DY ASHI
Wada reat A mM ava
pe Se ‘CREDITS
Creator, Director, Producer, Production Manager, and
“Taking a Week Vacation When This is Dones Stacy Poor
(@GoodGameKitty)
Assistant Project Manager: Phocnix “Orewing” Hayes
(G@orewings)
Rules Development: Josh Killette (@Combat_Engie) Eric W
‘Voigt (@ConquererM) Jack MacCregor, Neal
(NealDaDestinyia'gmaileom) Flynn Krusemark
Writers: Mothyards (themothyards.tumblrcom)
Cover Illustrator: Charlie Eliasson (@snakebunker)
Interior Ilustrators: Charlie Eliasson (@snakebunker) Em
Kief(gcinkdraws.tumblzcom), BadGhostMods
(badghostmods.tumblrcom) Lauren Bagley (bagleyarts.com),
Brice Morgan (instagram.com/sketchmatters)
Additional Contributors: James McKenzie (Archive of Our
(Own: Anarchyinplasma) Dan Jon Morgan (@DanJonMoron),
Nicholas Kirse (@SuperKamiNico)
LEGAL
Dungeons & Destiny (2018) isa creation of Stacy
"GoodGameKitty" Poor. tis a not-for-profit labor of love
produced solely for entertainment purposes that contains
‘works inspired by Bungie's video game Destiny (2014) Said
works are shared and produced under the provision for Fair
Use, No copyright infringement is intended.
Bungie, Destiny, and/or other related products referenced
herein are either trademarks or registered trademarks of
‘Bungie Inc. or their suppliers. Dungeons & Destiny isin no
‘way affliated with Bungie Ine. or any oftheir suppliers
Dungeons & Destiny is published under the Open Gaming,
License, Version 1.0,
‘The original artworks within are commissioned or donated.
works of fan art made possible by Patreon supporters and are
published here with permission. Patreon support covers the
overhead cost of ereation; everything else goes back into the
gaming community that Kitty fell in love with
‘This document is NOT for resale. Permission granted to
print or photocopy this document for personal use only
‘Much of the racial information comes from Destiny's
grimoire cards. You can read all the Destiny grimoire cards in
their original form by going to ishtar-collective.net!PART 1 TABLE OF CONTENTS
Introduction omen
Using this Book.
ParT 1: GUARDIANS
CHAPTER 1 ae
ASKED one
Human...
Exo
Unconventional Races
Cabal nnn
Ellksni
Krill.
Psion.
Vex.
CHAPTER 2: CLASSES.
‘Class Overview.
Gunslinger
Bladedancer.
[Nightstalker
StEREE ne
Defender
Sunbreaker
Voidwalker...
‘Sunsinger
‘Stormealler
CHAPTER 3: Cuanacrax Detars eee
Languages ieee
Background.. c eee
CHAPTER 4: GHOSTS ncn 69
Creating Your Ghost ses
Ghost Features...
Ghost Backgrounds...
Ghost Inventory.
Starting Equipment...
DNDESTINYPROJECT.COMINTRODUCTION
‘magine a world of swords and sorcery, Imagine a
‘world of great kings and vicious tyrants, their armies
clashing on the battlefield, swords clanging and
storm clouds of arrows flying, Imagine epic heroes
facing down a fire-breathing dragon in the ruin of an
ancient castle, Imagine a world filled with mystery,
vwondler and magic, with an adventure waiting around
every tur,
Dungeons & Destiny isnt too different from that world. You
just need to reload your sword.
‘Came Master (GM): After picking your way through tl
Venusian jungles, you arrive at a cliff overlooking a decrepit
and barren valley. Blue flames spout from cracks inthe earth
and thick clouds of smoke and ash obscure your view. You can
just barely make out a massive shape in the sk.
Kelyn(olayieg Eloise) | want to get my sniper rifle frorn my
Ghost and use the scope to see if! can get abetter view of the
thing floating here,
Jos (playing Shepard): There are blue flames in the valley? Is.
this an active volesno? I'm going to jump off the clif and find
cout,
The GM sighs. Ths session willbe along one.
While Se games tend to revolve around prechistory or early
history fantasy settings, Dungeons & Destiny (‘D&Destiny”)
is set in a futuristic, post-apocalyptic landscape rife with
terror and wonder in equal measures. The people of this
universe have access to technologies like interplanetary travel
and tablet computers, but also find themselves relying on an
ancient map and an old compass to get around. And the
player characters, the Guardians, are demigods capable of
coming back from the dead over and over and over again,
Or Lirz AND DEATH
‘When you're playing Se, every hit matters. Every hit point lost
puts you one step closer to being unconscious, and when
‘unconsciousness happens, it could very well spell the end of
your character's progression in that campaign.
But when yout playing D&Destiny, falling unconscious
and even outright dying is practically a scheduled affair
Guardians have the equivalent ofa flying, talking wish in the
form of a tiny construct, a Ghost, that follows them around,
opens doors, and ean be used near infinitely to bring them
back from the dead Dying might as well be breathing, or
blinking, or sighing dejectedly a the actions of players: it just
happens.
‘More than that, dying can be an invaluable tool Do you
need to clear a minefield? Walk forward, step on a mine, wait
for Ghost resurrection, repeat.
Has your Guardian contracted pneumonia from a long
night without any armor or shelter in the Wilds? You can
shoot yourself in the head and let your Ghost resurrect you.
Youte sil stuck inthe Wilds with no armor and no shelter,
but your pneumonia is gone and you can press forward again,
DNDESTINYPROJECT.COM
Rinse and repeat until you reach safety
‘You and your freteam might end up in a firefight with
someone dying once every round and you're still winning the
fight. Guardians ean come back from the dead; others
cannot
Except, of course, when you cant.
GVz Olay, let's start with Kelyn. Kel, you hold out your
hands and your Ghost transmats your sniper ifle into them,
\When you link the scope to your visor, ou get an approximate
outline of the shape thanks to the on-board computer
Kelyn: Do recognize it?
GM: Make an Investigation check, or 2 general Perception
check
Kelyn: Okay, I'm using Investigation. | rolled 12.
Gv You recogrize the outline of a Fallen ketch
Jos What do find out?
GW That at terminal velocity, you take 4846 damage
Jos Daron. Well, we're still ina Light zone, right?
VEN.
Jos: What?
Gv You didn't check before you made your leap. You fell
into a Darkness zone, Shepard, You'll need to wait before your
Ghost can resurect yo.
Or LiGHT AND DARKNESS
D&Destiny introduces a number of new mechanics that are
specific to running a D&Destiny campaign. The first is the
Light Zone mechanic, which comes in multiple styles and is,
used to describe how the rules for resting, revival and health
change based on where you are. The exact details ofthis
mechanic is described later, but here's a brief rundown:
Light Zone: Your Ghost can freely heal and resurrect you.
Darkness Zone: Your Ghos is limited for when and how
‘often it ean heal and resurrect you.
Oppreasive Darkness Zone: Your Ghost cannot resurrect
you.
As the name implies, each zone covers an area. The area
‘may be big, such as the length and breadth of a metropolitan
city, or a continent, or an entire planet -or it may be small,
such 28a single pool of Light at the center of a monster's lair.
So long as your Ghost survives and makes it to an area it
can resurrect you in, you will come back. An Oppressive
Darkness Zone may put the fear of mortality into your
Guardian's heart, but its thei job, afterall, to be the hero
that delves into that Darkness and purges it. They do this for
the hope of Humanity’s future -and for some really coo!
trophies.Usinc Tus Book
‘The short & sweet ofits: any rule described in Dungeons &
Destiny takes priority: Furthermore, this book assumes that
‘you have the core Se material, or that you are already familiar
with the rules. While D&Destiny is a massive rework, itis not
a complete rework, and there are parts where you will have to
reference the core material toil inthe blanks.
Furthermore, it should be remembered that while the
D&Destiny beta is a functional and fun version of the game
with most ofthe core mechanics in place, itis not a complete
game just yet. There are a number of tertiary mechanics that
are sill in development, anc, as testing continues,
‘mechanical changes and balances will be made to classes,
‘weapons, races, etc. This isnt to say anything about all the
reat art that still needs to be added!
Ifyou ever have any questions, comments, or concerns
about anything inthis book, please fee! free to bring it to the
attention of the D&Destiny team. Whether its by posting in
the Discord server, using the Contact Us page on
dndestinyproject.com, or contacting us through our social
‘media outlets, there i always a way to voice your opinion and
have it be heard.
We LOVE feedback, so please don't hesitate to send it our
way! And most of all
THANK YOU For YOUR LOVE
AND SUPPORT OF DUNGEONS &
DestinyY!
DNDESTINYPROJECT.COMCHAPTER 1: RACES
trip beyond the City-to Luna, Venus, the Reef,
or beyond -will expose players to a wide and
rand universe bursting atthe seams with its
occupants. Imagine a smugeler’s market in
Saturn’s rings, filled with humans and aliens
haggling glimmer and goods; imagine the Reef,
floating in a perpetual twilight, quiet on the
surface but crawling with scavengers, pirates, and the
rangers sent to dispatch them underneath. Imagine, even,
The Last City on Earth, the push and pull ofthe crowd as
humans, awoken, and exo make their way home from a hard
day's work.
‘And imagine all the variations in these people, even among
people of the same race. In the smuggler’s market, bulky exos
work alongside skinny humans to shift cargo. In the Reef, a
stout awoken chases down a one-armed eliksni who has
evaded her for years. In The Last City, couples of all genders
and sexuality celebrate together during the Crimson Days,
CHOOSING A RACE
‘The core races of Humanity awoken, exo, and human are
the most common races of Guardian, and canonically, the
oly options for Guardian characters. Your choice of race
establishes the first building blocks of your character and
gives them qualities that may affect your Guardian journey in
subtle but present ways. No matter what race you pick, is
always worthwhile to consider what sets them apart from
other members oftheir race, and why they were chosen to be
resurrected as Guardians,
HUMANITY vs HUMAN
The term “human” ean mean a number of things depending
fon the context or how itis written, Simply "human" or
sapien’ refers to the native species of human that evolved on.
the planet Earth. Humanity or Human refers to all species
that evolved from the humans of planet Earth. This includes
cexos and awoken,
Not all Humans ofthe Sol system are content with this
‘Some may think the term is too vague, oF too specific. Some
‘may think isan insult tobe called Human when they are not
human, or perhaps they really doit care to discuss the
‘matter: How your character reacts to these sorts of people
‘may be something you have to consider depending on the
‘ype of campaign youte playing in.
DNDESTINYPROJECT.COM
6
ly
Do As You Do
The lore in Dungeons & Destiny's presented in a
take-itor-leave-it fashion. We do not expect
everyone to agree with or subscribe to our lore, we
just have to have it for design and writing
purposes. You are always free to come up with your
‘own interpretation of Destiny's lore!
————— SpAWOKEN
"THE OTHERS SING THIS SONG OF LIGHT AND
Dark, We, TOGETHER, HAVE TRANSCENDED.
SUCH UNIMAGINATIVE LIMITATIONS.’
-THE AWOKEN QUEEN
is aid that the awoken were born in the Collapse,
descended from those who tried o fee its wrath. Something
happened to them out on the edge of the deep black, and they
‘were forever changed
Today many awoken live in the distant Reef, aloof and
mysterious. But others returned to Earth, where their
descendants now fight forthe City
Earthborn awaken who venture out to the Reef, hoping to
learn its secrets, find no special welcome from the reclusive
Queen
AWOKEN TRAITS
Awoken characters have variety of natural abilities, the result
of the origin of the awoken race.
‘Age. Awoken share a similar lifespan to humans and reach
adulthood at 20, though they are more likely to live into their
elder years
Alignment. Most reefborn awoken are lawful good as &
result of strict upbringing in their society. Some end up as
pirates, rogues, or outcasts and take on the chaotic trait, but
rarely are they ever evil Earthborn awoken are as varied as
humans,
Size. Awoken share the same size and height of humans,
Your size is Medium,
‘Speed. Your base walking speed is 30 feet.
Languages. You can speak, ead, and write Human
common. There are a few idioms, colloquialisms, and
expressions unique to awoken, but being decended from
humans, the basis of your language isthe same.
“Awoken Ancestry. You have advantage on all saving
throws against Darkness effects,
Darkvision. Born of Light and Darkness, you have
superior vision in dark and dim conditions. You can see in
dima light within 60 feet of you asift were bright ligt, and in
darkness asifit were dim light
Subrace. There are two main races of awoken, the
reefborn and the earthborn,
REEFRORN AWOKEN
Asa reefborn awoken, you were brought up in a strict
‘matriarchy lead by a distant yet beloved Queen. You may have
left that society behind, but no matter what, certain aspects of
it stuck with you.
Ability Score Increase. Your Intelligence score increases
by 2, and your Wisdom score inereases by 1
‘Weapon Familiarity. You are naturally proficient in
sidesrme,
‘Agile Movement. People of the Reef often have to crawl
through small spaces or pass through heavily obstructed
areas, and you've learned to do this quickly overtime. Moving
through a space smaller than you does not count as dificult
terrain for you.
EARTHBORN AWOKEN
‘As an earthborn awoken, you were not necessarily born on
Earth. You are simply referred to as such by reefborn awoken
because it's easier and faster than "everywhere-else born”
‘The diversity of people and cultures you were exposed to,
having grown up outside the Reef, helped shape who you are.
Ability Score Increase, Your Dexterity score increases by
1, and your Charisma score increases by 2
Diverse Upbringing. You gain proficiency in one skill or
one tool of your choice.
DNDESTINYPROJECT.COMHUMAN
"THIS WAS OUR WORLD, OUR SOLAR SYSTEM, WE
WERE HERE FIRST, AND NO MATTER WHAT THE
DARKNESS BRINGS, WE WILL BE HERE AT THE
DAWN.’
“UNKNOWN
Humans are survivors, tough and resilient, descended from
those who built a Golden Age only to see it ripped away. Now,
after an age of retreat and desperate struggle, they fight to
take back their solar system and claim a new future,
‘There are those who believe the Traveler chose Earth for a
reason, Now itis Humanity’s obligation to prove itself worthy,
of the Traveler's faith,
HUMAN Tralrs
Humans are incredibly diverse and make describing their
shared traits dificult
Ability Score Increase. Al of your ability scores increase
by L Alternatively, you can choose one ability score to
increase by 2 and a different ability score to increase by 1
‘Age. Human lifespan tripled during the Golden Age. The
average human lives to be 180-210 years old, and is
considered an adult at 22 years of age,
Alignment. It can be difficult to find two humans of the
exact same alignment. The best and worst are found among.
them,
‘Size. Humans can be anywhere from 3 feet tall to over 6
feet tall though the average is around 5 and a half feet. Your
‘weight can change dramatically over the course of your life,
too. In any case, you are considered Medium.
‘Speed Your base walking speed is 30 fect.
Languages. You can speak, read, and write Human
‘Subrace. Choose one ofthe subrace options, the ctyborn
or the pilgrim.
Crrysorn
You were born to a life within the City walls, and that life
afforded you the time and comfort to expand your knowledge
of the world,
Bonus language Proficiency. You learn one language of
Humanity of your choice.
Cultural Impact. You gain proficiency in one toolkit or
artisans tool of your choice.
Pricem
‘You were born toa life on the road, trying to make your way
to The Last City- or not, reall. Not everyone desires to live
‘within its Wall Regardless, ife outside the City taught you
that while tools come and go, you will always have yourself to
rely on
Road Savvy. You gain proficiency inthe Survival skill
DNDESTINYPROJECT.COMExo
"ASK YOURSELF: WHAT THREATENED YOUR
GOLDEN AGE ANCESTORS SO MUCH THAT THEY
CONSTRUCTED THE EXOS TO DEFEND
THEMSELVES?”
-UNKNOWN
Built for a long-forgotten struggle, exos are self-aware war
‘machines so advanced that nothing short of a Ghost can
understand their inner functions. They remain ciphers, even
to themselves: their origins and purpose lost to time.
Whoever built the exos fashioned them in humanity's
image, gifting them with diversity of mind and body.
Everything a human can do, so can an exo. Many’of the City's
exo citizens live and work alongside their onganic brethren,
But others fight again, reforged in the Light ofthe Traveler to
serve as Guardians,
Exo TralTs
Exos share certain traits and abilities asa result of their
construction
Age. As far as anyone can tell exos are ageless, However,
their minds degrade with every reset, and they lose more and
more of themselves
ligament. Exos, like the humans they are derived from,
can fallin any alignment.
‘Size. Exos are typically the same size as humans, though
h 20-30 pounds more for the same height/build of a
ir human,
‘Speed. Your base walking speed is 30 fect.
Languages. You can speak, reac, and write Human
Darkvision. You have superior vision in dark and dim
conditions because, even though the cameras you use for
‘eyes were built to mimic human vision capabilities, the devs
still gave them a slight buf. You can see in dim ight within 60
feet of you as if it were bright light, and in darkness as if it
‘were dim light
Living Machine. Even though you are technically a
machine, you are considered a living ereature. You are
immune to incompatible diseases and viruses. You do not
‘need to eat or breathe, but you tend to go through these
motions out of habit, Instead of sleeping, you enter an
tive state for 4 hours each day. While inactive, you may
‘dream:” these dreams are a result of memory
defragmentation, After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
‘Model There are three common models of exo. Choose
Mop "AB-U"
Cryptarchs speculate you were built for the front lines of a
‘war, designed to survive even in the toughest fights.
Ability Score Increase. Yous Strength score increases by
2, and your Constitution score increases by L
Exo Toughness. Your hit point maximum increases by 1,
‘and it increases by 1 every time you gain a level
‘Hardened Frame. While unarmored, your Armor Class is
‘equal to 8 + your Constitution modifier + our Dexterity
modifier (minimum 10}.
Monet "CT-HD"
‘Your limbs are designed for a greater range of movement,
‘sacrificing plating in some areas in order to achieve this. You
function more like an athlete than a warrior.
Ability Score Increase. Your Dexterity score increases by
2, and your Charisma score increases by 1
Athletic Build Your unarmed attacks deal 1d4 damage,
and you may choose to use either Strength or Dexterity for
your attack and damage rolls with your unarmed strikes, You
must use the same ability seore for both rolls.
Moet "JSYK"
war requires more than brawns to win. Your model type
‘seems geared toward observation and information gathering
Ability Score Increase. Your Intelligence score increases
by 1, and your Wisdom score inereases by 2
Unobtrusive Scanners. You have scanners toa range of 5
feet. Consciously, you interpret your scanners as an intense
{ut feeling. or you may be unable to shake the feeling of being
‘watched. This s to prevent your conscious mind from being
overwhelmed with information.
Observation Unit. You gain proficiency in either the
Perception or Investigation skill
DNDESTINYPROJECT.COMUNCONVENTIONAL RACES
hen you play D&Destiny, you don't have to
‘stick to Destiny canon. That is why in this
‘section you'll ind racial traits for
j J unconventional Guardians: the eiksni, cabal
ke [] J sion, vex, and krill Homebrewing your own
race, or using a race from other sources, is
also an option. Just make sure youve cleared
‘your choice of race with your GM and the other members of
‘your fireteam. Some people want to play @ canon campaign,
some don't neither are wrong! But you'l have mote fun if
everyone isin agreement atthe start
When creating an unconventional Guardian, you will really
need to examine how they ended up becoming a Guardian, or
‘what circumstances lead to a Ghost being able to resurrect
this non-Human race. You will aso need to consider how
your unconventional Guardian perceives Humanity, and what
it means, to them, to be a Guardian.
Is your cabal Guardian stil loyal to the empire, having
been ostracized by Human Guardians and fleeing back to an
imperial power all too willing to accept them, even if they
‘were originally killed for something such as treason or
insubordination?
DNDESTINYPROJECT.COM
Eliksni have previous experience interacting with the
‘Traveler and the Light; is this why a Ghost was able to bring.
one back now, after it fought and died in the Sol system?
Is your krill character resurrected from someone who was
born before the hive found the worms? How di a Ghost
‘come across their remains? Or did they consume the worm
afterall and died as a hive soldier in the Sol system? Did the
‘worm survive, in any way, into their second life?
sions are an assimilated race in cabal society. Is your
sion Guardian a long-dead rebel ofthis assimilation, eager
for a chance to strike back at the cabal for what they did to
their people?
