soul lingers around your body when you Die, when you are the Target of a spell or rite that would return you from death, that spell/rite ignores its required Material Components.
1st Tier Trickster Feature
Your mind is your sharpest weapon. You gain the following benefits:
You may add a Technique Bonus equal to your Knowledge to your Initiative Test rolls.
You may use Knowledge instead of Agility for Attack and Damage Rolls when using a Weapon with the Finesse Weapon Property or a ranged Weapon.
You may use Knowledge instead of the normal Trait when using the following Skills: Diplomacy, Deception, Empathy, Intimidation, or Performance.
If you make an attack against a Target, with a melee Weapon with the Finesse Weapon Property or a Ranged Weapon, you automatically meet the requirements of a Specialist Attack if the Target has the Desperation condition.
Once per an Encounter/Scene when trying to solve a puzzle or a riddle, you can begin to narrate your thought process for how best to solve it, do be sure to inform the GG you are intending to use this Feature.
Once you have completed the narration, the GG may inform you of one detail to do with what you mentioned, that you either missed, perhaps may need to focus on, something you may need to reconsider, or give a clue to help steer your direction. The GG will not tell you how to use or interpret this new information that you will still need to work out for yourself.
2nd Tier Trickster Feature
Your close call with death, enables you to commune with the recently departed as well as the entity your dealt with in the past. You always have the Converse with Dead spell Prepared and can cast it as a ritual spell even without the Ritual Caster and Spellcaster Class Tags.
Whenever you gain the Bloodied or Desperation condition, or each time you gain a Degree of the Wounded condition, you can briefly see and ask your psychopomp or death related entity a question. They will answer “Yes”, “No”, or “Unknown”, based on their Knowledge gained watching the living and dealing with the departed.
In addition, you gain the Death Blast and Steal Defences Specialist Techniques.
Death Blast (2dX). Once the attack has resolved, select a Target entity you can see within 6m (Near) of you. Make a ranged Attack Roll using your Knowledge as the Trait.
Hit: The Target takes Entropic damage equal to the total damage dealt to the initial Target of this attack.
Critical Hit: They also gain two Degrees of the Burned (Entropic) condition.
Steal Defences (3dX/6dX). Choose one Damage Reduction or Resistance the Target has. The Target loses that Reduction/Resistance until the start of your next Turn (including against Damage from this attack) and for the same Duration you gain that Reduction/Resistance.
If you spent 6dX you can instead choose an Immunity for the above effect.
3rd Tier Trickster Feature
Your deathless state allows you to move between the Realms of the living and the dead. When you use the Disengage or Movement action, you may choose for 1m of Movement to move between the Material Realm and its equivalent point in the Ethereal Realm and vice versa.
While you are at 0HP, for each Degree of the Wounded condition you gain, or when you are Stabilised, you can remove any one Temporary Concept. If you Die you instead remove all Temporary Concepts.
You also gain the Ethereal Step action.
In addition, your Trickster’s Gift Feature allows you to qualify for the Specialist Attack, if the Target has the Bloodied condition.
4th Tier Trickster Feature
Death cannot take you unwillingly. When you Die, you may appear as a ghost in the space occupied by your body. Your HP equals your Hit Point Maximum, and you have access to all your Features and abilities and can interact with the physical world as normal.
While you are a ghost you have the Incorporeal condition, have a Flying speed equal to your Walking speed and can Hover, and Attack Rolls and Empathy, Investigation, and Perception Skill Rolls are made against you with Disadvantage. If you are reduced to 0HP in this ghost form you immediately Die, and your soul unravels. From here you cannot be revived, until you soul has been remade via the Wish spell, then you can be affected by spells/powers/rites that would return you from death.
During your time as a ghost you can always see your associated entity tied to death encouraging you to pass on and you may converse with them freely.
There are those Specialists who have focused their talents towards removing a variety of goods from their current owners. From the street level cutpurse to the dashing cat-burglar, from organised members of thieves’ guilds to lone liberators of stolen goods, many Specialists take up this archetype for a variety of reasons.
For this archetype we recommend Specialists whose Specialism Skill is Acrobatics, Deception, Skullduggery, Stealth, or Technology.
