Coral Paths

Coral Paths are unique abilities utilized by the Dukar Peacekeepers, whose power to control their coral implants allowed for a number of specialized techniques known as Paths. These Paths had five types: Weapons, Defense, Movement, Senses, and Arcane. Each Path had a natural progression that grew as the peacekeeper became more skilled, but some belonged to specific Orders. Most begin knowing the starting step of their preferred Weapon Path, and typically could learn a maximum of four Paths as they grew. The following are Paths that Aleryn is capable of using.

Weapon Paths

 * Claw Path (All): This weapon deals slashing damage and qualifies as an unarmed attack. You may spend one ki point to run electric currents through your claws, forcing a Constitution Saving Throw. If they fail, this makes the body of your next attack’s target lock up, causing their movement speed to decrease by half until the start of your next turn.
 * Fist Path (All): This weapon deals bludgeoning damage and qualifies as an unarmed attack. When you strike an enemy, you may spend one ki point to force the enemy to make a Constitution Saving Throw. If they fail, they are pushed ten feet away.
 * Tapal Path (Jhimar, Numos): This weapon deals piercing or slashing damage. This allows the user to make an extra Attack action per turn. They may target different enemies.
 * Tentacle Path (Jhimar, Numos): This weapon deals bludgeoning damage. Your reach with this weapon is 10 ft. You gain advantage on grappling targets. Once a target is grappled, you may apply pressure to them, dealing two rolls of your martial arts die to them every turn. (Note that grappling targets in this way does not end combat immediately, as they can still fight back.)
 * Trident Path (Jhimar, Maalirn): This deals piercing or slashing damage. As an Action, you can charge at an enemy with this weapon. For every five feet you run before hitting the enemy, you can roll an additional 1d4 and add it to the damage dealt.

Defense Paths

 * Path of Shield (All): As an Action, coral hardens your skin, giving you a bonus to your AC equal to how many ki points you spend (maximum is four). This lasts until the start of your next turn. Action.


 * Path of Wound (Numos): Your body has memorized different blows, and knows how to resist against them. As a Reaction, choose a damage type between Bludgeoning, Slashing, or Piercing. You ignore this damage up to a number of rolls of your martial arts die equal to how many ki points you spend (maximum of four).

Sense Paths

 * Path of the Messenger (All): Your powers allow you to speak to make mental connections with creatures around you. As an Action, touch a number of creatures equal to how many ki points you spend (maximum is four). You can telepathically speak to these creatures as if under the influence of the Message spell. This lasts for ten minutes, and all creatures affected can hear messages sent between each other.
 * Path of Misdirection (Kupav, Numos): As an Action, you cloak yourself, using magic to distort others’ perception of you. You give a negative modifier to Attack rolls targeting you, equal to how many ki points you spend (maximum is four). This lasts until the start of your next turn.
 * Path of Phantom (Jhimar, Numos): You can use your powers to hide yourself from enemies who might try tracking you. As an Action, you gain a bonus modifier to your Stealth equal to how many ki points you spend (maximum is four). This lasts for ten minutes.
 * Path of Sounding (All): You gain the ability of echolocation, expanding your senses even when you can’t see. As an Action, you gain 10 ft. of echolocation (blindsight) for every ki point you spend (maximum is four).
 * Path of Stinger (Kupav, Numos): You summon a stinger that can weaken an enemy. As a Bonus Action, you may cause your unarmed attacks to be amplified by a stinger within your coral palm. Your unarmed attacks may force the target to make a Constitution saving throw or be Poisoned, taking poison damage equal to half of your martial arts die. You may invest a number of ki points (maximum of four) to give the enemy a negative modifier to their saving throw. The stinger lasts until the end of your turn.
 * Path of Warrior’s Eye (Jhimar, Maalirn): Your reflexes are supercharged by your magic. As an Action, you pick a number of creatures (maximum of four) and spend a number of ki points for each creature you target. You get advantage on Attack and Damage rolls against these targets. You also cannot be surprised. This lasts until the start of your next turn.

Arcane Paths

 * Path of Light (Kupav, Numos): Your coral hand shines brightly, disorienting and entrancing enemies. As an Action, you spend a ki point to force a target of your choice to make a Wisdom Saving Throw or be charmed by you for one minute. You may spend up to three additional ki points to provide a negative modifier to the target's Saving Throw.
 * Path of Sympathetic (Numos): You can transfer your life essence to others, harming yourself for their sake. As an Action, you take damage equal to a number of rolls of your martial arts die equal to how many ki points you spend (maximum of four). You transfer that health to a person you can touch.

Trivia

 * There are several Paths unavailable to Aleryn, due to the nature of these abilities being non-viable in 5e gameplay.