Vex are a part ofthe hive mind ofthe collective; how does
your vex character operate independently from that? Have
they lost their connection to the mind and grown a unique
personality over hundreds of years? Or is their second life
their first experience being an individual creature?
Unconventional Guardians can provide all sorts of new and
‘unique stories never before seen in the Destiny universe!CABAL
"THINK YOU COULD FOLLOW A TRAIL OF
‘SHATTERED WORLDS ALL THE WAY TO THEIR
HOME.”
-UNKNOWN
‘Tactically efficient, disciplined, and unrelenting, the cabal are
the greatest known military force inthe system. Their origins
and ultimate objectives are a mystery, but it seems clear they
hhave conquered more worlds than humanity has ever known,
Cabal soldiers wear pressurized armor that replicates the
environment of their high-gravity home world Their field
tactics depend! on ranks of legionaries supported by air
power, elite infantry, and ultracheavy armor.
CaBaL TRAITS
‘As a cabal, you have the following traits.
“Ability Score Increase. Your Strength score increases by
1, and your Constitution score increases by 2
Age. Cabal lve to be around 120 years of age, and reach
adulthood at 18
Alignment. The only creature in the galaxy more Lawful
than a cabal isa vex, and that’s only because they literally
can't not follow their programming.
‘Size. Cabal are between 7 and & feet tall and generally
\weigh between 280 and 320 pounds when notin armor
Despite this, your size is considered Medium,
‘Speed. Due to your massive bulk, your base walking speed
is 25 feet.
Languages. You can speak, ead, and write ulurant, the
language of the cabal
Powerful Stature. You have advantage on Strength saving
throws against being knocked prone
Heavyweight. You count as one size larger when
determining what you can carry, lift, or push.
‘Strong Grip. You can use two-handed weapons in one
hhand without penalty, unless it has the bulky property. You
‘can use your free hand to hold or manipulate simple objects,
but can only wield a second weapon ifit is a one-handed
weapon.
DNDESTINYPROJECT.COMELIKSNI
"ASK THEM OUR NAME. ASK YOUR MASTERS
WHAT THEY CALL YOU. ASK THE HOLLOW, THE
HATEFUL, THE AWOKEN WITH ALIEN DREAMS
ENCYSTED IN THEM! ASK THEM OUR NAME!
FALLEN. THEY NAME US FALLEN.”
-SKOLAS.
‘The eliksni are ruthless scavengers. Brutal and uncaring,
they arrived on their massive Ketches in the wake of the
Collapse to loot and pillage our devastated worlds.
‘There are hints of ancient nobility to the Fallen - the scars
oflost grandeur. The Kells of their scattered Houses still
claim to be royalty. Some members oftheir race lke Variks
the Loyal, remember this old life. Many more do not.
ELIksNi TRAITS
Asan eliksni, you gain the following traits.
Ability Score Increase. Your Wisdom score increases by
1
Age. Eliksni live to be 80-90 years old, though many see
their lives end much younger.
“Alignment. Many eliksni are Lawful or Neutral due to the
harsh, unforgiving society they come from, a society can
punish even the slightest misstep. Eliksni of higher rank
enjoy more freedom of choice and are more likely to be
Chaotic.
‘Size. Much like humans, eliksni can vary greatly in size,
though the size they are is determined almost exclusively by
their diet, However, because it takes such a massive amount,
of consistent ether consumption to increase your size beyond
Medium, your size is almost always Medium.
‘Speed Your base walking speed is 30 feet.
Languages. You can speak, read, and write eliksni
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
it were bright light, and in darkness as ifit were dim light
Branching Nerves. Even though you have four arms, your
lower limbs cannot act entirely independently of your upper
limbs. Because of this, you consider yourself to have only two.
hhands when determining what you can hold or wield.
‘Specialization. Eliksni have two specializations, each
given a colloquial name. Choose one.
CarraIn
Having clawed and knifed their way to the top, scattering
bodies and limbs in their wake, the captain isthe strongest
‘and most ferocious member ofthe erew they muster around
themselves.
Ability Score Increase. Your Strength score increases by
2
‘Skill Proficiency. You gain proficiency inthe Intimidation
or Athletics si
Brutal Punches. You hit particularly hard with your
‘unarmed strikes, which deal 1d4 + your Strength modifier in
bludgeoning damage. Your punches can overcome natural
resistances to bludgeoning damage.
DNDESTINYPROJECT.COM
‘VANDAL
Soldiers, brawlers, assassins, and scouts, vandals are the
‘seasoned regulars who fill out the skilled roles within a
Fallen crew.
Ability Score Increase. Your Dexterity score increases by
2
‘Skill Proficiency. You gain proficiency in the Acrobatics or
‘Sleight of Hand skill
Vandal Evasion. Upon failing a Dexterity saving throw, you
may choose to succeed instead. Once you use this feature you
cant use it again until you complete a long rest.
th
OPTIONAL: CHANGING SPECIALIZATIONS.
Your GM may allow you to switch between vandal
and captain specializations. It takes as least one
‘month of a steady change in diet to do so, and a
Captain's diet requires almost twice as much ether
as a vandals. f you do, you gain the features of
your new specialization and lose the features of
your old specialization,KRILL
"THERE ARE NIGHTMARES RISING FROM THE.
‘SHADOWS, AND THEY HUNGER FOR OUR DYING
Hope.”
-UNKNOWN
‘The Hive are an ancient, festering evil Their antipathy to the
Light transcends hatred To the Hive, the eternal struggle
between Light and Dark is not only a war, it isa crusade -all
Light must be devoured so Darkness can reclaim the
‘They weren't always lke that. Billions of years before they
were the Hive, they were krill a sentient race from a far-off
planet that collided with what would become their new home,
Fundament. You are a member ofthis early proto-Hive race.
Will you walk along the trail the Hive left behind, or will you
strike a new path?
Karit Traits
While kill are very diverse race, particularly when it comes
to ideas of gender, there are nevertheless a few common
traits among them.
Ability Score Increase. Either your Strength or Wisdom
score increases by 2 and either your Constitution or
Charisma score increases by 1
‘Age. Kril ive tobe 120-150 years old, and begin choosing
theie gender morph around theit 20th year.
‘Alignment. Ksil are as varied as humans when it comes to
alignment.
@
Size. Ksill average at 57", though some can be as tall as 7"
by the time they choose their gender. You are considered
Medium.
‘Speed Your base walking speed is 30 feet
Languages. You can speak, read, and write kei.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
it were bright light, and in darkness as ift were dim light.
Gender Morphism. Once when you increase in level you
may choose one ofthe following gender morphs for your
race. This decision is permanent once itis made.
MorHeR Morrit
‘The mother morph krill also known as a wizard is the
scalpel with which the Hive vivisect the universe. A
nightmare of rag and bone, the wizard conceals herself
within darkness and fire, dissecting and experimenting on
anything that falls into her clutches.
Trance. You don't need to sleep. Instead, you meditate
deeply remaining semiconscious, for 4 hours a day. While
meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
years of practice. After resting inthis way, you gain the same
benefit that a human does from 8 hours of sleep.
Hover. You can naturally and easily hover 1 foot off the
ground when you move, and you are immune to falling
‘damage while not unconscious or stunned, As a bonus action,
You may boost this hover up to 15 feet offa solid surface.
Kyicur Morrn
‘A roaring, striding fortress, the knight is the Hive's foremost
‘and most zealous defender. Centuries of battle have
‘toughened the bony protrusions on its body into an armor as
hard as relic iron,
Chitinous Plating. You have a natural chitinous armor.
While unarmored, your AC is 15, and you count as heavily
armored.
Heavyweight. You count as one size langer when
determining what you can carry, lift, or push.
DNDESTINYPROJECT.COMPSION
"THERE IS NO HIGHER WARFARE THAN
DECEPTION.”
-UNKNOWN
sions are a smaller, assimilated race in eabal society. Hyper.
atelligent, fast and unpredictable, they possess strong
psionic capabilities -including the ability to emit disorienting,
and deadly psychokinetic blasts.
Psion TRAITS
‘Asa psion, you have the following traits
“Ability Score Increase. Your Dexterity score increases by
2 and your Intelligence score increases by 1
“Age. The average psion lives to be 50 years of age, and is
considered an adult at 12
Alignment. Psions are fairly diverse in alignment, Most
sil fall under Lawful, but there are many that qualify as
Chaotic or Neutral despite assimilation with the cabal They
still got li rebel left in them,
Size. Psions are rarely over 4 feet tal, and barely weigh
100 pounds. Your size is Small
‘Speed Your base walking speed is 25 feet.
Languages. You can speak, read, and write ulurant, the
language of the cabal, who conquered and assimilated your
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
itwere bright light, and in darkness as if it were dim light.
Paychokineties. You have a natural understanding of the
way the Light works, and can use itt tap into Light energies,
to.ive yourself certain benefits. Your unarmed strikes deal
energy damage instead of bludgeoning damage, and you can
choose to add your Intelligence modifier to your unarmed
strike attack and damage rolls instead of Strength. You can
also take the Dash action as a bonus action.
‘Naturally Stealthy. You can attempt to hide even when you
are obscured only by a creature that is at least one size larger
than you.
Psion Nimbleness. You can move through the space of
any ereature that is of a size larger than yours.
DNDESTINYPROJECT.COM‘VEX
"LIVING METAL, INCOMPREHENSIBLE
INTELLIGENCE.”
-UNKNOWN
‘The Vex are architects of ancient and complex structures
thought to be buried within every celestial body. Linked by a
network unlike any on Earth, they operate in unison, directed
bya single unfathomable purpose. Being a Guardian,
however, means you are separated from that link ~
supposedly, at least.
‘Vex TRAITS
Vex units are nearly ide every way.
Ability Score Increase. Your Intelligence score increases
by2
Age. Vex units are theoretically ageless, so long as they are
kept in adequate repair
Alignment. I'there was a Lawful Lawful
vvex would own all rights t it.
‘Size. The standard vex unit stands at 6 feet 2 inches tall
and weighs 230 pounds, with a margin of deviation less than
19 Your size is Medium.
Languages. You can speak, read, and write hexinary. You
‘understand all languages.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
it were bright light, and in darkness as if t were dim light
Living Machine. Even though you are technically a
machine, your care is a mixture of living creatures that
together form your consciousness. You are immune to
incompatible diseases or viruses. You do not eat or breathe.
Instead of sleeping, you enter an inactive state for 4 hours
‘each day. While inactive, you may "dream;” these dreams are
a result of memory defragmentation. After resting inthis way.
you gain the same benefit that a human does from 8 hours of
sleep.
‘Superior Memory. You are proficient in the History skill
and you ean double your proficiency bonus fori.
‘Teleport. You can teleport once asa bonus action or action
toan unoccupied spot you can see within 15 feet of you. You
regain usage ofthis feature at the end of your tur.
Chassis Design. Vex have two main chassis designs,
referred to as the goblin and the hobgoblin
jgnment, the
Gopi
‘The Goblin is the basic unit in the vast computational
network that isthe vex.
‘Speed Your base walking speed is 15 feet
Blink (Recharge 5-6) As a reaction to an attack being
made against you, or being forced to make a saving throw,
you may use your Teleport. If this removes you from the
direction of the attack or area of effect, you are not affected
Honcosuin
Specialized for sniping, this lean, tough vex model i fitted
‘with improved opties and acute sensors in its horns.
‘Speed. Your base walking speed is 20 feet.
Aimbot. Once per turn, you can choose to Aim without
‘expending movement to do so.
‘Scanners. As a bonus action, you can push your scanners
10 a range of S feet, learning the location of all ving
creatures or living machines within 5 feet of you.
DNDESTINYPROJECT.COMCHAPTER 3: CLASSES
Le engi
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Peet erat ert
tery of firearms, or a woidwalker's enhanced
Classes
Class SC Description
Gunslinger Hunter Alone wolf who lives for the pe
Bladedancer Hunter Beautiful lethality, relentless style.
Nightstalker Hunter Draw from the Void. Light the way.
Striker Titan
Defender Titan
Sunbreaker Titan Forge the fury of undying suns.
Voidwalker
Sunsinger
cannot extinguish.
Stormealler
DNDESTINYPROJECT.COM
At close quarters, a fist is better than any gun. d3
The wall against which the Darkness breaks.
Warlock Those who have stared into the Void are not
bound by the laws of space and time.
Warlock There are flames that even the Darkness
Warlock Harmony within, hurricane without.
SUPEROLASS
‘The nine classes in D&Destiny ae listed in the table below.
Each class comes with an archetype that is unlocked at 3rd
level This archetype focuses your class into a certain
specialty and some archetypes run counter to the definition
of the class,
With your class comes your superclass (SO) which is
either Hunter, Titan, or Warlock, also indicated in the Classes
table, Your superclass tells you which grouping of Guardian
you belong to. A sunbreaker and a defender may have
different methods of destruction, but they are both Titans,
and regardless of class, Titans tend to favor ideals such as
hhonor, strength, and unending resolve. Each superclass has
‘common ideals such as this,
SUPERCLASS FEATURES
Your superclass grants you a feature at Ist level
‘Hanter. When you take the Dodge action, you can reload
your currently equipped firearm with the same action,
Titan. Your unarmed strikes deal 1d4 + your Strength
‘modifier in bludgeoning damage.
‘Warlock. You have advantage on saving throws against
Darkness effects
‘Saving Throw
Proficiencies
Dexterity &
Charisma
Dexterity &
Intelligence
Strength &
Dexterity,
Strength &
Constitution
Hit Die Light Ability
46 Charisma
d8 Intelligence
48 Wisdom
Constitution
Charisma Constitution &
Charisma
Strength &
Wisdom
Intelligence &
Charisina
Wisdom
Intelligence
Charisma Constitution &
Charisma
Dexterity &
Wisdom
WisdomGUNSLINGER
‘The drop is endless. The Gunslinger savors the rush of speed,
her cloak snapping behind her, and she lands on her feet in
the belly of the cavern without bothering to kill her
‘momentum, Moon-dust blows away in anemic puffs, and she
lifts her head to look around. She doesn't need to wait long.
‘Thrall rise from the darkness in a pale, shrieking wave, and
she lifts her hand cannon and blows them away with lazy
confidence. The foe she secks is old - old enough, perhaps, to
remember the countless worlds its kind have razed, the
countess species its god-leaders have annihilated in their
violent worship. These skeins of corrupted flesh are only an
‘She runs deeper into the tunnel, droppi
she goes, burning through the Hive ike a hot wind, fan
the hammer from her hip in time with her heartbeat. With,
the cannon's every kick her focus grows -as does her grin.
Heer quarry finds her first. A Wizard rises from the bowels
fof some hideous coven, and bolts of fiery magic envelop her
before she can react. She experiences a moment of panic as
her shields fail-how many Guardians have died nameless
‘and forgotten in these tunnels, she wonders - but purest,
clarity follows soon after, and the rush of adrenaline sharpens
her reflexes,
Cover is spare, but ghostlight easts shadows enough that
she can keep herself alive as she dodges from crumbling rock
to crumbling rock, always just ahead of the wizards bolts of
fiery magic. Her pulse hammers in her ears, she tastes blood
‘on her tongue, and her Ghost is screaming at her to
disengage. But within her she feels the power building. and at
last, at last, she raises her arm and embraces the Traveler's
sift. Golden Light floods the cavern, and when she levels her
hhands at her foe her grin is a wolf's grin, and she does not
hesitate
Later, once her pulse has slowed, she sifts through the
ashes of her enemy. One strange waxen idol is al she finds.
Worth some Glimmer at least, maybe enough for a new knife
‘ora few rounds at the Tower bat: She'll share the story later,
and the others will ask her why she bothered in the first,
place.
‘They dont understand Beyond the Last City lie the Wilds,
and the Wilds belong to her.‘Tue GUNSLINGER
Proficiency
1 Sonus.”
+2 ~
42 ast
Light Abii
Stel Features
2 Ist Gunslinger Style
+2 Ist
8 Extra Attack
8 2nd Gunslinger Style feature
3 Additional Trick Shots
3 2nd
+4 -
+4 Volley
+4 Gunslinger Style feature
+4 Ability Score Improvement
6 E
45 Gunslinger Style feature
+ Flow Caster
+5 Ability Score Improvement
+6 -
+6 Crowd Pleaser
46 Ability Score Improvement 6
+6 Gunslinger Style feature
CLASS FEATURES
‘Asa gunslinger, you gain the following class features.
Hrr Pomnts AND SHIELDS
Hit Dive: 146 per gunalinger level
Hit Points at 1st level: 5 + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
‘to-your hit points for every level after Ist, minimum 0
Shields at 1st level: 6
‘Shields at higher levels: Add 4 to your shields for every level
after Ist
PROFICIENCIES
‘Armor: Light armor, medium armor
‘Weapons: Simple melee weapons, simple firearms
Grenades: Swarm (4th) Tripmine (6th) Incendiary (Sth)
‘Tools: Weaponsmithing tools
Vehicles: jumpships, sparrows
‘Saving Throws: Dexterity, Charisma
‘Skills: Choose two from Acrobatics, Atletics, Insight,
Intimidation, Medicine, Perception, Performance,
Persuasion, Stealth, and Survival
DNDESTINYPROJECT.COM
Light Affinity, Fancy Shooting.
Ability Score Improvement
Ability Score Improvement
Trance
Trances Damage
Gunslinger’s Trance, Weaponized Personality 2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
Unlimited
GUNSLINGER'S TRANCE
‘Your skills with firearm are unmatched. On your turn, you
‘may enter your Gunslinger's Trance as a bonus action. When
you do so, you begin Aiming, and you gain a bonus to damage
rolls on firearm attacks as shown in the gunslinger table.
Gunslinger's Trance lasts for 1 minute. Itends early if you
slop Aiming, ifyou end the trance as a bonus action on your
turn, or ifyou fall unconscious.
You can enter this trance a number of times as shown on
the gunslinger table. You regain these uses of trance when
you complete a long rest.
At 3rd evel ifyou use a super ability charge to cast your
super ability, you can choose to enter your trance as part of
the same action as casting your super. This consumes a use
of your trance as normalWEAPONIZED PERSONALITY
‘As a gunslinger, you know how important a wellplaced word
or two can be, and you have a natural ability to make your
personality as much a weapon as anything, whether it's
through stone silent intimidation or an unassuming roguish
charm, You can either gain proficiency in Charisma-based
skill ofyour choice, or you can choose to double your
proficiency bonus for a Charisma-based skill you are already
proficient in
Ligst Arrrnrry (SoLar)
Beginning at 2nd level you have learned to harness the Light
you possess, and ou shape itin the form of solar enerey.
Charisma is your Light ability. You use your Charisma
modifier to determine Light ability attacks and to et the save
DC against your Light abilities. When you are told to make a
Light ability saving throw, you make a Charisma saving
throw
Light save DC = 8 + your proficiency bonus + your Charisma
modifier
Light attack modifier = your proficiency bonus + your
Charisma modifier
You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
srrenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1 + one half your
Light modifier. You regain charges when you complete rests.
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level, you gain the first option for your
melee ability. You gain your super option at 3rd level and your
first grenade option at 4th level
‘THROWING KNIFE
Prerequisite: Gunslinger level 2
Casting Time/Type: 1 action, melee ability (WP)
Properties: Finesse, light, thrown (range 20/60)
Damage: 1d4 piercing
You craft a throwing knife with the properties and damage
listed. As part of the same action, you can choose to make an
attack with it Ifyou choose not to attack with this weapon,
‘you can hold onto it for a duration of up to 1 minute, during
‘which you must make concentration checks to maintain the
form of the throwing knife. So long. as you keep your
concentration, your throwing knife can be used in a number
of ways beyond attacking, such as to cut through rope or to
whittle wood Ifyou make an attack against a creature with it,
if you lose concentration, oF if the duration runs out, your
throwing knife dissipates.
Ifyou have the option to attack multiple times with the
Attack action, this ability ean replace one or more of your
attacks,
Fancy SHOOTING
At 2nd level you learn to do things with firearms that other
Guardians might spend decades training for. When you make
firearm attack, you may choose to make ita trick shot. Trick
shots have special effects that apply when you hit your target.