1st Tier Thief Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Deception, Skullduggery, Stealth, or Technology. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also Learn the Thieves’ Cant Language and gain Training in one Tool of your choice, we recommend either Disguise Kits, or Thieves’ Tools if you have not already been Trained with them.
1st Tier Thief Feature
You know how to act fast in the moment. You can use the Use Skill (Skullduggery) action for 1AP.
You can also use the Use Item action for 1AP, with the exceptions of any Magic Item’s action that casts a spell, manifests a psionic power, or makes a Weapon Attack.
When using making a Specialist Attack, you gain a number of additional Specialist Attack Dice equal to half your SB, these dice can only be used to apply Specialist Techniques and may be added to any other Specialist Attack Dice you expended normally to determine the Specialist Technique used and their power.
1st Tier Thief Feature
You are a master of scaling the space. You gain a Climbing speed equal to your Walking speed, having Advantage on Trait Tests to climb across the ceiling.
In addition, you can use your Agility instead of Physique to calculate your Jumping distance.
2nd Tier Thief Feature
You are a master of stealth. If you attempt to Hide and meet the condition such that no one sees you while Hiding, you become Invisible for the next Minute. This ends early if you use an action or reaction bar the Movement or Use Skill actions.
In addition, once per Turn, if your attack was a Specialist Attack made while Hidden, the attack does not reveal your location breaking the stealth.
You may use the Uncanny Dodge reaction, multiple times in the same Round, though only once per instance of the Trigger.
3rd Tier Thief Feature
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You can form one more Soulbond than normal and you can ignore all Class, Ancestry, Template, Entity Type, and Level requirements to form Soulbonds with Magic Items. You ignore all Penalties for using a Spell Scroll and should a Magic Item refer to a Spellcasting Trait use your Intelligence.
If a Magic Item you use would expend Charges, you may make a TG 20 Magical Lore Skill Roll.
On a successful Test, the Charges are not expended.
4th Tier Thief Feature
You have become adept at laying ambushes and quickly escaping danger. You can take two Turns during the first Round of any Active Time Encounter. You take your first Turn at your normal Initiative Test’s TTV and your second Turn at your Initiative Test’s TTV minus 10. You can’t use this effect when you are Surprised.
In addition, you may use the effects of the Evasive Step Feature for a different kind of Trait Test, other than an Agility Test, that deals half as much damage on a successful Test.
You can modify your Evasive Step Feature this way a number of times up to your Knowledge (minimum of 1), replenishing expended uses upon completing a Long Rest.
4th Tier Thief Feature
You know how to stay out of the reach of the law. You can present false thoughts when being the target of a mind reading effect, by succeeding on a Deception Skill Roll contested by the mind reader’s Empathy Skill Roll.
Additionally, no matter what you say, magic that would determine if you were telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
There are those specialists who have focused their training on performances. Training themselves to be able to maintain grace and dexterity while moving with lightning speed.
For this archetype we recommend Specialists whose Specialism Skill is Acrobatics, Athletics, Medicine, Performance, or Skullduggery.
1st Tier Dancer Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Athletics, Medicine, Performance, or Skullduggery. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also gain the Fighting Style: Unarmed Fighter Feat, and become Trained in the use of Martial Melee Weapons with the Martial Arts Weapon Property, and one Tool, we recommend Disguise Kits if you have not already been Trained with them.
1st Tier Dancer Feature
You know how channel your skills at dancing into aiding you in battle. When using the Performance Skill, you may choose to use Agility instead of Determination. Your Walking speed increases by half your SB.
While not wearing any Armour Pieces or holding a Shield, your HT may equal 10 + your Agility + your Determination.
1st Tier Dancer Feature
You know how to cunningly dance around your foes. You treat Weapons with the Martial Arts Weapon Property as having the Finesse Weapon Property.
Whenever you perform the Aid, Disengage, Movement, or Skilled Aim action, you can choose to perform the Dodge action or perform an Unarmed Strike or Weapon Attack as part of the listed action.
The Weapon used for the Weapon Attack granted by this Feature, must be a melee Weapon with the Finesse Weapon Property. It may if it also has the Thrown Weapon Property, be used to make a ranged attack.