‘You may apply one trick shot per firearm attack you make,
and only one per turn. You can use this feature a number of,
times equal to 1 + your Charisma modifier (minimum 1) and
you regain all uses ofthis feature after you complete a short
‘or long rest
Disarm. When you hit a creature with this trick shot, it
must succeed on a Strength saving throw (DC = 8 + your
proficiency modifier ~ your Dexterity or Strength modifies) or
it drops one item of your choice that itis holding, The item
lands ina spot 5 feet away from the ereature.
Halt. Using this trick shot, you attempt to halt a creature of
Medium size or smaller in its racks. Ifyour attack its, your
target's movement speed becomes 0 until the end ofits next
urn,
Snipe. For every trick shot point you spend on this trick.
shot, you gain +1 to hit on your next ranged weapon attack,
You can choose to do this after the your attack rol but before
the results ofthe roll have been announced.
GUNSLINGER STYLE
At 3rd level.you choose a style of combat that best suits your
strengths as a gunslinger. Choose the Sharpshooter, the
Outlaw, or the Showman style, all detailed atthe end of this
class description. The style you choose grants you features at
3rd, 6th, 11th, 14th, and 20¢h levels,
Asuiry SCORE IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 16th, and
19th level. you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
I. As normal, you can increase an ability score above 20
using this feature.
Exrra ATTACK
[Beginning at 5th level you can attack twice, instead of once,
whenever you take the Attack action on your turn. You cannot
take a bonus action between these attacks unless the bonus
action isthe result ofan attack,
ADDITIONAL TRICK SHOTS
At 7th level you learn two new trick shots, Distracting Hit and
Covering Fire
Distracting Hit. On your turn you can spend I trick shot
point to make a distracting attack. Ifyou hit, your target can't
take reactions until the start of your next turn.
Covering Fire. I« hostile creature you can sce attacks an
ally within the effective range of your weapon, you can spend
| trick shot point to use your reaction to grant disadvantage
fon the attack. If do this with a firearm, this also consumes 1
shot from your weapon's shot capacity, though you deal no
damage.
VOLLEY
Beginning at 11th evel you can use your action to make a
ranged attack against a number of creatures within 10 feet of
a point you can see within your weapon's effective range. You
‘misst have ammunition for each target, and you make a
separate attack roll for each target.
DNDESTINYPROJECT.COM20
FLow CASTER
‘When you reach 15th level, you learned to cast your super
ability with ease. Once per long rest, when you cast your
super ability, you do not expend a super ability charge to do
Crowp PLEASER
‘At 18th level nothing thrills you more than getting to show off,
your skills. Whenever you start an encounter and have no
tick shots remaining, you regain 1 use of your trick shots.
GUNSLINGER STYLES
Gunslingers choose to master their craft in different ways.
‘The gunslinger style you choose reflects your approach to
firearms and their usage,
THE SHARPSHOOTER
‘The Sharpshooter emphasizes long-range combat to lay
down deadly fire on their opponents without worry of,
retaliation, Sharpshooters are adept at singling out targets
and focusing on their weaknesses, picking apart the enemy
Fines one shot at time.
DEADEYE
Prerequisite: Gunslinger (Sharpshooter level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: Finesse, range (45/100/180 close) two-handed
Damage: 2410 solar
Duration: 4 rounds
AL 3rd level you gain your super ability option, the Golden.
Gun, which you cast as Deadeye. As a bonus action you can
spend 1 super ability charge to summon a flaming hand.
cannon with the properties and damage listed This weapon
has 3 shots init. Ifyou run out of shots or if the duration
runs out, this weapon dissipates and this ability ends.
INCENDIARY BLADE
[At 3rd level you learn to imbue your throwing knives with
solar energy, turning them into incendiary blades, Your
throwing knives now deal solar damage, and creatures hit
‘with your throwing knives must make a Constitution saving
throw. On a failed save they begin burning for 1 minute.
Creatures can repeat the saving throw at the end of their
turn, ending the effect on itself early on a success.
Bonus WEAPON PROFICIENCIES
Also at 3rd level you gain proficiency with weapons classified
‘with the Jong range band.
Over THE Horizon
Starting at 6th level your unmatched aim makes firing your
Golden Gun at greater distances easier: The range of Your
Golden Gua becomes 50/200/300.
CuaIn OF WoE
Normally, a creature's critical range is natural roll of 20,
‘When you reach 6th level at any time during your Gun-
slinger’s Trance, you can choose to begin a chain of woe.
DNDESTINYPROJECT.COM
Starting from when you choose to do this, for every irearm
attack you hit with while Aiming, you reduce your critical hit
range by 1. When you roll a critical ht, your eritical hit range
returns to 20,
Your chain of woe ends if your trance ends or ifyou roll a
natural 1 on. firearm attack, Once you use this feature, you
‘must complete a short or long rest before using it again.
SuarpsHoorer's EYE
Beginning at 1th level once on your turn you can choose to
deal an additional 18 damage with a firearm that you are
Aiming with. You can choose to do this after your altack roll,
but hefore the result of the roll is announced
KEYHOLE
At 4th level your Golden Gun shots penetrate and damage
all targets in a straight line, up to your Golden Guris effective
range. This penetration can go through all Medium or
smaller creatures and most barriers, but is blocked by 1 foot
‘of stone, 6 inches of metal, or 3 feet of wood or dirt
Grim REAPER
At 20th Ievel you have become a dealer of death, All attacks
with your Golden Gun are considered eritical hits, you no
longer have to complete a short or long rest to regain use of
‘your chain of woe feature, and rolling a natural 1 docs not
fend your chain of woe.
THE OUTLAW
‘Sometimes called a nomad, a ranger, or a lone wolf, the
Outlaw has learned to survive on their own. They tend to stay
fon the move, going from place to place, crisis to crisis, and
they always have a good story to tell, even ifi’s not as true as
they claim itis.
GUNFIGHTER
Prerequisite: Gunslinger (Outlaw) level 3
Casting Time/Type: | bonus action, super ability (WP)
Properties: Finesse, range (30/60/90 close), two-handed
‘Damage: 1410 solar
Duration: 4 rounds
At 3rd level, you gain your super ability option, the Golden
Gun, which you cast as Gunfighter. As a bonus action you can
spend I super ability charge to summon a flaming hand
cannon into your possession with the damage and properties,
listed. This weapon has 6 shots init. Ifyou run out of shots,
or ifthe duration runs out, this weapon dissipates and this
ability ends.
Circe oF Lire
When you reach 3rd level you learn to make each of your
throwing knives count. Your throwing knives now deal 16
damage on a hit. Additionally, ifyou killa creature with your
throwing knife during your Golden Gun or trance, you can
extend the duration of your Golden Gun or trance by 2
rounds,SuxrH SENSE
At 6th level ifyou are blinded but still able to hear, creatures
within 30 feet of you do not gain advantage on their attacks
against you. Also, being blinded does not prevent you from
tentering your trance, and even while blinded, you can make
attacks normally against targets within 30 feet of you.
Extra ATTACK IMPROVEMENT
Starting at 11th level. when you take the Attack action on
your turn, you can attack three times instead of twice.
Rivoste
Beginning at 14th level you learn a new trick shot, riposte.
Once per round if hostile creature damages you while
within 30 feet of you, as your reaction you can spend a trick.
shot point to make an attack against it
FAN THE HAMMER
‘At 20th level. you've learned to attack with such speed that, as
an action while holding your Golden Gun in your hands, you
can attack with your Golden Gun once for every shot
remaining in your Golden Gun,
‘Tar SHOWMAN
‘Any random kinderguardian, fresh to the Tower, knows how
to shoot a gun. It takes a special kind of skill to Survive out in
the Wilds with a knife. Bladedancers get the job done, but the
‘Showman knows that anything worth doing is worth doing
with syle.
BLADE BARRAGE
Prerequisite: Gunstinger (Showman) level 3
Casting Time/Type: 1 action, super ability
Properties: Finesse, thrown (range 40/90)
Damage: 1d6 solar
When you choose this style at 3rd level you gain your super
ability option, the Blade Barrage. As an action you can spend
1 super ability charge to cast a number of throwing knives up,
toyour Charisma modifier + your Light ability level all at
‘once, using the properties and damage listed instead of your
normal throwing knife. You make an attack roll for each
knife, and you do not spend melee ability charges when you
do this. You can choose multiple creatures to hit, or you can
choose to hit the same creature multiple times,
Paracausal Influence. Creatures that attempt to use
‘movement abilities to avoid taking damage from your attack,
but do not move out of your maximum range and are still
Visible to you, are stil hit as the target of your attack.
SHow-Orr
At 3rd level you learn to apply trick shots to your throwing,
knives. Also, when you use a bonus action to enter your
Gunslinger's Trance and you have atleast I melee ability
charge, you can cast a throwing knife with the same bonus
action.
Kore Trick
‘When you reach 6th level, you can now apply your
Gunslinger's Trance bonus damage to your throwing knives
‘while in your Gunslinger's Trance.
‘Extra ATTACK IMPROVEMENT
Starting at 11th level when you take the Attack action on
Your turn, you can attack three times instead of twice.
Kurre Jucorer
Starting at 14th level you can use your throwing knife asa
bonus action on each of your turns, and killing a creature
witha throwing knife refunds 1 melee ability charge. You
‘cannot go over your maximum melee ability charge count.
Gamaier's DAGGER
At 20th level, you are a masterclass showman. Your
‘maximum melee ability charges increase by 2 Ifyou hit a
hostile creature with your melee ability, you can roll a d6. On
5.6 you regain your spent melee ability charge
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BLADEDANCER
‘The first time she rose in the ruins ofthe old Cosmodrome,
‘she was alive for less than a minute before a Fallen Vandal
put its arc-blades through her middle. Her Ghost raised her
‘again, gasping in fear and at the memory of already-forgotten
pain, and thirty seconds later she was dead again: without a
‘weapon of any kind, she was no match for the ragged sabers,
flashing with the too-bright blue of electricity. By the time she
ound her way to the walls of the Last City she had lost track
of the number of times she had been cut down,
Perhaps, she thinks nowy itis no surprise that Are‘ight has
always called to her. Perhaps she was always meant to Walk
this path. She has tasted the other powers that might be hers,
‘but she has not been able to shake the memory of flashing
Dlades, ofthe shock of pain, ofthe helplessness she felt when.
‘she first learned she was Risen,
‘She has returned to the Cosmodrome, years later, to try to
understand what she has become, why the Traveler answers
‘when she calls the current. And when at last she finds the
place where her Ghost first raised her, she waits for
‘comprehension and acceptance - or atleast a semblance of
peace -to wash over her,
Instead, she finds only Fallen. They charge at her. are
blades lashing too bright blue in the dusky twilight, and even
afterall this time there is a moment when she cannot move
for fear of halfxemembered pain,
Only a moment, though. She has learned enough to keep
herselfalive, atleast
Perhaps, she thinks as she lifts her knife and the Tra
answers, understanding will come in time. Perhaps it won't,
and instead she will ive out her second life as ignorant as she
is now. Perhaps the only peace to be found lies in the current
‘that consumes her blade.
So be it. She will cut her own meanings from the fabric of
the world She will whittle away at reality until she herself
becomes the knife, brilliant and sharp and honed with
‘purpose, And then, once she is keen enough, not even truth
itself will be able to turn her edge.‘Tu BLADEDANCER
Light
Proficiency Abi
Level Bonus” Level
Ist 42 5
Features
Expertise, Expert
Attack
Light Affinity,
Cunning Action
and 42 ast
3rd 42
+2 Ability Score
Improvement
Bladedancer Way
Ee} Opportunity
Strikes
8 Expertise
8 Evasion
8 Ability Score
Improvement
+4 Bladedancer Way
feature
+4 Ability Score
Improvement
+4 Reliable Talent
+4 Ability Score
Improvement
6 Bladedancer Way
feature 7
+5 Blindsense
45 Slippery Mind
+5 Ability Score
Improvement
+6 Bladedancer Way
feature
+6 Elusive
+6 Ability Score
Improvement
Stroke of Luck
CLASS FEATURES
‘Asa bladedancer, you gain the following class features.
Hrr PoInTs AND SHIELDS
Hit Dice: 148 per bladedancer level
Hit Points at Ist level: 8 + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
to:your hit points for every level after Ist, minimum 0
Shields at 1st level: §
‘Shields at higher levels: Add 5 to your shields for every level
after Ist
PROFICIENCIES
‘Armor: Light armor
‘Weapons: Simple weapons, longswords, shortswords, simple
firearms, sniper rifles, fasion rifles, linear fusion rifles
Grenades: Skip (4th), Flux (6th) Archolt (Sth)
‘Toola: Thieves’ tools
Vehicles: Jumpships, sparrows
Saving Throws: Dexterity Intelligence
Skills: Choose four from Aerobatics, Deception, Insight,
Intimidation, Investigation, Perception, Persuasion,
of Hand Stealth, and Technology
EXPERTISE
At Ist level, choose two of your skill profciencies, or one of
your skill proficiencies and your proficiency with your thieves’
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
‘At 6th level you can choose two more of your proficiencies
(io skills or with thieves! tools) to gain this benefit
light
Expert ATTACK
Beginning at Ist level, you know how to strike subtly and
exploit a foe's distraction. Once per turn, you can deal an’
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the attack roll The attack must use a
finesse or a ranged weapon.
You don't need advantage on the attack roll if another
‘enemy of the target is within § fect oft that enemy isn't
incapacitated, and you don't have disadvantage on the attack
toll
‘The amount of the extra damage increases as you gain
levels in this class, as shown in the Expert Attack column of
the bladedancer table.
Licat AFFINITY
Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of arc energy.
Intelligence is your Light ability. You use your Intelligence
‘modifier to determine Light ability attacks and to set the save
DC against your Light abilities, When you are told to make a
Light ability saving throw, you make an Intelligence saving
throw.
Light save Dt
8+ your proficiency bonus + your
Intelligence modifier
Light attack modifier = your proficiency bonus + your
Intelligence modifier
You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
arenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1 + one half your
Light modifier You regain charges when you complete rests,
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level you gain the first option for your
‘melee ability. You gain your super option at 3rd level and your
first grenade option at 4th level
DNDESTINYPROJECT.COMBUNK STRIKE
Prerequisite: Bladedancer level 2
Casting Time: 1 free action, melee ability
‘When you make an attack against a hostile creature with a
melee weapon you are holding in one hand or an unarmed
strike, you can spend a melee ability charge to make your
melee attack a Blink Strike. you do, you can teleport up to 5
feet in order to reach your opponent as part of your melee
attack, aking all carried and worn equipment with you, I
your attack hits it deals are damage instead of ts normal
damage, and has a bonus to damage equal to your Light
ability level iit did not already. Blink Strike movement does
not cast movement on your turn,
CUNNING ACTION
At 2nd level your quick thinking and agility allow you to move
and act quickly. You can take a bonus action on each of your
turns in combat. This action can be used only to take the
Dash, Disengage, or Hide action.
BLADEDANCER WAY.
At nd level you commit yourself to a bladedancer
methodology: the Way of the Swiftcutter, the Way of the
Arestrider, or the Way of the Whisper, all detailed atthe end
ofthis class description. The path you choose grants you
features at 3rd 9th, 13th, and 17th levels.
ABILITY SCORE IMPROVEMENT
‘When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level you can increase one ability score of your
choice by 2, oF you can increase two ability scores of your
choice by 1. As normal you cant increase an ability score
above 20 using this feature.
OPPORTUNITY STRIKES
‘Starting at 5th Ievel you Tearn to make the most of openings
provided to you. I'a hostile creature you ean see misses with
an attack against yourself or an ally, you ean choose to use
your reaction to make an attack of opportunity against it. The
creature must be within range of your weapon.
‘This attack can benefit from Expert Attack damage, but
only ifyou have not applied Expert Attack damage since the
start of your most recent turn. Ifyou do use Expert Attack
damage on this attack, you cannot use Expert Attack damage
‘again until the end of your next turn.
EVASION.
Beginning at 7th level, you can nimbly dodge out ofthe way of
certain area effects, such as a walker's main cannon or a
missile swarm, When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage ifyou succeed on the
saving throw, and only half damage ifyou fait
RELIABLE TALENT.
By 1th level you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, vou can treat a d20
roll of 9 or lower as a 10,
DNDESTINYPROJECT.COM
BLINDSENSE
‘Starting at 14th level if you are able to hear, you are aware of
the location of any hidden or invisible ereature within 10 feet
of you.
Suiprery MIND
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
ELUSIVE
Beginning at 18th level you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren't incapacitated.
Srroke oF Luck
‘At 20th level you have an uncanny knack for succeeding
when you need to. Ifyour attack misses a target within range,
‘you can turn the miss into a hit. Aternatively,ifyou fail an
ability check, you can treat the d20 roll as 2 20.
‘Once you use this feature, you can't use it again until you
finish a short or long rest.
BLADEDANCER WAYS
‘Three methodologies are common among bladedancers, The
methodology you choose reflects your approach to combat,
‘and what you favor most on the battlefield: the stylish power
of the Swiftcutter, the evasive speed of the Arestrider, or the
‘unseen danger of the Whisper.
‘Way OF THE SWIFTCUTTER
‘Swifteutters slash through opponents with speed and power.
Razor's Epce
Prerequisite: Bladedancer (Swiftetter) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: finesse, light
Damage: 146 are
Duration: 3 rounds
‘When you reach 3rd level you gain your super ability
option, the Are Blade, which you cast as Razor's Edge. As a
bonus action you ean spend 1 super ability charge to craft a
shortsword of pure are Light with the damage and properties
listed. For the duration of this ability, you have a bonus +10 to
movement speed.
you hold your arc blade in one hand and hold no other
‘weapons, you gain the following features for the duration of
this ability
Extra Attack. You can make two attacks with your are
blade, instead of one, whenever you take the Attack action on,
your turn, You cannot take a bonus action between these
attacks unless the bonus action is the result of an attack
“Arc Wave. As an action, you can send outa wave of are
‘energy ina 15 foot cone from you. Creatures within this cone
‘must make a Constitution saving throw, with a bonus to the
DC equal to your Light ability level They take 246 + your
Intelligence modifier + your Light ability evel in are damage
on a filed save, or halfas much on a success.
fa creature fails their saving throw and satisfies theconditions for Expert Attack, you may deal your Expert Attack
damage to that creature. Expert Attack can still only be used
once per round,
BACKSTAB
Starting at 3rd level ifyou make an attack roll that satisfies
the condition of Expert Attack, you can double the damage
ie of your weapon.
‘TRICKS OF THE TRADE
At 6th level you know that sometimes people need a helping
hhand with what they're doing, and you're more than willing to
show them how it's done. Choose two Wisdom, Intelligence,
or Charisma skills you are proficient in, or one of those skill
proficiencies and your proficiency witha tool or vehicle.
Whenever another creature makes a check that uses either of
your chosen proficiencies, you can roll a d6 and add ito their
total The creature must be able to see, hear, or communicate
‘with you in some way to gain this benefit
Scutrt Licat
Also at 6th level you can give a number of creatures up to
‘your Light ability modifier immunity against your Light
abilities whenever you cast them. They take no damage and.
trigger no effects from your Light abilities. You can change
Which creatures gain this benefit on your turn.
BUNK
‘At Oth level you have honed your skill with teleporting. As 2
bonus action, you can teleport a number of fect up to your
Intelligence score toa position you can see, taking all carried
and worn equipment with you. It costs 1 foot of movement for
every 1 foot you teleport with this feature.
HUNGERING BLADE
Beginning at 13th level, once on your turn, if you killa
creature with your are blade or a Blink Strike melee attack,
you can make a shield recharge roll
Aways READY
‘At 17th level every time you use your Opportunity Strikes
feature, you have advantage on your attack.
WAY OF THE ARCSTRIDER
Arestriders embody the motto, "Walk soflly and carry a big
stick"
Arc STAFF
Prerequisite: Bladedancer (Arcstrder) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: Finesse, versatile (1d8)
Damage: 1d6 arc
Duration: 3 rounds
When you reach 3rd level you gain your super ability
option, Are Staff. As a bonus action you ean spend 1 super
ability charge to craft a quarterstaffof pure arc Light with the
damage and properties listed. For the duration of this ability,
are Light crackles across your body, and you have a bonus +1
toAC and +5 to movement speed
you only hold your arc staff in your hands, you gain the
following features for the duration ofthis ability.
Extra Attack. You can make two attacks with your are
staff, instead of one, whenever you take the Attack action on
your turn. You cannot take a bonus action between these
attacks unless the bonus action is the result of an attack.
Flurry. As an action, you bombard all enemies near you
with a flurry of strikes. You make an attack against any
‘number of creatures within 5 feet of you. You make an attack
roll for each, resolving the attacks as normal
Whirfwind Guard. As an action you twirl your staf infront
of you, negating the damage of all attack rolis made against
you until the start of your next turn, Ifyou intercept an attack,
‘meant for another creature (such as a hostile creature
attempting to shoot an ally directly behind you and within 5
feet of you) you can use your reaction to grant the creature
the effects of full cover against that attack. Ifyou negate an
attack with this feature, the damage die of your are staff
increases by one on your next turn.
CompinaTion Blow
Starting at 3rd level, once on each of your turns when you
‘make a melee weapon attack, you can make another attack
with the same weapon against a different creature that is
within 5 feet ofthe original target and within range of your
weapon.
Frzet Foorep
At 6th level your base walking speed increases by 10 feet.
Sipe-STeP
When you reach 9th level the first 5 feet of movement on
your turn doesnt provoke attacks of opportunity
STRENGTH IN FLEXIBILITY
Beginning at 13th level. if you are forced to make a Strength
saving throw, you can make a Dexterity saving throw instead
ENCORE
AL 17th level once o your turn, if you kill a hostile creature
with your are staff, the duration of your super ability is
extended by 1 round. You can gain this bonus duration up to
3 times every time you cast your are staff, Bonus duration
does not carry over from one casting of your super ability to
the next.
DNDESTINYPROJECT.COM‘Way OF THE WHISPER
Bladedancers who choose the way of the Whisper ask you to
consider the following: they're not here
‘Vanisa
Prerequisite: Bladedancer (Whispes) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: Finesse light
Damage: 1d6 are
Duration: 3 rounds
When you reach 3rd level you gain your super ability
option, the Are Blade, which you cast as Razor's Edge. As a
bonus action you can spend 1 super ability charge to craft a
shortsword of pure arc Light with the damage and properties,
listed For the duration of this ability, you have a bonus +10 to
movement speed.
Extra Attack. You can make two attacks with your arc
biade, instead of one, whenever you take the Attack action on.
your turn, You cannot take a bonus action between these
attacks unless the bonus action is the result of an attack.
Vanishing Act. On the turn that you cast Vanish, you gain
active camouflage until the start of your next turn,
Escape ARTIST
When you reach 3rd level you learn a new way to empower
your melee ability, turning a hit into a means of escape. Ifyou
‘make a blink strike attack that hits, ou gain active
camouflage until the start of your next turn, and the eresture
‘you hit cannot make attacks of opportunity against you until
the start of your next turn.
Mercy KILLING
Starting at 6th level if you attack a creature that is burning,
bieeding, blinded, poisoned, or weakened, you have advantage
fon the attack rol.
SzconD-Srory Work
‘At Oth level you gain the ability to climb faster than normal;
climbing no longer costs you extra movement.
Tn addition, when you make a running jump, the
you cover increases by a number of feet equal to your
Dexterity modifier
‘STALKER
‘When you reach 13th level you Tearn an additional way to
apply active camoutlage to yourself I you remain still and
use 0 feet of movement on your turn, at the end of your next
turn, you gain active camouflage until the end of your
following turn.
SHADOWJACK
ACITth level you learn how to use your Light to extend the
aration of any active camouflage applied to you by one
additional round As normal, all active camouflage can be
tended early by performing an action, reaction, or bonus
action to do anything other than move.
DNDESTINYPROJECT.COMNIGHTSTALKER
Solitary. Distant. Strange. All words leveled against him in
the past. All true: the void isnt as kind o everyone as it has
been to him, When he first walked this path, he was warned
that only afew stare into the abyss and survive -and that
none emerge unscathed.
Perhaps that is why he speaks less and listens more than
the other Hunters do, Perhaps that is why the pilgrims who
trail behind him whisper in hushed, sometimes fearful tones.
Perhaps that is why he ignores their speculation -if their
words reach him, he shows no sign, because in between his
ragtag group of refugees and the Last City ies a greater
danger.
He leads the pilgrims between roving bands of Fallen
pikes, disappearing whenever he embraces the void and steps
through shadows, reappearing to place a whispering knife in
1 sentry’s back or to lead the refugees in a new direction. He
knows the ruins of the Collapse as well as he knows himself,
and he threads a path that at times seems reckless, almost
‘mad. But his scouting never errs and his nerve never falters,
despite the enemies that surround them.
(Once the group is safe within the walls hell be gone again,
flickering out of the Cit lke the shadows that cling to his
dusky armor, tracking humanity’s enemies, hunting them like
the predator he is. Good cheer may be found in the City, but
the void is always close, and beyond the safety of the walls,
there’ work to be done.
RIDESTINYPROJECT.COM‘Tue NIGHTSTALKER
Proficiency
Level Bonus
Light Abii
tae
Features
Ist +2 =
2nd 42 ast
3rd 2 ast
4th +2 Ist
sth 8 2nd
6th 8 2nd
7th Es} 2nd
8th 3 2nd
sth +4 .
Extra Attack
Toth +4 3rd
th +4
12th +4 3rd
13th so :
14th “5 Vanish
15th +5
16th +5
Vth +6 :
18th +6
19th +6
20th +6
Subterfuge
Feral Senses
Lucid Hunter
CLASS FEATURES
‘As a nightstalker, you gain the following class features.
Hrr Pomnts AND SHIELDS
Hit Dice: 148 per nightstalker level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
‘to-your hit points for every level after Ist, minimum 0
Shields at 1st level: §
‘Shields at higher levels: Add 5 to your shields for every level
after Ist
PROFICIENCIES
‘Armor: Light armor, medium armor
‘Weapons: Simple weapons, simple firearms, martial
‘weapons, combat bow, sniper rifle, fusion rifle, linear
fusion rifle
Grenades: Spike (4th), Voidwall (th) Vortex (8th)
Vehicles: jumpships, sparrows
‘Saving Throws: Strength, Dexterity
‘Skills: Choose three from Acrobatics, Animal Handling,
Arcana, Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival
DNDESTINYPROJECT.COM
Draw From the Void
Nightstalker's Focus, Born ofthe Wild
Light Affinity Fighting Style
Nightstalker Profession
Ability Score Improvement
Nightstalker Profession feature
Ability Score Improvement
Sure Strikes, Nightstalker Profession feature
Ability Score Improvernent
Nightstalker Profession feature
Ability Score Improvement
Ability Score Improvement
NIGHTSTALKER’S Focus
Even at Ist level you have a significant penchant for
analyzing and exploiting the Weaknesses of your enemies,
which you gain through a preternatural focus.
‘You have a maximum amount of focus based on your class
level as shown in the “Focus” column ofthe nightstalker
table. Outside of combat, you regain all focus by completing a
short or long rest. In combat, you regain I focus by hitting a
target with a weapon attack on your turn. Ifyou hit a target
while aiming, you gain 2 focus instead of 1.
‘Once on your turn, you may expend an amount of focus to
perform a focus action, which is detailed under “Focus
Actions” below. The east of each focus action is indieated in
parenthesis,
Focus ACTIONS
Focus actions are listed in alphabetical order.
Amplified Hits (1 focus) You spend focus to deal an
additional 1d6 damage with your attack. This damage
increases to 1d8 at 11th level You can choose to do this after,
you make your attack and after you gain focus for your attack,
bbut before you roll damage.
Defensive Stance (4 focus) As a bonus action you can
spend focus and choose a creature you can see. Thatcreature has disadvantage on attack rolls against you, and
you have advantage on and Strength or Dexterity saving
throws it causes. This lasts until the start of your next turn.
Flatline (2 focus) When you use this focus action, you
become invisible on scanners for « duration of your choice.
However, for the duration, you cannot gain focus or use any
other focus actions, and your maximum focus is reduced by 2
You can end this focus action at any time.
Rapidstrike (3 focus) Ifyou miss with an attack, you can
spend focus to make one additional attack on your turn, You.
o not gain focus on this additional attack
‘Stabilize (3 focus) As a bonus action, you can spend focus
tocend an effect that is causing you to be bleeding, blinded,
barnig er porte
‘Strafe (3 focus) You begin Aiming without spending any
movement and. for this turn, your movement is not reduced
while Aiming. You gain no focus for your attacks on this turn
‘Study (varies) As 2 bonus action, you can spend an
‘amount of focus to learn key information about one target
that you can see. Make a Wisdom (Perception) check. Ifthe
target is aware of your presence, your check is contested by
the target’s Wisdom (Survival) or Charisma (Deception)
cheek, target's choice,
(On a success, you learn one of the following:
+ (2 focus) Your choice of either the target's armor class,
‘current hit points, damage soak value, or what the target's
readied action is, if any.
* (3 focus) The highest ability score of the target, or what
the target’ highest saving throw is.
+ (4 focus) Any one weakness, resistance, or immunity the
target has, if any. You choose which category you wish to
learn, and your GM chooses what to divulge.
‘Stunning Blow (8 focus) You attempt to hita target st 2
critical point. For your next attack, if you hit, your target has
to make a Constitution saving throw (DC = 8 + your
proficiency bonus + your Wisdom modifier). On a failed save,
they are stunned until the end of their next turn. You have to
make this attack before the end of your turn. You do not gain
focus on your turn when you use this focus action
BORN OF THE WILD
You are particularly familiar with the natural environment,
and typically feel more at home in the Wilds than within the
confines of the City walls. You are proficient in the Nature
sill
Additionally, when operating outside the influence of
civilization, you gain the following benefits:
+ Difficult terrain doesnt slow you or your group's travel
* You have superior vision in dim and dark conditions. You
can see in dim light within 60 feet ofyou as ifit were
bright light, and in darkness as ifit were dim light,
+ You can always recall the general layout of areas you have
been to previously
+ When you make an Intelligence or Wisdom check related
to the natural surroundings, your proficiency bonus is
doubled if you are using a skill youre proficient in,
+ Bven when you are engaged in another activity while
traveling (auch as foraging, navigating, or tracking} you.
remain alert to danger.
+ Ifyou are traveling alone, you can move stealthily at a
normal pace.
+ When you forage for food or seavenge for resources, you
\d twice as much as you normally would
* You can provide food and water for up to five people,
including yourself, provided the local land offers options
for food and water,
+ While tracking other creatures, you also learn their exact
umber, their sizes, and how long ago they passed
through the area,
Licut AFFINITY
[Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of void energy.
Wisdom is your Light ability. You use your Wisdom modifier
to determine Light ability attacks and to set the save DC
against your Light abilities. When you are told to make a
Light ability saving throw, you make a Wisdom saving throw.
Light save DC= 8 + your proficiency bonus + your Wisdom
modifier
Light attack modifier = your proficiency bonus + your
‘Wisdom modifier
You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
grenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1 + one half your
Light modifies, rounded down. You regain charges when you
complete rests. How many charges you regain depends on
the type of rest you take and the type of Light zone you are in
(cee Light Zones for more information)
‘Starting at 2nd level you gain the first option for your
‘melee ability. You gain your super option at 3rd level and your
first grenade option at 4th level
SMOKE
Prerequisite: Nightstalker level 2
Casting Time/Type: | action, melee ability
Range: 40
You spend I melee ability charge to create and hurl a
compacted puck of void smoke ata spot you ean see within
range. On impact it breaks apart and releases an opaque
cloud and all crestures within 5 feet of the spot must make @
Wisdom saving throw: On a failed save they are confused by
the smoke and are blinded until the end of their next tur.
Ifyou have the option to attack multiple times with the
Attack aetion, this abiligy can replace one or more of your
attacks.
DNDESTINYPROJECT.COM30
AIGHTING STYLE
‘At 2nd level you adopt a particular style of fighting as your
specialty: Choose one of the following options. You can't take
1 Fighting Style option more than once, even ifyou later get
to choose again,
DEFENSE
While wearing armor, you have a bonus +1 to your AC.
Duat-WiELDER
‘When you engage in two-weapon fighting, you can add your
ability mod to damage of second attack
GENERALIST
When you are wielding one simple firearm and no other
‘weapons, you gain a bonus +2 to damage rolls with that
firearm,
SNIPER
You gain a +2 bonus to attack rolls you make with weapons
classified with the fong rangeband.
NIGHTSTALKER PROFESSION
‘At 3rd level you choose to focus on and train in a nightstalker
profession: the Pathfinder, the Bowighter, or the Wraith, all
detailed at the end of this class description. Your choice
grants you features at 3rd level and again at 7th, 11th, and
15th,
Asrurry ScoRE IMPROVEMENT
‘When you reach Ath level. and again at 8th, 12th, 16th, and
19th levels, you can inerease one ability score of your choice
by 2, oF you can increase two ability scores of your choice by
1.As normal, you cant increase an ability score above 20
using this feature,
Exrra ATTACK
‘Beginning at 5th level. you can attack twice, instead of once,
‘whenever you take the Attack action on your turn. You cannot
take a bonus action between these attacks unless the bonus
action isthe result ofan attack,
Draw From THE VOID
‘At 6th level your connection to the Void allows you to
examine situations from another perspective, You can use
‘your Wisdom ability when determining your modifiers for
‘Arcana, Investigation, and Nature checks.
SUBTERFUGE
‘At 10th level you are adept at evading creatures that rely on
darkvision or scanners. While in the darkness and moving
stcalthily, you are invisible to any ereature that relies on
darkvision to see you, and creatures have disadvantage on
‘Wisdom (Perception) checks to notice you otherwise,
Additionally, ifyou use the Flatline focus action, you can.
‘now gain and spend focus at the same time, though your
maximum focus is still reduced.
Finally, you ean spend 1 week of downtime and 7,000
glimmer to create a masterclass camoullage for yourself
DNDESTINYPROJECT.COM
based on one of the following terrain types: arctic, coast,
desert, forest, grassland, mountain, or swamp. You can only
wear one type of camouflage over your armor at a time. While
you are in the same terrain type as your camouflage, you gain
‘2 +10 bonus to Dexterity (Stealth) checks so long as you do
‘not move, and so long as you take no actions or reactions.
‘Once you move or take an action or a reaction, you must take
the Hide action to gain this benefit again,
‘Sure STRIKES
At Lith fevel you can use Amplified Hits once on each of your
tums even if you use another focus action.
VANISH
‘Starting at L4th level you can use the Hide action as a bonus,
action on your turn. Also, you cant be tracked by traditional
survival or technological techniques unless you choose to
leave a trail,
FERAL SENSES
[At ISth level you gain preternatural senses that help you fight
creatures you car't see. When you attack a creature you can't
see, your inability to see it doesnt impose disadvantage on
‘your attack rolls against it.
You are also aware of the location of any invisible creature
within 30 feet of you, provided thatthe creature isnt hidden
from you and you aren't blinded or deafened.
Luci HUNTER
At 20th level you now regain all of your focus when you
complete a brief res.
NIGHTSTALKER PROFESSIONS
Nightstakers choose one of tree profesions to develop
their sil inthe profession of the Pathfinder, the profession
ofthe Bowighter or the profesion ofthe We
PATHFINDER
Pathfinders blaze trails through both the Wilds and their
‘enemies, opening the way for any llies in tow.
BLAck Hore
Prerequisite: Nightstalker (Pathfinder) level 3
Casting Time/Type: 1 action, super ability (WP)
Properties: range (50/100/200 long) two-handed
‘Damage: 248 void
Duration: 3 rounds
Beginning at 3rd level you gain your super ability option,
the Shadowshot, which you cast as Black Hole, As an action
you can spend 1 super ability charge to conjure and fie a
single arrow from a combat bow of pure void Light. Make a
Light attack roll On a hit, your target takes the damage listed
‘and a Void Anchor spawns on impact. I'you miss, your target
takes no damage, but the Void Anchor sill spawns.
‘The bow dissipates after your attack, but the Void Anchor
lingers for the remaining duration ofthis ability
Void Anchor. Your Shadowshot’s Void Anchor is a roiling
ball of void energy that can tether up to 8 creatures of yourchoice within 10 feet oft. Whenever any creature tethered by
this ability takes damage, all creatures tethered by this ability
take 148 void damage. Ifa creature dies while tethered to
your Void Anchor and your Void Anchor stil has duration,
{you can choose another creature within range to tether in its
place.
‘Namesake, Creatures that attempt to break free from
being restrained by this ability must succeed on a Strength
saving throw against your Light save DC, with a bonus to the
DC equal to your Light ability level.
‘SNARE
Beginning at 3rd level when you cast a smoke melee ability it
can now stick to hard surfaces and remain there, inactive, for
up to 1 minute. It activates ifa hostile creature moves within
5 feet of the puck, or ifthe duration runs out
Creatures with scanners, or devices equipped with
scanners, may be able to detect the puck with a successful
Intelligence saving throw against your Light save DC.
At Ith level your smoke pucks can remain inactive
indefinitely, though you cannot regain melee ability charges
“hile you have atleast one inactive smoke puck,
Keen Scour
When you reach 7th level you can always move stealthy at a
normal pace, and your movement speed increases by 5 feet.
‘You also gain advantage on all Wisdom (Perception) checks
you make on your surroundings.
PREDATOR
At Ilth level, the Void Anchors formed from your
Shadowshot also become traps that can stick to the surface
they hit and wait for prey. After casting your Shadowshot, you
cean choose to delay the activation of the Void Anchor until
‘one oF more targets of your choosing are within range by’
concentrating on it for up to 1 hour
Licut THE Way
AC 13th level you develop a special way to use your focus in
conjunction with your Shadowshot. Ifa creature dies while
tethered by your Shadowshot’s Void Anchor, you regain 1
focus. You can also choose to spend 12 focus to cast your
Shadowshot as a bonus action on your turn
BOWFIGHTER
Bowfighters do not balk atthe writhing horde. They grin, and
raise their weapon.
SHADOWSHOT
Starting at 3rd level you gain access to your super ability the
Shadowshot, which you cast as Bloodbound.
Damage: 248 void
Duration: 3 rounds
When you reach 3rd level you gain your super ability
option, the Shadowshot, which you cast as Quiver. As a bonus
action you can spend 1 super ability charge to summon a two-
handed combat bow made of pure void Light to your hands,
with the damage and properties listed You can make 3 shots
with this weapon by drawing back on the string, which
summons a notched arrow to it. Ifyou run out of shots, or if
the duration runs out, this weapon dissipates.
‘When you make an attack, you make a Light attack roll. On
hit, your target takes the damage listed and a Void Anchor
spavons on impact. Ifyou miss, your target takes no damage,
but the Void Anchor still spawns.
Void Anchor. Your Shadowshot’s Void Anchor is a roiling
ball of void energy that can tether up to 4 creatures of your
choice within a 5 foot radius for the duration, Your Void
Anchors always linger for the duration of Shadowshot
regardless if your bow dissipates early, and targets th
tethered take an additional 1d8 damage from all sources,
ENVENOMED
When you choose this profession at 3rd level you learn how.
to turn your smoke clouds into toxic clouds. Creatures must
now make a Constitution saving throw instead of a Wisdom
saving throw against your smoke, and if they fail their saving
throw, they become poisoned for 1 minute. They ean repeat
their saving throw at the end oftheir turn, ending the effect
‘on itself early on a success, Creatures who succeed on their
saving throw, or for whom the effect ends, become immune to
the your smoke's poison effect for 24 hours.
‘STALKER'S MARK
Beginning at 7th level you learn a new focus action, Mark,
‘Mark (3 focus) When you it a target with an attack, you
ccan spend focus to mark it with void energy: For the next
‘minute, you are aware of exactly where your target is if itis
within 60 feet of you, and you are aware of the general
direction itis within 1 mile. You cannot gain focus during this
time, and your maximum focus is reduced by the amount for
the duration. You can end the mark at any time. You can also
choose to spend 3 more focus to extend the duration by an
additional minute, as well as further reducing your total
focus.