2nd Tier Dancer Feature
You work best with a partner. At the start of your Turn, you can select one willing entity within 6m (Near) of you, so long as you both remain within 12m (At Range) of each other you are considered Dance Partners. While they are within your AoC you qualify for performing Specialist Attacks.
Whenever you perform a Specialist Technique, whilst your Dance Partner is within 6m (Near) of you and can see you, you can select an additional Target for your Specialist Technique as if you were stood in your Dance Partner’s space.
Whenever you perform the Aid, Disengage, Movement, or Skilled Aim action, your Dance Partner so long as they are within 6m (Near) of you and can see you, can use their reaction (1RP) to also perform the selected action including any additional affects you have from the Cunning Step Feature.
You can only have one Dance Partner at a time, if you would use this Feature to choose a new Partner, the previous one loses the benefit.
3rd Tier Dancer Feature
You know how to show those around you how to stay safe in the heat of combat. When using the Evasive Step Feature, nonhostile entities of your choosing within your AoC also gain the benefits of the Feature.
3rd Tier Dancer Feature
You know how to move with others through a complicated scene with coordination. You gain the ability to move across the surface of liquids without falling through during your movement.
You gain the Coordinated Movement action.
4th Tier Dancer Feature
You are a master dancer. Whilst under the benefits of your Specialism Skill your default Reach increases by 1m.
Your Inspired Event Scope increases by 1, when performing Performance Skill Rolls or for Trait Tests performed while under the benefits of your Specialism Skill. Whilst you and your Dance Partner are within each other’s AoC, you both gain an Inspired Event Scope increase of 1.
If when using the Cunning Step Feature, you choose the Dodge action, you become Immune to Opportunity Attacks until the end of your Turn. If you choose to make an Unarmed Strike or Weapon Attack, you make two attacks instead of one.
There are those Specialists who have focused their talents towards honing their bodies to perform acrobatic feats. Some take to the life of a performer using their talents to earn coin, while others may practice these arts for other more personal reasons.
For this archetype we recommend Specialists whose Specialism Skill is either Acrobatics, Animal Handling, Athletics, Performance, or Stamina.
Some Acrobat Features and actions will refer to an Obstacle. An Obstacle is considered entities and objects which are one or more Size Categories larger than you, vehicles, and structures. Some smaller entities/objects may count as an Obstacle if it makes sense in the moment, likewise some of the listed acceptable options may not be due to exceptional circumstances, for these the GG will determine edge cases whether something is or is not an Obstacle.
1st Tier Acrobat Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Animal Handling, Athletics, Performance, or Stamina. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You may use environmental and structural features, such as doors, windows, breakable posts, etc as Improvised Weapons if you can describe how you are using it in an offensive manner. This does include environmental features connected together such as a rope connected to a chandelier or a post holding up some scafolding or a ceiling that when attack causes the item to fall on the Target. When using an Improvised Weapon, you are treated as being Trained in its use, treat its Weapon damage die as being equal to your Specialist Attack damage die, it gains the Finesse and Martial Arts Weapon Properties, and its Thrown Weapon Property becomes Thrown (Range 6/18 | Near/At Range).
The Improvised Weapon is also treated as having the Force Weapon Focus Property if wielded with two hands or Rattle Weapon Focus Property if wielded with one hand.
1st Tier Acrobat Feature
You are a master of acrobatic arts. You gain the following benefits:
Your Walking speed increases by half your SBm. If you use an action that allows you to move, like the Movement or Disengage actions, whilst an Obstacle is in your AoC increase your Walking speed and Jumping distance for that action by 3m, as you use the Obstacle to help you jump around the field.
When you Fall, you may reduce any Falling damage you take by an amount equal to five times your Specialist Level.
You can use your Agility instead of Physique to calculate your Jumping distance.
If you perform a Jump using a Quarterstaff or other pole to assist you, you can increase the distance Jumped by a number of metres equal to your SB + any Item Bonus/Magic Bonus the Item used has.
You count as one Size Category smaller for determining the size of spaces you can squeeze through, if you can move through occupied spaces, and for determining if you can Hide behind another entity.
Whilst Grappled, if there are Obstacles you can use to help give you surfaces to move off of, you have Advantage on Trait Tests to escape a Grapple.