‘HEART OF THE PACK
At Ith level you can use the sundered energy from your
defeated foes to bolster your allies. Whenever you kill
creature you have tethered, you can provide a bonus + to the
AC of all allied creatures within 45 fect of you. This bonus
ccan stack up to 3 times and lasts for a number of rounds:
‘equal to your Wisdom modifier. The duration ofthis bonus
begins on the turn itis first applied and all stacks are lost
when it runs ot
‘You must complete a long rest before you can use this
feature again.
WEAKENING STRIKE
When you reach 15th level you learn to channel your focus
and your Light together in a devastating way. Your learn the
Weakening Strike focus action.
Weakening Strike (12 focus) Ifyou make an attack that
hits, or if creature fails a saving throw you imposed on it, at
the cost focus, you can choose to channel your Light into the
attack so that, instead of dealing damage, you impose a
damage weakness on the target that is the same as the
‘damage type you would have dealt with your attack, All other
effects of your attack stll apply.
Iyour target resists the type of damage you dealt, it loses
DNDESTINYPROJECT.COMthat resistance instead Ifthe target is immune to the type of
damage you dealt it becomes resistant instead. This effect
lasts until the end of your next turn,
You do not gain focus on the turn that you use this focus
feature,
‘WralTH
‘The Wraith stalks the baltlefield with impuniy, striking with
deadly accuracy.
SPECTRAL BLADES
Prerequisite: Nightstalker (Wraith) level 3
Casting Time/Type: 1 bonus action, super ability
Properties: Finesse, light
Damage: 146 void
Duration: 3 rounds
At 3rd level you gain your super ability option, the Spectral
Blades. As a bonus action you can spend 1 super ability
charge to summon two shortswords of pure void energy, one
in each hand, with the damage and properties listed. Killing a
creature with either blade grants active camouflage until the
end of your next turn. Ifyou use your bonus action to make
an offhand attack with these weapons, you can add your
ability modifier to the damage of the attack,
‘Truesight. For the duration of this super ability, you gain a
supernatural sight that allows you to see clearly in normal
and magical darkness, and you can see all creatures as,
shostly outlines, even invisible creatures. Additionally, you
can automaticaly detect visual illusions and succeed on the
saving throws against them, You ean see in this way out to 2
range of 30 feet, and this sight can penetrate barriers and
objects,
DNDESTINYPROJECT.COM
VANISH IN SMOKE
A 3rd level you learn to use your smoke in a new way. Now
hen you cast your smoke, you can choose to cast a
vanishing cloud instead of a blinding cloud Choose a spot
within range and, on impact, all creatures within 5 feet gain
active camouflage until the end of their next turn,
DEFENSIVE TACTICS
{At 7th level, you gain one ofthe following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
‘Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that ereature for the rest ofthe turn,
‘Steel Will You have advantage on saving throws against
paracausal mental effects you are aware of, and against being
frightened
‘TRANSLUCENCE
When you reach 11th level you learn to use your Spectral
Blades’ Truesight feature as a focus action.
‘Truesight (2 focus) On your turn, you can spend focus to
grant yourself the effects of Truesight, which lasts until the
start of your next tur.
‘SHATTERING STRIKE
At 15th level you learn an additional focus action,
Surke
Shattering Strike (12 focus) Upon hitting a creature, you
can choose to spend focus to deal an additional 48 damage
with your attack. The creature's AC is also lowered by I, and
you do not gain focus on the turn that you tse this ability.
Crestures can recover the ls of their AC by changing armor
for completing a short or long rest.
shatteringSTRIKER
Uncertainty preceded the mobilization: Should we step intoa
conflict that does not directly threaten us? Should we risk our
meager resources when we have only just begun to recover?
Asif there was ever a choice, she thinks. The Red Planet
‘was once a shining beacon of humanity’ force of will Rusted,
now. Pitted, scarred, broken. Its fitting thatthe Iron Planet
should play host tothe Iron Legions, should witness the
‘coming of such a war
She steps from her Sparrow, plants an armored foot in the
‘ruddy dust, revels in the impact. The sand whispers to her
and she can hear its jealous laughter; mine, mine, mine.
Dead, the Warlocks call it, stolen by the void Lost, the
Hunters whisper.
But she isa Titan, and she has come to reclaim what was
taken,
Secrets linger here, and though the hungry sands cling to
the ruins of her forebears she can feel the beating heart of
her kindred beneath the blood-red crust.
There isa purity to Mars: to the desolation, to the truth of
the ruin, This is a place of action, This isa place of trial
In the valley below her, the Cabal outpost seethes with
action. Harvesters drop waves of Cabal, all intent on
‘gratuitous expansion, ignorant of the Ione shape on the crest
of the dune.
‘The whine of Sparrows alerts her to the arrival of her
fellows, Striker Titans all They stand in silence upon the
‘idge, looking out over the ugly structure. They have read the
reports: Ghosts speak ofa fist: ofthe blunt force that took the
planet in days. And now the fist becomes an open palm, now
the fingers spread; the Cabal grasping for a stranglehold on
this place that is not theirs, was never theirs, must be taken
from them.
No, there was never a choice. This was fated. A fist they
‘brought, to crush the memory of her ancestors, A fist they
‘will meet in return,
DNDESTINYPROJECT.COM
33CLAss FEATURES
‘Asa striker, ou gain the following class features.
Hrr PoInts AND SHIELDS
Hit Dice: 1d8 per Striker level
Hit Points at Ist level: 8 ' your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
to-your hit points for every level after Ist, minimum O
Shields at Let evel: 5
‘Shields at higher levels: Add 5 to your shields for every level
after Ist
PROFICIENCIES
Armor: All armor
‘Weapons: Simple weapons, simple firearms, martial
weapons, martial firearms
Grenades: Lightning (4th) Pulse (6th) Flashbang (Sth)
Vehicles: Sparrows, Jumpships
‘Saving Throws: Strength, Constitution
‘Skills: Choose two from Acrobaties, Animal Handling,
Athletics, History Insight, Intimidation, Medicine,
Perception, and Religion
BRAWLER
You know to rely on your fists more than any other weapon.
You gain the following benefits:
+ The damage die of your unarmed attacks changes as you
gain levels in this class, as shown in the Brawler Damage
‘column of the striker table.
You are proficient in improvised weapons.
* On your turn, ifyou attack at least once, you can make an
unarmed strike as your bonus action.
RECKLESS ATTACK
Starting at Ist level you can throw aside all concern for
defense to attack with fierce desperation. When you make
‘your frst attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on attack rolls using
Strength during this turn, but attack rolls against you have
advantage until your next tur.
Licat Arrinity
Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of arc energy
stitution is your Light ability. You use your Constitution
modifier to determine Light ability attacks and to set the save
DC against your Light abilities. When you are told to make a
Light ability saving throw, you make a Constitution saving
throw.
Light save DC = 8 + your proficiency bonus + your
‘Constitution modifier
Light attack modifier = your proficiency bonus + your
Constitution modifier
DNDESTINYPROJECT.COM
‘Tae STRIKER
Light
Proficiency Abii Brawler
Level “Bonus” Level Features Damage
Ist +2 Brawler, Reckless 1d4
Attack
2nd Ast Light Affinity, rds
Danger Sense
3rd 42 Ast Striker Training 1d4
4th +2 Ist Ability Score 14
Improvement
Sth 43 2nd Extra Attack, Fast 146
Movement
6th 2nd Striker Training 146
Feature
7th) 3 2nd Reversal 1d6
8th +3 2nd Ability Score 146
Improvement
Sth +4 ard) 1d8
10th +4 3rd Sikes Trainer TB
feature
Vth +4 3rd Enduring Havoc 148
12th +4 3rd Ability Score 1410
Improvement
1Bth +5 4th 1410
14th 45 4th — Striker Training 1410
Feature
15th 45 4th FightResponse 1410
16th +5 4th Ability Score 1612
Improvement
Vth +6 sth 1412
18th +6 Sth Indomitable 1412
Might
19th +6 Sth Ability Score ya12
Improvement
20th Sth Bring the 1412
Thunder
‘You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee ability
equal to 1 +your Light modifier, a number of grenade
charges equal to your Light modifier, and a number of
charges for your super ability equal to 1 +one half your Light
‘modifier, rounded down. You regain charges when you.
complete rests. How many charges you regain depends on
the type of rest you take and the type of Light zone you are in
(see Light Zones for more information}
‘Starting at 2nd level you gain the first option for your
‘melee ability. You gain your super option at 3rd level and your
first grenade option at 4th levelSrorM Fist
Prerequisite: Striker level 2
Casting Time/Type: 1 free action, melee ability
‘When you make an unarmed strike, you can spend a melee
ability charge to make ita Storm Fist attack. Ifyou do, your
attack deals are damage instead of bludgeoning, and you can
‘add your Light ability level to the damage of your attack. You
can choose to do this after your attack roll, but before you
‘make your damage roll
DANGER SENSE
[At 2nd level, you gain an uncanny sense of when things:
nearby aren't as they should be, giving you an edge when you
dodge away from danger. You have advantage on Dexterity
saving throws against effects that you can see, such as traps
and cannon fire. To gain this benefit, you cant be blinded,
deafened oF incapacitated.
SrriKeR TRAINING
At rd level you choose a training that shapes your abilities
and reflects the role you prefer in combat. Choose the
training of the Vanguard or the Gladiator, detailed at the end
ofthis class description, Your choice grants you features at
3rd level and again at 6th, 10th, and 14th levels.
Anrtiry Score IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2,or you can increase two ability scores of your choice by
LAs normal, you can't increase an ability score above 20
using this feature,
Extra ATTACK
Beginning at 5th level you can attack twice, instead of once,
whenever you take the Attack action on your turn, You cannot
take a bonus action between these attacks unless the bonus
action isthe result ofan attack.
REMARKABLE ATHLETE
Starting at 6th level, you can add half your proficiency bonus
(round up) to any Strength, Dexterity, or Constitution check.
you make that docsn' already use your proficiency bonus. In
addition, when you make a running long jump, the distance
you can cover inereases by a number of feet equal to your
‘Strength modifier
Fast MOVEMENT
Starting at Sth level, your speed increas
you aren't wearing heavy armor.
by 10 feet while
REVERSAL
ALTth evel once on your turn, you kil a creature with an
‘unarmed strike or Sorm Fist, you can make a shield
recharge roll,
EnpDuRING Havoc
When you reach 11th level the Light from your super ability
ccan keep you fighting despite grievous wounds. Ifyou drop to
O bit points while using your super ability and dont die
‘outright, you can make a DC 10 Constitution saving throw. If
you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the DC
resets to 10.
FiGHT RESPONSE
AL I5th level you're ready to brawl atthe pull of trigger. You
hhave advantage on initiative rolls.
Aditionally,ifyou are surprised atthe start of combat and
arent incapacitated, you can act normally on your first turn,
but only if you cast Fist of Havoc before doing anything else
fon that urn.
Iypomrraste MiGut
[Beginning at 18th level ifyour total for a Strength check is
Jess than your Strength score, you can use that score in place
of the total
BRING THE THUNDER
‘At 20th level you are a constant conductor of are energy: All
of your unarmed strikes deal arc damage, and you gain an
additional super ability charge.
STRIKER TRAINING
Strikers choose a type of training to commit themselves to.
There are two main types, Vanguard Training and Gladiator
Training.
DNDESTINYPRO}ECT.COMVANGUARD TRAINING
‘Vanguard strikers are the first ones in and the last ones out
‘They are the tip ofthe spear, leading the charge against the
Darkness.
Fist or Havoa
Prerequisite: Striker (Vanguard) level 3
Casting time/type: 1 bonus action, super
Duration: 3 rounds
‘When you choose this training at 3rd level.you gain your
super ability option, the Fist of Havoe. As a bonus action you
can spend I super ability charge to summon a torrent of are
energy that surges through your body, turning yourself into
the ultimate weapon. For the duration, you gain a bonus ~1 to
‘AC and a bonus +5 movement speed, and all of your unarmed
strikes are considered Storm Fist attacks, with a bonus to hit
equal to your Light ability level You cannot make weapon
attacks when using this super ability.
‘Shockwave. As an action, you can slam both of your fists
into the ground sending out a shockwave of arc energy all
around you. Every creature within 5 feet must make a
stitution saving throw, with a bonus to your DC equal to
your Light ability level They take 2412 + your Constitution
‘modifier ~ your Light ability level in arc damage on a failed
save, or half as much on a success.
BRUTAL WARFARE
‘At 3rd level choose one of the following features to empower
your Storm Fist.
Overload If you hit a creature with a Storm Fist attack,
you can roll a d6. On 5-6 you regain your spent melee ability
charge. You can only do this if you have less than your
‘maximum melee ability charges remaining.
Discharge. Ifyou hit a creature with a Storm Fist, all other
creatures of your choice within 5 feet of your target take half
the damage of your target.
Amplify. Your Storm Fist attacks always have a bonus to
hit equal to your Light ability level
Orrensive Micut
At Gth level you gain one of the following features of your
choiee.
‘Seismic Strike. Ifyou make an unarmed strike, you can
spend 1 melee ability charge to turn the attack into a Seismic
Strike. On a hit, your attack deals arc damage instead of
bludgeoning, and you can add your Light ability level to the
damage of your attack. Additionally, your target must succeed.
fon a Strength saving throw against your Light ability DC or
be knocked prone,
Frontal Assault, If you hit a creature with a Storm Fist
attack, you can reload your current weapon as part ofthe
same attack.
‘Shoulder Charge. When you take the Dash action, you
‘ean use a bonus action to make an unarmed strike. When you
do this, your target has to succeed on a Strength saving
throw against your Light ability or be pushed back a number
of feet equal to your Strength score.
‘Tactics
‘At 10th level you gain one ofthe following features of your
choice.
DNDESTINYPROJECT.COM
Aftershocks. When you make a Shockwave attack with
your Fist of Havoc, you leave behind a field of arc lightning,
that covers the same area as your Shockwave. This field
lingers for the remaining duration of your Fist of Havoe + one
additional round. Creatures that start their turn in the area,
for who enter it for the first time on their turn, must make
‘Constitution saving throw. They take 148+ your Constitution,
‘modifier + your Light ability evel in are damage on a failed
save, of half as much on a success.
Juggernaut. As a bonus action, you can spend 1 melee
ability charge to grant yourself an overshield equal to five
times your Light ability evel This overshield lasts until the
start of your next tum, or unti it is depleted, whichever
happens first
‘Trample. Killing a creature with your Fist of Havoc
temporarily extends its duration by 1 round. You can gain this
benefita maximum of three times per use of your Fist of
Havoc. Bonus durations do not carry over between casts of,
Fist of Havoc.
Vancuarp's Lecacy
At L4th level. you gain one of the following features of your
choice
‘Magnitude. Your maximum grenade ability charges
increase by L The duration of your grenade abilities,
increases by 1 round.
‘Strongest at Your Weakest. When your energy shields are
reduced to 0, you gain a bonus to your next attack rolh or the
next saving throw you cause a creature to make, that is equal
to your Constitution modifier.
‘Unwavering. No opponent is ever too much for you to take
‘on. You become immune to being frightened, and have
advantage on saving throws against paracausal mental
effects,
GLADIATOR TRAINING
‘There is literally no one in this entire g:
to play a game of Punch Buggy with you.
THUNDERORASH
Prerequisite: Striker (Vanguard) level 3
Casting Time/Type: 1 bonus action, supe
Beginning at 3rd level you gain your super ability
‘Thundercrash. As a bonus action you can spend 1 super
ability charge to call on the are energy within you, turning
yourself into a missile for your turn, Until the end of your
turn, you only have 40 feet of ying speed, and you can
choode to use an action to make a Thundererash attack. If
you have the option to attack more than once on your turn,
‘Thundererash can replace one of your attacks.
Thundererash. You slam yourself into a hard surface,
unleashing a storm of arc energy around you. All ereatures
within 10 feet must make a Dexterity saving throw. On a
failed save, they take 312+ your Constitution modifier +
‘your Light ability level in arc damage, or half as much on a
‘Death From Above. For every 10 feet you fly before you
make your Thundercrash, you can add an additional 148,
damage to your Thundercrash.‘TRANSPOSITION
Starting at 3rd level. you can Dash or Disengage as a bonus
action on your turn.
Knocxour
At 6th level. once when you attack with an unarmed strike, if
‘you turn that unarmed strike into a Storm Fist before your
attack roll you can make two Storm Fist attacks instead of
Rann FALLS
Also at 6th level the number of super ability charges you have
js equal to your Light ability modifier. Thundercrash gains an
additional 10 feet of fy speed.
Impact CONVERSION
At 10th level ifyou hit a creature with a Storm Fist attack,
you can roll a d6. On 5-6 you regain your spent melee ability
charge.
Additionally, Thundercrash gains another 10 feet of flying
speed.
Counter
‘When you reach 4th Ievel, the worst thing someone can do
is think they have the sight to hit you. Ifyou get hit with an
attack from a creature within 5 feet of you, you can use your
reaction to make an unarmed strike againet it
MISSILE
Starting at L4th level, Thundererash gains an additional 20
feet of lying speed
DNDESTINYPROJECT.COMDEFENDER
‘She looks out beyond the Wall In the distance, what was
once an indistinct mass has grown nearer, clearer. Instead of,
Je, writhing organism, she sees the chaos for what i is:
thousands upon thousands of Fallen; footsoldiers, Pikes,
‘Skiff, and Walkers; the combined might of the myriad,
\arring Houses; all of them brought to bear on this remote
corner of the Last City
Orders are shouted and relayed; she listens to the comms
with one ear and to her shield fine with the other, and as the
\wave of Fallen grows ever closer a familiar calm descends
around her. Shuffling feet grow still Backs straighten, Jokes
go unacknowledged They know that they are
to0 few. They know, also, that they are
enough,
DNDESTINYPROJECT.C
‘Time is what the City needs, and Time they will deliver.
‘The first ofthe barrages from the Walkers burns across the
‘sky, and from the void she and her fellow Defenders summon
‘their Wards in reply. The City's gun emplacements return fire,
and for what feels a lifetime the battle is played out above
‘them, distant and disconnected.
‘And then the call comes: Skis, overhead Enemies, at the
‘Wall Vandals, climbing, Those nearest fre over the ledge,
‘emptying their weapons into the horde, and the ar is filled
‘with the roars and screams of the Fallen, the staccato bark of
auto rifles, the steady. almost airless chunk ofthe gun
emplacements.
‘Soon the Fallen are atthe lip ofthe Wall are cresting it
‘among them, and though she knew already that they are too
few, she understands now that Twilight Gap is a battle that
will be remembered, and that not all of them will live long
‘enough to remember it. She steps from the Ward. into the
‘chaos, armor shining with the Light of the Traveler's blessing,
and stares down the wave of Fallen
Her fist meets her open palm. Knuckles crack, and from
her back she pulls her shotgun.
Let them come, She will hold the line.THe DEFENDER
Light
Proficiency Abii
Level Bonus Level
Ist 42 =
Features,
Selfless Defense,
Defender's Voice
Light Affinity, Fighting
Style
and 42 Ist
3rd 42
+2 Ability Score Improvement
8 Extra Attack:
8 Aura of Protection
Defender's Calling
8 Defender's Calling feature
+3 Ability Score Improvement
+4 =
+4 Aura of Courage
+4 Defender’ Calling feature
+4 Ability Score Improvement
+5 :
+5 Selfless Defense
Improvement
+5 Defender Calling feature
+5 Ability Score Improvement
+6 ~
+6 ‘Aura Improvement
+6 Ability Score Improvement
+6 Defender's Calling feature
Cass FEATURES
‘Asa defender you gain the following class features
Hrr PomnTs AND SHIELDS
Hit Dice: 1410 per defender level
Hit Points at Ist Level: 10 your Constitution Modifier
Hit Points at higher levele: Add your Constitution Modifier
for every level after Ist, minimum 0
‘Shields at 1st level: 10
‘Shields at higher levela: Add 6 to your shields for every level
after Ist
PROFICIENCIES
Armor: All armor
‘Weapons: Simple weapons, simple firearms, martial
weapons, martial firearms
Grenades: Spike (4th) Magnetic (6th), Suppressor (Sth)
Tools: Medical supplies
Vehicles: jumpships, sparrows
‘Saving Throws: Constitution,
‘hatiema
‘killa: Choose two from Arcana, Athletics, History, Insight,
Medicine, Perception, Persuasion, Religion, and
Technology
SELFLESS DEFENSE
‘You put the well-being of others above your own, especially in
combat. When a creature is attacked within 5 feet of you, you
‘may use your reaction to grant them a bonus +2 to their AC
against the attack, This bonus increases to +3 at 10th level,
and+4 at 17th level
Alternatively, ithe creature is not grappled or restrained,
you can choose to simply take the attack for them. You and
the creature you're defending switch places, and the attack
automatically hits you. You can also choose to do this with
saving throws that only affect the creature you are defending,
Ifyou choose to take a saving throw for someone, you
automaticaly fail the saving throws.
You must choose to use this ability before the attack rol is
‘made, or before the creature you are defending makes their
saving throw.
{At 14th level, you become resilient to damage taken inthis
‘way, and you halve the damage you receive when taking the
attack for anally.
DEFENDER'S VOICE
‘You learn that your voice carries weight among the
downtrodden. You gain advantage on all Charisma
(Persuasion) checks when speaking to creatures allied with
the Last City, and they will ad you in whatever way is most
appropriate,
For example, a settlement might offer shelter for the night
ifyou are passing through, or a place to conduct operations if
you agree to defender their settlement,
Ligat Arrinrry (Vorp)
Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of void energy.
Charisma is your Light ability. You use your Charisma
‘modifier to determine Light ability attacks and to set the save
DC against your Light abilities, When you are told to make a
Light ability saving throw, you make a Charisma saving
throw.
Light save DC= 8 + your proficiency bonus + your Charisma
modifier
Light attack modifier = your proficiency bonus + your
Charisma modifier
You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
arenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1 + one half your
Light modifier. You regain charges when you complete rests,
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level you gain the first option for your
‘melee ability. You gain your super option at 3rd level and your
first grenade option at 4th level
DNDESTINYPROJECT.COMDISINTEGRATE
Prerequisite: Defender level 2
Casting Time/Type: 1 free action, melee ability
‘When you make an unarmed strike, you can spend 1 melee
ability charge to turn it into a Disintegrate attack. When you
4o, your unarmed strike deals void damage, and you can add
a bonus tothe damage of your unarmed strike equal to your
Light ability Tevel You can choose to do this after the attack
roll is made, but before you roll damage.
HiGHTING STYLE
[At 2nd levet you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take
a Fighting Style option more than once, even ifyou later get
to choose again,
DEFENSE
‘While wearing armor, you have a bonus + to your AC.
DUuAL-WiELDER
‘When you engage in two-weapon fighting, you can add your
ability mod to damage of second attack.
GENERALIST
‘When you are wielding one simple firearm and no other
‘weapons, you gain « bonus ~2 to damage rolls with that
firearm,
Heavy Weapons Expert
‘When you rolla 1 or 2 on a damage die for an attack you
make with a martial firearm, you can reroll the die and must
use the new roll even ifthe new rollis a I or a2
DEFENDER CALLING
Upon reaching 3rd level, you discover your ealling as a
Defender. Choose from the callings of the Shield, Light, or
Sentinel This choice grants you additional features at 3rd,
TWh, 11th, 15th, and 20th level
Asrity ScoRE IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2 or you can increase two ability scores of your choice by
LAs normal, you can't increase an ability score above 20
using this feature,
Extra ATTACK
Beginning at Sth level you can attack twice, instead of once,
‘whenever you take the Attack action on your tur, You cannot
take a bonus action between these attacks unless the bonus
action isthe result ofan attack.
AURA OF PROTECTION
Starting at 6th level. whenever you or a friendly creature
‘within 10 feet of you must make a saving throw, the ereature
gains a bonus to the saving throw equal (o your Charisma
‘modifier (with a minimssm bonus of +1) You must be
conscious to grant this bonus,
‘At 18th level the range of this aura increases to 30 feet,
DNDESTINYPROJECT.COM
AuRA OF COURAGE
‘Starting at 10th level you and friendly creatures within 10
feet of ou can't be frightened while you are conscious.
‘At 18th level, the range ofthis aura increases to 30 feet
DEFENDER CALLINGS
‘The calling you choose is more than just how you shape your
Light, tis also reflection ofthe ideals you believe will help
bring Humanity to a second Golden Age, whether i's
supporting as many allies as you can, slaying as many
‘opponents as you can, or becor ‘immobile bedrock for
your alli
CALLING OF THE SHIELD
Defenders who heed the Calling of the Shield are a beacon
against the Darkness. Lighting the way, serving asa shining
example (inspire Humanity:
BANNER SHIELD
Prerequisite: Defender (Shield) level 3
Casting Time/Type: 1 bonus action,
Properties: +2 AC
Duration: 3 rounds
ability (WP)
When you realize your calling at 3rd level, you gain your
super ability option, the Banner Shield. As a bonus action you
can spend 1 super ability charge to conjure a shield of void
Light to defend and support your allies. This shield acts as a
standard physical shield only requiring one hand to wield
and grants a bonus to both your AC and your Seifless
Defense AC. It also has the following features.
Damage Soak. If you are hit with an attack, and the
damage from the attack, before accounting for any
weaknesses, resistances, or immunities, does not exceed an
amount equal to your Charisma modifier + your Light ability
Tevel,you take no damage from the attack.
‘Shield Bash. You can make a melee attack with this shield
On a hit, it deals 2d4 void damage.
Rally. As an action, you focus on your shield and use the
Light within to create an aura of empowering void energs-
While concentrating on this effect, your movement speed is
reduced to 0, but all allies within 5 fect of you gain a bonus to
their AC equal to your Selfless Defense bonus, including
yourself, and their weapon attacks deal an additional damage
die on a hit. In addition, when a creature empowered by this
aura is hit with an attack, but the damage from the attack
does not exceed Rally’s damage soak, they take no damage
from the attack.
Ifyou lose concentration, fll to 0 health points, or ifthe
duration of Banner Shield runs out, you lose the effects of|
Rally. You can willingly end the effects of Rally on your turn.
Ifyou are hit with an attack, but the shield absorbs the
damage, you do not lose concentration on Rally.
BLEssinc OF Licur
At 3rd level you can utilize your melee ability charge in a new
‘way. As a bonus aetion, you can spend 1 melee ability charge
to grant yourself a Force Barrier, an overshield equal to five
times your Light ability evel This overshield lasts for 3
rounds or until itis depleted, whichever happens frst.Pass THE TorcH
‘Beginning at 7th level whenever you have an overshield from
‘your Blessing of Light feature, a an action, you can touch
another creature and pass your overshield onto them. This
removes the overshield and its effects from you, and grants
the creature the remaining effects and duration.
Bastion
When you reach 15th level your shield strengthens to match
your will Banner Shield lasts an additional round, and you
can double the bonus your Charisma modifier provides for its
damage soak.
STRONGHOLD
At 20th level you are a true avatar of the Light. When an ally
benefiting from the rally feature of your Banner Shield kills
hostile creature, you and all other creatures benefiting from
rally can make a shield recharge roll.
CALLING OF THE LIGHT
‘Those defender Titans who seek to protect the weak and
downtrodden often answer the Calling ofthe Light. Whether
they take lead from the front or serve as an indomitable
backline, the Calling of the Light asks for those who will
stand as a bulwark against the Darkness.
Warp or DAWN
Prerequisite: Defender (Light) level 3
Casting Type/Time: | action, super ability
Duration: 3 rounds.
Hit Points: 100 + 20 times your Light ability evel
{At 3rd level you gain your super ability option, the Ward of
Dawn. As an action you extend your arms and project the
Light within, ereating a 15-foot wide sphere of void energy
centered on you. The sphere is semi-opaque, does not block
sound, and creatures can freely pass through it, but if the
Ward intercepts an attack, the Ward takes the damage of the
attack. Ifthe Ward of Dawn runs out of hit points before the
duration is over, or ifyou fall to 0 health points, the Ward
shatters and ends early,
Armor oF LIGHT
Starting at 3rd level as a bonus action, you ean spend a
‘melee ability charge to grant yourself a Force Barrier for 3
rounds. For the duration of your Force Barrier, you have a
bonus +2 to AC, and all of your unarmed strikes and close-
range attacks have a bonus to damage equal to your Light
ability evel
‘TaReaT MANAGEMENT
‘When you reach 7th level as your action, you can attempt to
aggravate the ereatures around you, causing all hostile
creatures that can see and hear you to make a Wisdom
‘saving throw against your Light save DC. Every creature that
fails has disadvantage on any attack they make that is not
directed at you.
Creatures affected by this can repeat their saving throw at
the start of their turn until they succeed, ending the effect on
itself early on a success. The effect ends naturally after 1
minute. Creatures who succeed on their saving throw, of for
‘whom the effect ends, become immune to the effects of this
feature for 24 hours.
HaAgpENeD Lint
At 11th level while you are under the effects of Armor of|
Light, creatures have disadvantage on attacks of opportunity
against you.
‘Additionally, you Ward of Dawn gains an AC equal to 12+
your Charisma modifier Attacks that it intercepts have to
‘beat its AC to deal damage to the Ward
RELENTLESS
Beginning at 15th level, once per long rest, if you fall to 0 hit
points but are not killed outright, you can choose to summon,
your resolve and push yourself to new limits. Al damage and
effects against you are suspended until the end of your next
turn, at which point they are all applied at once.
Until then, ifyou make a rol that uses your Strength
‘modifier and you roll less than your Strength score, you can
use your Strength score for the roll instead.
‘REACTIVE SUPPORT
‘Also at 15th level if you take damage from an attack and you
have atleast 1 super ability charge, you can use your reaction
to spend 1 super ability charge and cast Ward of Dawn,
CHAMPION
‘At 20th level, your Ward of Dawn becomes the true wall
‘against the Darkness. It gains an additional 50 hit points, has
a diameter of 25 feet, and a duration of 1 minute.
DNDESTINYPROJECT.COMCALLING OF THE SENTINEL
Defenders who choose the calling of the sentinel choose to
rush out and meet their opponents, slaying them before they
have the chance to slay others.
‘SENTINEL SHIELD
Prerequisite: Defender (Sentine!) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: +2 AC, thrown (range 30,90)
Duration: 3 rounds
At 3rd level you gain your super ability option, the Sentine!
Shield. Asa bonus action you ean spend 1 super ability,
charge to conjure a shield of void Light to defend your allies
and slay your enemies with. This shield acts asa standard
physical shield only requiring one hand to wield, and grants a
+2 bonus to both your AC and your Selless Defense AC. It
also has the following features,
‘Damage Soak. If you are hit with an attack and the
damage from the attack, before accounting for any
‘weaknesses, resistances, or immunities, does not exceed an
amount equal to your Charisma modifier + your Light ability
level you take no damage from the attack.
‘Shield Bash. You can make a melee attack with this shield
On a hit, it deals 2d4 void damage.
Ricochet. Ifyou hit a hostile creature with your thrown,
attack, you may make an additional attack against another
target within 10 feet of your original target, using the original
attack roll single thrown attack can hit up to three targets,
but cannot hita single target more than once.
Recall. When you make a thrown altack with your shield it
is automatically recalled to your hand after missing, or after
biting its final target
DNDESTINYPROJECT.COM
War MacHINE
When you choose this calling at 3rd level you gain a new way
to empower yourself with your void Light. As a bonus action,
‘you can spend a melee ability charge to grant yourself a Force
Barrier for 3 rounds. While your Force Barrier is active,
reloading isa free action. This overcomes the bulky property
STOCKPILE
At 7th level, youlve become accustomed to carrying the weight
‘of your firearms and their orcinance. Your carrying capacity
(Gocluding the maximum amount you can lift, drag, push, or
pull) is doubled.
‘Swarr SHIELD
‘Starting at L1th level you become adept at using your
sentinel shield in combat. You can use your bonus action to
make an additional melee or thrown attack with your sentinel
shield on your tur.
WEAFON MASTER
When you reach 15th level you learn exactly where to place
your attacks to make the most of them. All of your attacks
ignore damage soak.
For SLAYER
‘At 20th level. you become an unparalleled slayer of your
enemies, Once on each of your turns, you can add your
Charisma modifier to the attack roll or the damage rol of an
attack you make against one target. You can choose to use
this feature before or after the roll but before any effects of
the roll are appliedSUNBREAKER
[wasn't meant to be like this.
‘The last of her mighty hammers fades into ash. To her left,
a Hive Knight pulls its foul sword from the torn flesh of a
Warlock’s back. Legions of Thralls and Acolytes and
umbering Ogres swarm across the lunar plain, chittering or
laughing or singing with battlejoy—she does not know or
care. Above her, the sky burns with sickly green fire, and in
the distance a creature too terrible to name awaits
‘The Knight is upon her, and she slams a fist into its chest,
sends it reeling backwards with flame licking up its chitinous
armor. It roars at her, and her shotgun roars back, but as
soon as it falls another takes its place.
‘Shrieks of fear and pain echo through her helmet.
Panicked calls for retreat, cut short. Behind her, around her,
Guardians drag their dead and dying away. Fall back, a
Hunter screams, before a bol of purple energy silences her.
‘She shakes her head. She has never seen such cowardice.
Another Knight burns, and the tip of her shotgun glows.
forge-red beneath the green sky. She takes a step forward.
‘And then another, against the tide, sheer willpower driving.
her through the waves of chitinous armor and snapping
‘maws, Fist, shotgun, boot; all in harmony now as she
‘marches deeper into the ocean of blades. More and more of
the Hive turn to challenge her, and she welcomes them with
open arms.
Allaround her corpses pile up, and still the Hive come. She
is irresistible to them now, and they ignore their easy prey to
die in droves at her feet, mad with hate or hunger. She climbs
the mountain ofthe dead inch by unsteady inch, daring them
to follow, destroying them as they ty.
‘She has heard whispers ofthis plague from the leaders of
her Order: world-eaters, followers of the Deep itself,
worshipers of death,
Come, then! she thinks, the bright laughter of her Ghost
‘twinned with the fire in her heart. I have built myself a temple
come and worship atthe altar!
DNDESTINYPROJECT.COMCLAss FEATURES
‘Asa sunbreaker you gain the following class features.
Hrr PoInts AND SHIELDS
Hit Dice: 1d8 per sunbreaker level
Hit Points at Lat Level: 8 ' your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
for every level after Ist, minimum 0
Shields at Let evel: 5
Ide at higher levels: Add 5 to your shields for every level
after Ist
PROFICIENCIES
Armor: All armor
‘Weapons: Simple weapons, simple firearms, martial
weapons, martial firearms
Grenades: Fusion (4th), Thermite (6th) Incendiary (8t5)
Vehicles: Jumpships, sparrows
‘Saving Throws: Strength, Wisdom
‘Skills: Choose two from Athletics, History Insight,
Intimidation, Perception, Persuasion, Religion, Survival
and Technology
DeETEOT LIGHT AND DARK
‘The presence of Darkness registers as an uncomfortable
pressure against you, and the presence of Light is lke a soft
singing in the wind. As an action, you can open your
awareness to the ebb and flow of these forces. Until the end
of your next turn, you are aware of the type of Darkness zone
you are in, and you can sense if any creatures within 60 feet
of you are capable of dealing Darkness damage, orif there
are any wielders ofthe Light within the same range.
You must complete a brief rest in order to regain use ofthis
feature,
HiGHTING STYLE
‘At Ist level you are already adept at a particular style of
fighting as your specialty. Choose one of the following
options. You cant take a Fighting Style option more than
once, even if you later get to choose again,
DEFENSE
While wearing armor, you have a bonus #1 to your AC.
Duat-WiELDER
‘When you engage in two-weapon fighting, you can add your
ability mod to damage of second attack.
GENERALIST
When you are wielding one simple firearm and no other
‘weapons, you gain « bonus ~2 to damage rolls with that
firearm,
Heavy Weapons EXPERT
When you roll a 1 or 2 on a damage die for an attack you
‘make with a martial firearm, you ean reroll the die and must
use the new roll, even ifthe new roll isa 1 or a2
DNDESTINYPROJECT.COM
THE SUNBREAKER
Light
Proficiency Abs
Level “Bonus Level
Tt 42 Ec
Features
Fighting Syl, Detect
Light and Bark
Inner Flame, Light Affinity
Channel Light, Sunbreaker
Code feature
Ability Score
Improvement
Extra Attack
Sculpt Light
Sunbreaker Code feature
Ability Score
Improvement
Sth +4 =
10th +4
Vth +4
2nd 42
Brd 42
4th 42.
Sth 43.
6th 43
Tth +3
8th 43
Sunbreaker Code feature
Improved Inner Flame
12th +4 Ability Score
Improvement
13th +5 .
V4th +5
1sth 45
V6th +5
Sunbreaker Code feature
Titan’s Defense
Ability Score
Improvement
Vth +6 =
18th 46
19th +6
Sunbreaker Code feature
Ability Score
Improvement
+6 Sunbreaker Code feature
INNER FLAME
When you reach 2nd level you learn how to imbue your
‘weapon attacks with the Light you wield. You gain a
‘maximum number of Inner Flame uses equal to your Light
ability evel. When you hit with a melee weapon or close-
‘range firearm, you can expend a use of Inner Flame to deal
an additional 148 damage per use spent. You regain half your
uses, rounded down, when you complete a short rest, and all
uses when you complete a long rest.
Licat AFFINITY
Beginning at 2nd level you have feared to harness the Light
you possess, and you shape it in the form of solar energy.
Wisdom is your Light ability. You use your Wisdom modifier
to determine Light ability attacks and to set the save DC‘against your Light abilities. When you are told to make a
Light ability saving throw, you make a Wisdom saving throw.
Light save DC =8 + your proficiency bonus * your Wisdom
modifier
Light attack modifier = your proficiency bonus + your
Wisdom modifier
You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
grenade abilities equal to your Light modifier and a number
‘of charges for your super ability equal to 1 +one half your
Light modifier. You regain charges when you complete rests.
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level, you gain the first option for your
melee ability attack. You gain your super option at 3rd level,
and your first grenade option at 4th level
Sorar STRIKE
Prerequisite: Sunbreaker level 2
Casting Time/Type: | free action, melee ability
When you make an unarmed strike, you ean choose to
spend a melee ability charge to turn the unarmed strike into a
solar strike. On a hit, ou deal solar damage instead of
bludgeoning, and you can add a bonus to your damage roll
equal to your Light ability level You can choose to do this
after your attack roll but before you make your damage roll
CHANNEL LIGHT
At Brd level your code allows you to channel your Light to
fuel effects or abilities. Every sunbreaker gains the Banish
the Dark Channel Light option detailed below. One addition
Channel Light option is provided by your cade, and your code
explains how to use it
When you use your Channel Light, you choose which
‘option to use, You must then finish a short or long rest to use
‘your Channel Light again.
‘Some Channel Light effects require saving throws, When
{you use sch an effect from this clas, the DC equals your
sunbreaker Light save DC.
CHANNEL Licut: BANISH THE DaRK
Asan action, you channel your Light outward, using your
Channel Light. Creatures of the Darkness that can see or
hear you within 30 feet of ou must make a Wisdom saving
throw: I'the creature fails its saving throws itis turned for 1
‘minute or until it takes damage.
‘turned creature must spend its turns trying to move as
far away from you as it can, and it cant willingly move toa
space within 30 feet of you. It also ean’ take reactions. For its
action, it ean use only the Dash action or try to escape from
‘an effect that prevents it from moving. If there's nowhere to
‘move, the creature can use the Dodge action.
SUNBREAKER CODE
When you reach 3rd level, you choose a a code that reflects
the burning Light within you. Choose the Code of the
Devastator, Code of the Siegebreaker, or the Code of the
Forgemaster, all detailed at the end of this class description.