If you are under the effects of the Forced Move X condition, if X is an even number you only need to take the Movement action once on your Turn, though you may choose to use it twice to hasten the condition ending.
1st Tier Acrobat Feature
You utilise your acrobatics to perform seemingly impossible feats as you build momentum to a crucial finish. During an Active Time Encounter, at the start of each of your Turns you gain 1dX Stunt Die, where X equals the size of your Specialist Attack dice, and BP equal to double your number of Stunt Dice after the increase. You may never have more Stunt Dice at one time than your SB.
Once per Turn, if you move at least 6m, if you Trigger an Opportunity Attack, or you succeed on a Trait Test you made with Disadvantage, you may gain an additional Stunt Die and on your next Turn increase the BP bestowed by this Feature by half your Specialist Level.
If at the end of your Turn, you have not moved 3m or more then you decrease the number of Stunt Dice by 1. All unexpended Stunt Dice are lost at the end of the Encounter/Scene.
Your Stunt Dice are a resource used for Acrobatic Stunts (See Appendix C: Stunt Actions), you cannot use an Acrobatic Stunt if you do not have sufficient Stunt Dice.
Should an Acrobatic Stunt require a Trait Test, the TG equals 8 + your Physique/Agility (chosen by you) + your SB.
In Narrative Time, you instead may use the dXs granted by the Mastered Innovations Feature, instead of for its normal effect, to act as Stunt Dice to perform an Acrobatic Stunt after the Skill Roll has resolved.
In addition, you gain a Shield Bonus to your HT equal to half your current number of Stunt Dice. This Shield Bonus is doubled against Attack Rolls made as part of a reaction.
2nd Tier Acrobat Feature
You know how to put on a show. You gain a Climbing speed equal to your Walking speed, and when you perform the Uncanny Dodge reaction, you may move a number of metres equal to your Agility after the Triggering attack/effect has resolved. This movement does not provoke Opportunity Attacks.
Your Uncanny Dodge reaction, gains the following alternative Trigger "You are Pushed or would move due to the Forced Move condition", if this Trigger is used when you use the reaction, you can choose the direction you are moved by the Triggering effect. If the Triggering effect with this option also deals damage, the damage recieved is still halved.
You also gain the Captivating Stunt action.
In addition, when a number of your current Stunt Die would be reduced due to insufficient movement or at the end of the Encounter/Scene, you can roll one Stunt Die gaining BP equal to double the rolled result, though if you already have BP you can instead increase it by the rolled result.
Once per Turn, whilst you have a number on unexpended Stunt Die equal to or greater than half your SB, you may expend one unexpended Stunt Die to gain until the end of the current Turn, 2AP if it is currently your Turn or 1RP, this AP/RP may only be spent to perform an Acrobatic Stunt Action.
3rd Tier Acrobat Feature
You know how to make the most from striking from above. You gain a Swimming speed equal to your Walking speed, and whilst moving you may run across vertical surfaces.
After you use your movement to Jump, Fall, or move along a vertical surface, the next melee attack made this Turn, occur with Advantage. Should the attack hit it does qualify for activating a Specialist Attack and you gain a Stunt Die.
3rd Tier Acrobat Feature
You have trained your body to deal with the pressures applied via your stunts. Whenever you would make a Physique, Agility, or Endurance Test, bar an Attack Roll, you can reduce your number of Stunt Dice by 1 to add your Stunt Die to the Test.
Your Evasive Step Feature, now applies to Physique, Agility, and Endurance Test effects to take only half damage.
4th Tier Acrobat Feature
You have learnt how to use your agility to aid you in combat. You gain the following benefits:
Your Walking speed increases by 3m.
You have Advantage on Initiative Tests. When you roll an Initiative Test you gain two Stunt Dice, gaining a third if you rolled the highest result or an Inspired Event.
Once per Turn, so long as you have one or more unexpended Stunt Dice, you may as an action (1AP), make a Weapon Attack or Unarmed Strike. When you do so this way, you can after the damage has resolved, Grapple or Shove the Target. This attack can benefit from your Specialist Attack even if you have already used it this Turn.
Assassins, murders, and others who have chosen to master the skills of removing a specific target whilst remaining undetected take up this archetype.