Your choice grants you features at 3rd level and again at 7th
10th, 14th, 18th, and 20th levels
ABILITY SCORE IMPROVEMENT
When you reach 4th level and again at th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2,or you can increase two ability scores of your choice by
LAs normal you ean increase an ability score above 20
using this feature,
Extra ATTACK
Beginning at Sth level you can attack twice, instead of once,
whenever you take the Attack action on your turn. You eannot
take a bonus action between these attacks unless the bons
action isthe result ofan attack,
Scuter LicHT
At 6th level, you can give a number of creatures up fo your
Light ability modifier immunity against your Light abilities
whenever you cast them. They take no damage and trigger no
effects from your Light abilities. You can change which
creatures gain this benefit on your turn
IMPROVED INNER FLAME
By Lith level.you are eo suffused with solar Light that all
your melee and close-range weapon attacks carry abil of your
Light with them. Whenever you hita creature with a melee
‘weapon or close-range firearm, the creature takes an extra
1d8 solar damage. Ifyou also use your Inner Flame with an
attack, you add this damage to the extra damage of your
Inner Flame,
Trtan's DEFENSE
At 15th level you gain one ofthe following features of your
choice
Evasion. When you are subjected to an fect, such as a
walker's main cannon or a missile swarm, that allows you to
make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail
‘Stand Against the Tide. When a hostile creature misses
you with a melee attack, you can use your reaction to force
that creature to repeat the same attack against another
creature (other than itself of your choice
Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack’s damage against you.
SUNBREAKER CODES
‘The Light burns bright in all sunbreakers, but they all choose
torrelease their lames in different ways, The sunbreaker
‘code you choose reflects how you release the burning light
inside you. You might surround yourself with foes until
nothing but ash remains, or you might forge your solar light
{nto weapons and effects to guard the weak and vulnerable.
DNDESTINYPROJECT.COM46
Cope or THE DEVESTATOR
Sunbreakers who choose the code ofthe Devastator choose
to focus themselves into an instrument of raw power.
BURNING MAUL
Prerequisite: Sunbrcaker (Devastator) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: Heavy, two-handed
Damage: 26 solar
Duration: 3 rounds
At 3rd level. you gain your super ability option, the Hammer
of Sol which you cast as Burning Maul. As an bonus action
‘you can spend 1 super ability charge to wreath yourself in
flames and summon a flaming maul into your possession that
hhas the damage and properties list. The maul also has the
following features,
Beacon. You emit bright light in a 20-foot radius and dim.
light 20 feet beyond that
‘Spinning Strike. As an action, you spin your hammer
around you to strike many enemies. Make an attack against
all creatures within 5 feet of you. Any creatures hit by this
spin must make a Strength saving throw against your Light
save DC or be knocked prone. Ifa creature is knocked prone,
‘you can make « bonus action attack against
Flaming Whithwind. As an action, you raise the hammer
‘up and slam it on the ground, sending out a wave of solar
energy which travels ina 15 foot line, or until it collides with
hostile ereature or wall It then bursts into a flaming
Whirlwind forcing all creatures within 5 feet ofthe whirlwind
to make a Dexterity saving throw, with a bonus to your DC.
equal to your Light ability evel They take 248 + your Wisdom
modifier + your Light ability evel solar damage on a failed
save, or half as much on a success. The whirlwind remains
until the start of your next turn, and any creature that ends
their turn within 5 feet of it must make a Constitution saving
throw instead of a Dexterity saving throw,
Cuanyet Licet
When you take up this code at 3rd level, you gain the
following additional Channel Light option.
‘Burning Weapon. As an action, you can imbue one
Weapon that you are holding with Solar energy, using your
Channel Light. For 1 minute, you add your Wisdom modifier
toattack rolls made with that weapon (with a minimum
bonus of 11). The weapon also emits bright light in 2 20-f00t
radius and dim light 20 feet beyond that.
You can end this effect on your turn as part of any other
action. Ifyou are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.
INFUSION
{At 7th level, you learn how to infuse your solar Light into the
‘weapons that you wield. As a bonus action, you can spend a
melee ability charge to infuse any simple melee weapon with
solar energy: That melee weapon now deals solar damage on
hit, and receives a bonus to damage rolls equal to your
Light ability level
You cannot use your solar strike melee ability feature while
you have an infused melee weapon, and you cannot have
more than one weapon infused with this feature ata time.
‘You can dismiss the infusion of a weapon at anytime, at
DNDESTINYPROJECT.COM
which point you can begin making solar strike attacks, or
infuse a new weapon.
You do not have to make concentration checks to maintain
fan infused weapon,
MERCURIAL
{At 10th level.your Light burns at peak performance. You gain
proficiency in Strength (Athletics) checks if you weren't
proficient already, and can double your proficiency bonus in
any Strength (Athletics) check you make.
BACKDRAFT
Beginning at 14th level when you move on your turn, you can,
double your speed until the end of your tum. Once you use
this trait, you cant use it again until you move O feet on one of,
your turns,
cur FOREVER
‘At 20th level your super ability charge maximum increases
by 1 It becomes a free action to cast your Hammer of Sol.
CODE OF THE FIREFORGED
‘The code ofthe fireforged calls for sunbreakers to be
‘unwavering leaders and tacticians. It teaches a sunbreaker to
focus their Light both on their opponents to weaken targets,
and on ther allies to bolster their resolve.
FORGEMASTER
Prerequisite: Sunbreaker Fireforged) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: Light, thrown (range 30/90), payload
Damage: 1d8 solar
Duration: 3 rounds
At 3rd level you gain your super ability option, the Hammer
of Sol which you cast as Forgemaster. As a bonus action you
spend 1 super ability charge to swath yourself in lames and,
‘summon a lansing hammer into your possession withthe
damage and properties listed [fyou throw your hammer, it
dissipates after missing or dealing damage and reforms in
your hand,
‘Beacon. For the duration, you emit bright light in a 20oot
radius and dim light 20 feet beyond that.
‘Barrage. You can use your bonus action to make an attack
with your hammer on each of your turns.
CHANNEL LIGHT
When you take up this code at 3rd level you gain the
following additional Channet Light option.
Soulfire. You can use the strength of your Light to inspire
others, using your Channel Light. To do so, you use a bonus
action on your turn to choose one creature other than
yourself within 60 feet of you who can hear you. That
creature gains one Soulfire die, a d6,
‘Once within the next 10 minutes, the creature can roll the
dic and add the number rolled to one ability check, attack roll
or saving throw it makes. The ereature can wait until after it
rolls the 420 before deciding to use the Soulfre die, but must
decide before the GM says whether the roll succeeds or fail.
‘Once the Soulfire die is rolled. itis lost. A creature can have
only one Soulfre die at a time.
Unlike other Channel Light options, you can use th
feature a number of times equal to your Wisdom modifier (adics of cae) Ven Pepe ay ote ied taco you
finish a long rest.
Your Soullire die changes when you reach certain levels in
this class. The die becomes a d8 at Sth level. a d10 at 10th,
level and a d12 at 15th level
MELTING Porn
{At 7th lovel, the Light you imbue into your unarmed strikes
‘with now sunders your target. When you hit with a Solar
Strike, your target becomes weakened for 1 minute.
Creatures can make a Constitution saving throw against your
Light save DC at the end of their tuen, ending the effect early
on itself on a success,
‘WaRMTH
Beginning at 10th level, the presence of your Light helps
revitalize your tired allies during a short rest. I'you or any
friendly Risen who spend their short rest within 60 feet of
‘you regain Light abilities, they gain 1 additional Light ability
of each type, up to their ability charge maximum. You and
other Risen can regenerate abilities inthis way even in
oppressive Darkness zones,
FLAMESEEKER
When you reach 14th level the weapon forged by your
Hammer of Sol gains the Tracking perk as a property
‘TEMPERED METAL
‘At 18th level ifyou killa creature with any of your solar
abilities, or ifyou killa creature affected by Melting Point,
you gain a bonus +10 to movement speed, and you can reload
firearms as a free action until the end of your next turn, This
‘overcomes the bulky property.
Soraris Corprs
By the time you reach 20th level, your soulfire isa source of
inspiration that cannot be extinguished Whenever you roll
initiative and you have no uses of Soullire, you regain one
CovE oF THE SIEGEBREAKER
Sunbreakers who choose the code ofthe siegebreaker are
called upon when hope is dim, and the outcome is dre. Their
fire blazes a path through the Darkness, were it sorches and
burns brightest
ScorcueD EarTH
Prerequisite: Sunbreaker (Siegebreakes) level 3
Casting Time/Type: 1 bonus action, super ability (WP)
Properties: light, thrown (range 30/90)
Damage: 148 solar
Duration: 3 rounds
At 3rd level you gain your super ability option, the Hammer
of Sol which you cast as Scorched Earth. As a bonus action
you spend 1 super ability charge to swath yourself in flames
and summon a flaming hammer into your possession with
the damage and properties listed Ifyou throw your hammer,
it dissipates after missing or dealing damage and reforms in
your hand
Beacon. You emit bright light in a 20-oot radius and dim
light 20 feet beyond that.
‘Sunspot. When you throw your hammer, even ifyou miss
with your attack, a Sunspot is created on your target if there
wasnit one there before. Sunspots are considered difficult
terrain for creatures affect by your Light abilities. Also,
creatures affected by your Light abilities that start their tara
inyyour sunspot, or who enter your sunspot forthe frst time
fon their turn, must make a Constitution saving throw, taking
146 ~ your Wisdom modifier ~ your Light ability level in solar
damage on a failed save, All sunspots dissipate atthe end of
the turn after your Hammer of Sol ends.
CHANNEL LicHT
When you take up this code at 3rd level you gain the
following additional Channel Light option.
Searing Presence. As an action, you can radiate your
solar Light, using your Channel Light. For I minute, fa
hostile creature stars its turn within 10 feet of you it takes
11d6 + your Wisdom modifier in solar damage.
You can end this effect on your turn as part of any other
action. Ifyou fall unconscious, this effect ends.
THERMAL VENT
Beginning at 7th level you can use your melee ability in a new
way. You can now spend I melee ability charge to create a
sunspot at will which appears on your spot and lasts for 3
rounds. When you cast this ability, or when you enter a
sunspot forthe frst time on your turn, you gain an overshield
equal to five times your Light ability level
Burn
Starting at 10th level, you have learned to use your Inner
Flame in a new way. Once per turn, when you make a
successful weapon attack, a8 a bonus action you can choose
to.use an Inner Flame charge in order to imbue your attack
with solar energy, causing your target to make a Constitution
saving throw against your Light save DC or begin burning for
the next minute, Creatures can repeat the saving throw at the
end of their turn, ending the eflect on itself early on a
success, Creatures who succeed on this saving throw, oF for
who the effect ends, become immune to burning for 24
hours.
ScorcH
At 14th level when you use your Searing Presence and a
hostile creature within 10 feet of you makes an attack against
‘target other than yourself, they make that attack with
disadvantage.
CAUTERIZE
Beginning at 18th level ifyou killa hostile creature with any
of your Light abilities or if hostile creature dies within the
radius of your Searing Presence, you can make a shield
recharge roll.
Furr KEEPER
When you reach 20th level the fire within vou burns white
hot. The radius of your Searing Presence becomes 30 fect,
and creatures that are not immune to solar damage, or who
do not resist solar damage, have disadvantage on their
Constitution saving throws against your Light abilities within,
your Searing Presence,
DNDESTINYPROJECT.COM‘VOIDWALKER
He doesn't panic. He never panies, not even when he is alone
‘among the enemy, seared by the fire of countless Cabal slug,
throwers and projection rifles, not even when his shields have
failed and he is moments from death,
Perhaps death should frighten him more, the nothingness
oft It frightens the others. He does not know what they feel
in that between-place, when the body is gone but the Ghost
lingers, Perhaps they ike him, dream, Perhaps they, unlike
him, fear those dreams,
A poor metaphor: dying is not like dreaming. Dreams are
‘not real and death is real Death is everywhere, unavoidable,
the final door beyond which the last secrets of this second life
‘may be locked. Someday, he will open that door and walk.
through it-but not today.
A strike from his open palm reduces a psion int its
constituent atoms, and life foods into him. Itis fitting, he
thinks, as he turns and destroys another enemy, heady with
power and with the sweet nectar of existence, that death
brought him here, and that death sustains him now. He kills
and he kills, and with each death he is nourished, made
whole, made greater.
‘There isa much to learn from death, even if the Cabal he
hhas destroyed -that he will destroy with the crackling sphere
fof void Light he has summoned into being - will not
appreciate the lesson. He is not the first to understand this:
death is both a tool and the sharpening of a sword, both a
‘means to an end and an end in itself No, he has no reason to
fear death, not when death has given him so much. Death is a
process, and it consumes endlessly and indiscriminately,
He is merely a student of death. But he is adept at taking
notes.
DNDESTINYPROJECT.COM‘Tue VOIDWALKER
Level Proficiency Bonus Light Ability Level Features
Ast 2 :
2nd +2 Ist
3rd 2 Ist
42 st
3 2nd
3 2nd
8 2nd ~
8 2nd
+4 3rd =
+4 3rd
+4 3rd
Sculpt Light
Invocations Known
\Voidwalker Harbinger, Depths of the Void
Light Affinity, Invocations of the Void
Field of Study, Voidwalker Harbinger feature
Ability Score Improvement
Ability Score Improvement
Voidwalker Harbinger feature
Enhanced Lighteasting.
+4 Ability Score Improvement
+ ~
+ Arcane Protection
Es Voidwalker Harbinger feature
+5 Ability Score Improvement
+6
+6 Voidwalker Harbinger feature
+6 Ability Score Improvement
46 Master of the Void
Cass FEATURES
‘Asa voidwalker, you gain the following class features.
Hr Ponts
Hit Dice: 1d6 per voidwalker level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
to-your hit points for every level after Ist, minimum 0
Shields at 1st level: 6
‘Shields at higher levels: Add 4 to your shields for every level
after Ist
PROFICIENCIES
Armor: Light armor
‘Weapons: Simple weapons, simple firearms
Grenades: Scatter (4th) Axion (6th), Vortex (8th)
‘Tools: Jumpships, sparrows
‘Saving Throwa: Intelligence, Charisma
‘Skills: Choose four from Arcana, Deception, History, Insight,
Investigation, Medicine, Nature, Perception, Religion, and
Technology
VOIDWALKER HARBINGER
You choose a domain to be the harbinger of at Ist level,
‘Choose the Harbinger of Destruction, the Harbinger of
Knowledge, or the Harbinger of Madness, all detailed at the
fend of this class description. Your choice grants you a feature
at 3rd, 10th, 15th, and 18th level
Deprus OF THE VOID
Even at 1st level, your connection to the Void grants you a
benefit of perspective that others may not understand. You
ccan use your Intelligence ability when determining your
‘modifiers for Insight, Perception, and Survival checks.
Licnt Armnrry (Vor)
[Beginning at 2nd level you have learned to harness the Light
you possess, and you shape itn the form of void energy.
Intelligence is your Light ability. You use your Intelligence
‘modifier to determine Light ability attacks and to set the save
DC against your Light abilities. When you are told to make a
Light ability saving throw, you make an Intelligence saving
throw.
DNDESTINYPROJECT.COMLight save DC = 8 + your proficiency bonus + your
Intelligence modifier
Light attack modifier = your proficiency bonus + your
Intelligence modifier
‘You have three types of Light abilities: melee, grenade, and
super You gain a number of charges for your melee and
grenade abilities equal to your Light modifier and a number
of charges for your super ability equal to 1 | one half your
Light modifier. You regain charges when you complete rests.
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information)
‘Starting at 2nd level, you gain the first option for your
melee ability You gain your super option at 3rd level, and your
first grenade option at 4th level
EnErcy DRAIN
Prerequisite: Voidwalker level 2
Casting Time/Type: 1 action, melee abi
When you make an unarmed strike against a target, you
can spend 1 melee ability to make it an Energy Drain attack.
Ifyou do, instead of making an attack roll your target has to
make a Dexterity saving throw, with a bonus to your DC equal
toyour Light ability level On a failed save, they take 1d4 +
your Intelligence modifier + your Light ability level in void
damage. On a success, they take half as much.
INVOCATIONS OF THE VOID
In your study ofthe Void, you have stumbled on a source of
reat power: invocations of the Void, fragments of knowledge
and power both awe-inspiring and terrifying.
{At 2nd level you gain two invocations of your choice. You.
invocation options are detailed at the end of this class
description. When you gain certain voidwaiker levels, you
gain additional invocations of your choice, as shown in the
Invocation Known columa of the voidwalker table.
‘Additionally, when you gain a level in this class, you can
choose one of the invocations you know and replace it with
another invocation that you could learn at that level At 20th,
level you can do this when you complete a long rest in a Light
HELD oF STUDY
‘At 3rd level you begin focusing your intellect on a particular
field of stud. Pick from one ofthe following options. You
cannot choose the same field of study more than once, even if
you later get to choose again.
LANGUAGE
‘You gain proficiency in two languages of your choice.
‘Tue Licut
Once per short rest, as a bonus action, you can focus your
Light to regain up to half of your maximum shicld capacity.
SrupENT OF SKILL
You can ada half your proficiency bonus, rounded down, to
any ability check you make that doesn already include your
proficiency bonus.
DNDESTINYPROJECT.COM
War
You gain proficiency in fusion rifles, shotguns, and light
‘machine guns.
Asruiry ScoRE IMPROVEMENT
When you reach 4th level and again at th, 12¢h, 16th, and
19th level you can increase one ability score of your choice
by 2 or you ean increase two ability scores of your choice by
1 As normal you can't increase an ability score above 20
using this feature,
Scurer Licsr
At 6th level, you can give a number of creatures equal to your
Intelligence modifier immunity against your Light abilities
‘Whenever you cast them. They take no damage and trigger no
effects from your Light abilities. You can change which
creatures gain this benefit on your turn
ENHANCED LIGHTCASTING
At Lith level.your connection to the Void grants you a boon
to casting your Light abilities. When you cast a Light ability
and roll a 1 or a2 on any of the die on the damage roll, you
may choose to re-oll a number of those die up to your
Intelligence modifier. You must use the new rolls, even if they
are Is or 2s.
ARCANE PROTECTION
‘At Lath level you have learned how to invoke the power of the
Void to help protect yourself and an ally ofyour choice. As a
bonus action, you may touch a creature, giving both of you
bonuses to your saving throws equal to your proficiency
bonus for 4 hours. You regain use of this feature after you
finish a long rest.
MASTER OF THE VOID
‘At 20th level you have learned how to maximize your
potential with Light. When you cast a Light ability, you can
deal maximum damage with that ability.
‘The firs time you do so, you suffer no adverse effect. Ifyou
use this feature again before you finish a long rest, you take
2d12 + your Intelligence modifier in void damage as recoil
directly to your health. Each time you use this feature again
before finishing a long rest increases the recoil damage by
112 This effect ignores damage resistance and immunity.
‘VOIDWALKER HARBINGERS
In the early postCollapse days, when Risen were still finding
their place in the New World, there were those who were
feared more than others. People came to call those Risen
voidwatkers, those who stepped along the fine line between
reality and the otherworldly Void. Some voidwalkers were
tolerated, while many others were ostracized for the chaos
and destruction they sowed. To this day, voidwalkers call
themselves Harbingers oftheir preferred areas of study, 2
name carried over from that early, uncertain time.HARBINGER OF DESTRUCTION
‘The Harbinger of the Destruction studies war, and the
astounding effects of atl, particularly on their enemies,
CaTACLYsM
Prerequisite: Voidwalker (Destruction) level 3
Casting Time/Type: 1 action, super ability
Duration: 3 sounds
Beginning at 3rd level you gain your super ability option,
the Nova Bomb, which you cast a8 Cataclysm. Asan action
you can spend 1 super ability charge to launch a 15-foot
ameter sphere of void energy that travels up to 40 feet per
turn in a straight line, Ifthe sphere hits a creature or wall or
ifthe duration runs outs, it detonstes, ending this ability
When it detonates, all creatures within 5 feet must make
Dexterity saving throw, with a bonus to your DC equal to your
Light ability level They take 2d10 + your Intelligence modifier
# your Light ability evel ona failed save, or half as much on a
Directed Hostilities. If, during your Cataclysm's
movement, there is ever a hostile creature within 10 feet of
the sphere, you become aware of that creature and you can
cause your Cataclysm to alter direction toward the eresture,
Early Detonation. A: any time on your turn, you can use &
bonus action to cause your Cataclyem to detonate early.
Alternatively, ifa hostile creature moves within 10 feet of
your Cataelysm, you can use your reaction to cause
Cataclysm to detonate early.
‘Axion Darts, When Cataclysm detonates, it also sends out
‘number of axion darts equal o your Intelligence modifier.