For this archetype we recommend Specialists whose Specialism Skill is Acrobatics, Deception, Medicine, Stealth, potentially also Nature for those wanting to focus on poisons and toxins.
1st Tier Precision Killer Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn, Acrobatics, Deception, Medicine, or Stealth. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also are Trained in the use Martial Ranged Weapons and with one Tool of your choice, we recommend either Alchemist’s Supplies, Disguise Kits, or Thieves’ Tools if you have not already been Trained with them.
You always have the Disguise Self Spell Prepared, and may cast it at will using Determination as its Spellcasting Trait, without expending a Spell Slot or requiring Material Components.
1st Tier Precision Killer Feature
You prefer striking isolated targets. Should you make an attack with a Weapon with the Finesse Weapon Property or a Ranged Weapon, against a Target entity with no entities they consider allies in their AoC, you qualify for you Specialist Attack.
1st Tier Precision Killer Feature
When you are about to strike you are filled with a rush. You have Advantage on Initiative Tests. On your first Turn in an Active Time Encounter, you gain +3AP and +1RP until the start of your next Turn.
The first time in an Active Time Encounter that you would deal Specialist Attack damage, increase the damage dealt by your Specialist Level.The next time you would deal Specialist Attack damage, instead you increase the damage dealt by half your Specialist Level. After that whenever you would deal Specialist Attack damage during the current Encounter/Scene, you instead increase the damage dealt by a quarter of your Specialist Level.
If you have the Bloodied condition, the additional damage is always equal to half your Specialist Level for the Duration of that condition.
If you have the Desperation condition, the additional damage is always equal to your Specialist Level for the Duration of that condition.
In addition, you gain the Bloodied Stalker reaction.
Once you have used this reaction, you cannot do so again until the start of the next Encounter/Scene. You replenish a use of this reaction when you first gain the Desperation condition in an Encounter/Scene.
2nd Tier Precision Killer Feature
You know how to blend in with a crowd before and after a strike. You can Hide using the Stealth Skill in a sufficiently large group of people that you could become lost amongst; GG has final say on if a group/crowd is sufficiently large.
Once you have attacked a Target for the remainder of the Turn, you have Advantage on Trait Tests to Hide amongst a crowd or group of people.
In addition, when you use the Skilled Aim action, your Movement speed is not reduced to 0m.
2nd Tier Precision Killer Feature
You know how to aim your strikes to cause lingering damage. If you score an Overwhelming Blow, you can apply a Degree of the Burned (Weapon’s Damage Type) to the Target. If you score a Critical Hit, you instead apply three Degrees of the condition.
Whenever a Weapon Attack or Unarmed Strike would as part of its damaging effect apply a condition to the Target, you can choose to replace a condition that would have been applied with the Silenced condition.
Whilst an entity has Degrees of the Burned condition from this Feature, or you hit with an attack whilst Hidden from the Target, the Target gains the Silenced condition until the start of your next Turn or until Degrees of the Burned condition are removed, whichever occurs last.
3rd Tier Precision Killer Feature
You know how to maximise your techniques to sap your opponent’s life even after you have landed your blow. When using a Specialist Techniques against a Target entity with your Marked condition, you can add a number of d6s to your Damage Roll equal to half your SB whenever the Target fails a Trait Test to resist or avoid your Technique or to remove a condition applied by it. The following Specialist Techniques are modified as follows:
Aimed Strike. When performing this Technique, you count as having spent an additional 1dX to determine the severity of the effect.
Intimidating Strike. You gain access to this Technique no matter your Specialism Skill. For you this Technique applies an additional Degree of the Frightened condition.
Poisonous Strike. You gain access to this Technique no matter your Specialism Skill. For you this Technique ignores Resistances and Reductions to Poison damage. If your Lingering Strike Feature activates while performing this Technique, the Burning condition instead becomes Burned (Poison) condition which also ignores Resistances and Reductions.
In addition, when you make Attack Rolls against Targets with the Frightened or Terror condition and you are the source of their fear, you have Advantage on your Attack Rolls against them.
4th Tier Precision Killer Feature
You aim to kill. The first time in an Active Time Encounter, you would hit a Target with an attack, the attack is an automatic Critical Hit and is a Specialist Attack even if you do not meet the normal requirements for such an effect.
When rolling the damage dice for the additional damage of Specialist Attack or for Specialist Techniques, you treat dice rolls of a 1 or a 2 as a 3.
Your Weapon Attacks and Unarmed Strikes ignore Damage Reductions for Bludgeoning, Piercing, and Slashing damage.
If you score a Critical Hit with a Weapon Attack or Unarmed Strike, you replenish a use of the Bloodied Stalker reaction, you double the value of your Trait, SB, and any other non-dice Bonuses for the Damage Roll, and also ignore Resistances to Bludgeoning, Piercing, and Slashing damage.
There are specialists who are willing to peel back layers of lies and assembling fragmented truths, to solve crimes, unravel mysteries, or to uncover the truths behind larger conspiracies.
Struggling against bureaucracies, corruption, and ineptitude in the authorities whilst trying to remain a step ahead of those with vested interests in hiding the truth lead to these specialists often operating outside of the law. This in turn often leads to many being members of adventuring parties doing good, while they travel the lands seeking clues to aid them in their larger mystery.
For this archetype we recommend Specialists whose Specialism Skill is either Empathy, Investigation, Medicine, or Skullduggery potentially also Diplomacy or Intimidation for those wanting to focus on relying on their social charms.
1st Tier Detective Feature
You have been trained yourself in additional skills to aid you in your chosen profession. Choose one of the following Skills to Learn Empathy, Intimidation, Investigation, Medicine, or Skullduggery. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You also Learn an additional two Languages.
1st Tier Detective Feature
Like all good detectives you know when to step back and discuss the scene to yourself, maybe granting you insight into something you missed. You can perform the Seek action for 1AP.
During an Encounter/Scene, you may begin an internal monologue, do be sure to inform the GG you are intending to use this Feature.
Once you have completed the monologue, the GG may inform you of one detail to do with what you mentioned, that you either missed, perhaps may need to focus on, or something you may need to reconsider. The GG will not tell you how to use or interpret this new information that you will still need to work out for yourself.
1st Tier Detective Feature
You find it easier than most to find clues tied to your specialism. When looking for clues in a scene, if a clue would be tied to your Specialism Skill you do not need to make a Skill Roll to find that clue, it is instead automatically considered a successful Investigation Skill Roll revealing the clue.
An example would be a sword strike against the wall may be picked up by a Specialist in the Athletics Skill, a letter with forged handwriting may be picked up by a Character Specialised in the Deception Skill, or an unusual detail in a stab wound may be found by a Character Specialised in the Medicine Skill.
You may also spend a Mark of Fate to choose another Skill or Tool you have Learnt/been Trained with to use to find the associated clue for, or you may invoke a Concept to reveal clues that may be tied to that Concept.
2nd Tier Detective Feature
Your experience allows you to glean information from the most unhelpful of sources. Whenever you would succeed on an Investigation, Empathy, Medicine, or Perception Skill Roll to gain information, you gain an additional piece of information. This is unless the Test would have Degrees of Success, in which case on a successful Test you instead treat the result as being one Degree higher than normal.
3rd Tier Detective Feature
It is hard to pull the wool over your eyes. You have Advantage on Empathy Skill Rolls, and gain the Keen Sight action.
You may use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
3rd Tier Detective Feature
You have had worse days than this. When you use the Uncanny Dodge reaction, you can choose this use this Feature to reduce the damage to 0 instead of halving it.
Once you have used this Feature, you cannot do so again until you have completed a Short or Long Rest.
In addition, whenever you use the Uncanny Dodge reaction, you may also as part of the reaction expend a number of unexpended Hit Dice up to half your SB. Recovering HP equal to the total roll of the expended Hit Dice + your Endurance.
4th Tier Detective Feature
Your experienced has taught you to glean information from the subtlest impressions left on an item or location, often giving you flashes of insight in your mind’s eye. You may as an Activity during a Rest, physically study an Item or location, at the end of the Activity you manifest the Psychometry power Targeting the Item or Location.
In addition, when dealing Specialist Attack damage, you increase the number of dXs your Specialist Attack deals by 3dX, and Damage Rolls from your Specialist Techniques ignore Damage Reductions, Resistances, and Immunities to their Damage Types.