‘These darts eeck out hostile creatures of your choice within
30 feet ofthe center ofthe detonation, Creatures must make
1 Desterity saving throw for every dart that targets them,
taking 144 + your Intelligence modifier your Light ability
level in void damage on a failed save, or half as much on a
Enrrorig PULL
[At 3rd level if creature fails their saving throw against your
Energy Drain, you regain 1 grenade ability charge. You
cannot go over your maximum grenade ability charges, as
normal,
Caos ACCELERANT
At 10th level as a bonus action you can spend I super ability
charge to replenish all missing grenade ability charges. When
you do this, for 3 rounds, all of your grenades double the
bonus they receive to damage rolls from your Intelligence
modifier and Light ability level
BLooM
{At L5th level if you kill a creature with your melee, grenade,
or super ability, they explode, dealing half damage to all
creatures within 5 feet that are affected by your Light
abilities
‘STRIKE From THE VoID
‘Starting at 18th level you know how to use the Void to power
your weapon attacks, Once on each of your tums, you ean,
add your Intelligence modifier tothe attack roll or the
damage roll of an attack you make against a creature. You
‘can choose to use this feature before or after the roll but
before any effects ofthe roll are applied.
HARBINGER OF KNOWLEDGE
While the least assuming name, the Harbinger of Knowledge
is no less feared than their colleagues. Those who choose
this practice are capable of weaponizing their knowledge in
efficient and terrifying ways. Their hunger for more knows no
bounds.
VorrEx
Prerequisite: Voidwalker (Knowledge) level 3
Casting Time/Type: I action, super ability
Range: 80 fect
Duration: 3 rounds
Starting at 3rd level you gain your super ability, the Nova
‘Bomb, which you east as Vortex. As an action you can spend
1 super ability charge to hut forth a gyre of Void energy at a
spot you can see within range. All creatures within 5 feet of
the spot must make a Dexterity saving throw, with a bonus to
your DC equal to your Light ability level They take 248+ your
Intelligence modifier + your Light ability evel in void damage
on a failed eave, or half'as much on a success,
For the duration, Vortex lingers in place as a sphere with a
diameter of 15 feet centered on the spol you hit. Any creature
that stars their turn within the sphere, or who enters the
sphere forthe first time on their turn, must make a Strength
saving throw. On a failed save, they are restrained Creatures
that end their turn within the sphere take 248 void damage.
Mortar. This mortar shot can arc over walls and other
obstacles, but you need a minimum ofa 10 foot opening to
reach your target or Vortex will detonate early: You can still
only hit a spot within range.
Dryour
‘When you reach 3rd level you learn not only to drain your
enemies, but aso to empower yourself. Once on your turn, if
a hostile creature fails their saving throw against your Energy
rain, you can make a shield recharge roll and you begin a
Devour effec that lasts for 3 rounds. For the duration, once
per round ifyou killa hostile ereature with any weapon or
ability you can make a shield recharge roll.
Freep THE Voip
{At 10th level.once on your turn, you can spend 1 grenade
ability charge as a (bonus) action to make a shield recharge
roll and gain the duration effect of your devout feature.
INSATIABLE
Beginning at 15th level while there is remaining duration in
your devour feature eflect, killing a creature extends the
duration and restores one grenade ability charge. You cannot
{0 over your maximum grenade ability charge, as normal
DNDESTINYPROJECT.COMPower OF THE VOID
‘When you reach 18th level, ou have become a master of your
Light. Creatures that do not resist your Light have
disadvantage on their saving throws against your Light
abilities, Creatures that do resist your Light do not gain,
benefits from that resistance against your Light abilities.
HARBINGER OF MADNESS
Within the Void dwells power ~ and madness. As a Harbinger
of Madness, you are versed in both. You walk where few dare
to tread. in lands that bend the mind as easily as they warp
reality: Many may question your methods, but few question
the results.
InvOCATIONS OF MADNESS
‘When you choose this archetype at 2nd level you choose to
Gelve into the deepest depths ofthe Voi allowing you to
bypass archetype prerequisites for invocations, but not level
prerequisites. This power comes at a price: if you change an
invocation when you level up, or if you choose to learn an
invocation normaly restricted to the Destruction or
Knowledge harbingers, you must roll once the Madness
table, The Madness table is detailed after invocations.
‘The invocations you pick may also have a madness results|
feature, indicated at the end of the invocationis description.
You are subject tothe terms of any madness results feature of
the invocations you have chosen,
Nova WARP
ite: Voidwalker (Madness) level 3
1e/Type: 1 bonus action, super ability
Duration: 3 rounds
At 3rd level you acquire your super ability option,
‘Warp. As a bonus action you can spend 1 super ability charge
and engulf yourself in the raw power ofthe Void and subvert
the laws of physics. For the duration, you cannot hold
‘weapons of make Weapon attacks, your movement speed
increases by 5 feet, and you gain the following features.
Blinkstep. As a bonus action, you can teleport to an
‘unoccupied spot within 10 feet, taking all carried and worn
equipment with you.
Warp. As an action you unleash a deadly explosion of void
energy all around you. Al targets within § feet of you must
make a Dexterity saving throw, with a bonus to your DC equal
to your Light ability level On a failed save they take 248
your Intelligence modifier + your Light ability level in void
damage, and half as much on a success.
AToMIc BREACH
Boginning at 3rd level when you spend a melee ability charge
to make an Energy Drain attack, you can make that attack in
1 15-foot cone instead.
‘Madness Results. You can double the benefit your Energy
Drain gains from your Intelligence modifier and your Light
ability evel Ifyou do, roll once on the Madness table. You
must complete a brief rest or resolve the effect of your
Madness, whichever happens last, unt you can choose to do
this again
DNDESTINYPROJECT.COM
Furpant MinD
At 10th level you've become used to the workings of your
‘madness. You can change up to two of your invocations when
you increase in evel but ifyou change a second invocation,
you must roll once on the Madness table.
HANDHELD SUPERNOVA
Also at 10th level ifyou cast a grenade, you can choose to,
instead of throwing it to a spot within range, channel your
grenade from the palm of your hand, accelerating it to
telativistic speeds and spraying void energy in a 15 foot cone.
Al ereatures affected by your Light abilities in the cone must
make a Dexterity saving throw, taking 248+ your Intelligence
‘modifier + your Light ability level in void damage on a failed
save, or half as much on a success.
Dark MAITER
Starting at 15th level if you kill a creature with your melee,
fgrenad, or super ability, you can make a shield recharge roll
you do this more than once per round, you must roll on the
‘Madness table for each additional shield recharge roll you
make.
MASTER OF MADNESS
At 18th Ievel you are as much at home in the maddening Void
a you are in the physical world. Once per long rest, when you
roll on the Madness table you can choose to re-oll your
result, You can choose which of the two results to accept the
consequences of
Additionally, when you complete a long rest you may learn
‘a new invocation, This invocation replaces one of your
already learned invocations.
INVOCATIONS
If an invocation has prerequisites, you must meet them to
learn it. Ifan invocation has Madness Results, only the
Harbinger of Madness is affected by what it describes
ALL-SEEING EYE
You gain darkvision out to 60 feet, of if you already had.
datkvision, this invocation increases the distance by 30 feet.
You can see normally in darkness, both natural and created
darkness.
‘Madness Results. Ifyou choose this invocation as a
Harbinger of Madness, you can also use your action to gain
the ability to see through barriers up to 1 foot of stone, | inch
‘of common metal, a thin sheet of lead, or 3 feet of wood or
dirt. This special sight lasts up to I minute, and can be ended
‘at will During that time you perceive objects as empty space
in.asea of void energy.
‘When the duration of your special eyes ends, roll once on
the Madness table. You can't use the action ofthis invocation
again until you complete a short or long rest, but you retain
your darkvisi
Anory Macic
Prerequisite: Nova Bomb
Creatures who attempt to use movement abilities to dodge
Nova Bomb, but move 10 feet or less, are stil hit as the target
of Nova Bomb.ARCANE WISDOM
You can add your Wisdom modifier to your Inteligence-based
stall checks.
BUNK
Prerequisite: 9th level
‘Asa bonus action, you can teleport a number of feet up to
your Intelligence score to a position you can see, taking all,
carried and worn equipment with you. It costs 1 foot of
‘movement for every 1 foot you teleport with this invocation.
CONTAGION
Prerequisite: 1th level
Creatures that fail their saving throw against your Energy
Drain become afflicted with sickly void energy and become
poisoned for 1 minute. Crestures can repest the saving throw
at the end of their turn, ending the effect on itself early on a
success If they succeed on their saving throw, or if the effect
ends for them, they become immune to this invocation for 24
hours.
Madness Results. Harbingers of Madness who choose
this invocation can choose (o overcome a creature's natural
immunity to being poisoned with their Energy Drain. If they
do, they roll once on the Madness table.
EMBRACE THE VOID
Prerequisite: 7th level Surge
I you kill hostile creature with any of your Light abilities,
you gain the effects of Surge until the end of your next turn,
Know Lepcg UNBOUND
‘You can read all writing. Once per short rest you can grant
‘yourself advantage on an Investigation check you make.
‘Madness Results. Ifyou are a Harbinger of Madness with
this invocation, you can grant yourself advantage on your
Investigation check even if you have disadvantage. If you do
this, roll once on the Madness table.
Ouronoros
Prerequisite: 7th level
‘Asa bonus action you can spend 1 melee ability charge to
reqain a grenade ability charge, or 1 grenade ability charge to
regain | melee ability charge. As normal you cannot go over
‘your maximum ability charges.
SLIPPERY TONGUE
‘You gain proficiency in the Deception and Persuasion skills.
‘Madness Results. As a Harbinger of Madness, if you
choose this invocation, you can use your Intelligence modifier
in place of your Charisma modifier for any Deception or
Persuasion checks you make. However, if ou make a
Deception or Persuasion check and the total of your roll is 20
or higher, roll once on the Madness table.
SURGE
Prerequisite: Sth level
You can spend melee ability charge to gain a Surge for 3
rounds. For the duration of Surge, you have a bonus +5
movement speed, and can attack twice instead of once when
you take the attack action on your turn. You cannot take a
bonus action between attacks when you do this unless that
‘bonus action is the result of an attack.
DESTRUCTION INVOCATIONS
‘The following invocations are options for the Harbinger of
Destruction.
ArmoreD LiGHT
When an attack is made against you, you can use your
reaction to gain a +2 bonus to your AC against that attack
‘This must be declared before the results ofthe attack roll are
determined
‘Madness Results. f you choose this invocation as a
Harbinger of Madness, and this causes the attack (o miss, rll
‘once on the Madness table.
EMPOWERED LIGHT
Prerequisite: 11th level
Your maximum melee ability charges increases by 1
‘Madness Results. If you choose this invocation as a
Harbinger of Madness, roll once on the Madness table every
time you fal to melee ability charges.
‘LANCE
Prerequisite: Cataclysm
CCataclysm travels an additional 20 feet per turn
SrrencTH From THE Vorp
Prerequisite: Sth level
While you have this invocation, you can add a d4 to either the
attack roll or damage roll ofa wespon attack you make on
‘your tur. You can choose to do after the attack roll, but
before you learn ifthe attack hits or misses.
‘Madness Results. f you choose this invocation as a
Harbinger of Madness, you can choose to apply the d to
your attack roll after learning if the attack hits or misses, If
you do, roll once on the Madness table.
Warr AMMO
Prerequisite: 7th level
Your weapon attacks score a critical hit on 18-20
‘Madness Results. If, 2s a Harbinger of Madness with this
invocation, you score a eritcal hit with your weapon attack,
roll once on the Madness table.
DNDESTINYPROJECT.COM
53KNOWLEDGE INVOCATIONS
‘The following invocations are options for the Harbinger of
Knowledge
ANNIHILATE
Prerequisite 15th level
The radius of your super ability increases by 5 feet.
‘Madness Results. Ifyou choose this invocation as 2
Harbinger of Madness, every time you cast your super ability
roll once on the Madness table,
BARYCENTER
Prerequisite: 7th level
Ifyou east an axion bolt grenade within 5 feet of yourself, and
there are no hostile ereatures within range for the seekers to
target, the seckers spawn as normal but begin to orbit you.
For the next minute, as a bonus action on your turn you can
target a creature you can see within 30 feet of you, and any
number of Axion bolts orbiting you will chase that target.
Orbiting axion bolts vanish after 1 minute.
Denrep DEATH
Prerequisite: 18th level
When you or an ally Guardian are put on death saving throws
they may instead reform at fall health, regardless of Darkness
zone. Guardian reformed this way takes a point of
exhaustion and may take their fll turn on their next turn.
‘You may use this invocation once per long rest.
‘Madness Results. Ifyou use this invocation as a
Harbinger of Madness, you roll once on the Madness table.
KNOWLEDGE OF THE VOID
You can access the full potential of the knowledge of the Void.
‘When you complete a short or long rest, ou can choose one
stall tool or language. You become proficient with that skill,
tool or language ifyou werent already. Ifyou chose a skill or
tool you can use your Intelligence modifier when making a
check with that skil oF took,
‘Madness Results. If you choose this invocation as a
Harbinger of Madness, you can choose one weapon to
become proficient with. Every time you kill a creature with
that weapon, you must roll once on the Madness table.
DNDESTINYPROJECT.COM
VorTEX MASTERY
Prerequisite: 11th level
You increase the range of your axion bolt’s seekers by 20 feet,
and the duration of Nova Bomb and vortex grenade by 1
round.
Mapnzss INVOCATIONS
‘The following invocations are options for the Harbinger of
Madness.
BEYOND STRENGTH
Prerequisite 18th level
‘As an action you become the Void incarnate until the end of
your next turn, warping realty around you. While in this state
you can affect a number of ability checks, saves, or attack
rolls equal to your Intelligence modifier, determining if they
fail or succeed, regardless of roll Any creature whose ability
check, save, or attack roll is afected in this way must roll
‘once on the Madness Table.
‘When this invocation ends you cannot gain the benefits of
any of your invocations until you complete a long rest in a
Light zone.
Ecuoxs Or rue Vorn
AAs an action you transform your shadow into a mindless,
‘inion. Your shadow takes on a physical form similar to
yours and uses the Shadow Thrall statistis (see Bestiary of
the Wild). The shadow can only take the attack, dodge, or
dash action and will only fellow simple directions if there are
no hostile creatures it can see. The shadow shares your
initiative.
your shadow dies, roll once on the Madness table.
READ THOUGHTS
Prerequisite 7th level
‘As an action, you can concentrate on the Void and for the
next minute you are aware of all creatures within 40 feet of
you, and you ean hear their surface thoughts as if they were
whispering to themselves.
For every new creature you detect with this feature, you
hhave to make a DC 12 Wisdom saving throw: On a failed
save, roll once on the Madness table.MADNESS TABLE
dio0
01-02
03.04
05-06
07-08
09-10
12
1344
15-16
7.18
19-20
21-22
23-24
25-26
27-28
29-30
31-32
33.34
35-36
37-38
39-40
41-42
43-44
45-46
47-48
49.50
51-52
53-54
55-56
57-58
Effect
Roll on this table at the start of each of your tus for the next minute, ignoring this result on subsequent
rolls,
You take 146 health damage. This damage cannot be healed until you complete a long rest in a Light zone.
For 1d10 hours you hear incessant whispering, determined by your GM. You have disadvantage on Perception
checks until the voices stop.
You can only speak in song lyrics.
For the next minute you can teleport 20 feet as a bonus action on each of your turns taking all carried and worn
equipment with you
For the next minute you shout when you speak
‘An explosion centered on you erupts, dealing 8d6 solar damage to all creatures within 20 feet ona failed
Dexterity saving throw agalnst your ight save DC, or haf as much on a success.
You can't speak for the next minute.
For the next minute, any magazines you attempt to load into your weapon you drop onto the ground,
You are convinced they have csappeared. yourwrespons ®
Your light abilities change color. Roll a 1d6 to determine what color (1: Yellow, 2: Blue, 3: Green, 4: Red,
5: Orange, 6: Black).
You are frightened of the nearest creature until the end of your next tur.
You gain 25 glimmer.
Your ability score modifiers are now inversely proportional. Ability score modifiers of a +1 become -1, +2 becomes
-2, and so on. They are corrected when you complete a short rest.
Your weapon becomes intangible, and floats in the air until the end of your next turn. If you switch to another
weapon Before then, that weapon also becomes intangible, 2 x
11d6 Shanks controlled by the GM appear in unoccupied spaces within 60 ft of you. They disappear after 1 minute,
You believe you can telepathically commune with nature.
‘A portal opens up to the Hive Ascendant realm. A Hive knight steps out of the portal, nd is hostile to all
Creatures it can see, except you. After one minute the knight returns to its realm and the portal closes.
All your weapon magazines and ammo synthesis modules disappear.
The Void grants you a boon. You automatically succeed your next weapon attack, ability check, or saving throw.
Until you complete a long rest you see a copy of yourself following you. It ahvays remains at least 30 feet away
and can only be seen by you.
You gain an overshield equal to five times you Light ability level. lasts for 1d4 rounds.
You gain proficiency in all skills for one minute.
Roll a d4, On a 1 your size becomes Tiny, and on 4 itis Gargantuan. This effect lasts one minute. You fit into a
Medium creature's space regardless of size. Don't ask how.
You maximize the amount of damage of the next Light ability you cast within the next rninute.
You gain resistance to all darnage for the next minute.
You lose 25 glimmer.
Your Chost's movement speed increases by 60 feet. None of its movernent provokes opportunity attacks,
You and all allies within 120 feet of you become immune disease and poison for 1410 days.
Roll ad10. The next time you cast your super ability, it is replaced with 1: Deadeye, 2: Radiance, 3: Thundercrash,
4: Quiver, 5: Banner Shield, 6: Stormtrance, 7: an attack from The Gun of Many Bullets, 8: Scorched Earth,
9: a'swarmn of bees, 10: you cast your own super with a Light ability level of 10th.
DNDESTINYPROJECT.COM100
59-60
61-62
63-64
65-66
67-68
69-70
n72
73-74
75-76
77-78
79-80
81-82
83.84
85-86
87-88
89-50
91-92
93-94
95.96
97-98
99-00
Effect
You gain afly speed of 60 feet for the next 10 minutes. You cannot hover in place.
For 1d6 hours you see only in shades of gray.
‘A creature of the GM's choosing within 100 feet of you starts to float upward for 146 rounds, gaining
10 feet of altitude per round,
You begin babbling incoherently and lose the ability to cast your Light abilities for 1410 minutes.
Your weapon's shot capacity is refunded
There's a wasp in your helmet, This isnt an illusion, there is a WASP in your HELMET and it is ANGRY.
For the next minute, when you speak, you only say the first letter of every word you say. You have no idea
this is happening.
Your tongue turns a silver color for the next hour. You have advantage on all Charistna checks for its duration.
1g Your appearance. You make all Charisma checks with disadvantage
You ae marke bythe Voi, disfiguring yo You make all Char
‘mark can be removed by being revi
unless you have your helmet on.
You gain advantage on all weapon attacks for the next minute. Weapon attacks against you are made with
advantage.
Your shadow turns into a Shadow Thrall that's hostile towards you and your allies
The Void grants you a boon. Yu can immediately change one of your invocations without having to
rollon the Madness table. ae :
You die and are resurrected on your next turn regardless of zone, and without the aid of your Ghost
‘or another Guardian.
Your eyes glow purple for 18 days.
You immediately gain the benefits of a long rest.
When you speak, you speak in all languages. A creature must succeed on an DC 12 Intelligence check to
understand you.
For the next 1420 minute:
if someone says "please" with their request, you must do your best to comply.
You can take one additional action immediately
A glowing orb of white light appears within 60 feet of you, I gives off bright light ina radius of 30 feet
and dim light 30 feet beyond that As a bonus action you can move it up £0 20 feet.
You regain all spent Light abilities.
For the next 144 days, your maximum super ability charges increases by 1.
DNDESTINYPROJECT.COMSUNSINGER
Her last memory is of a shuddering impact, the crack of bone,
Her bone. And then: nothing, The memory ripples through
her, echoing and amplifying, and slowly she comes to
understand that somewhere beyond herself she can hear the
sounds of her Fireteam.
Fighting. Killing. Dying,
Itisa Guardian’ lot to die. To die again and again, as
payment for a second life. The Traveler blessed her with the
power of the Sun, and in return she has devoted that power
to the cleansing of her enemies: to driving back the Darkness
that would snuff out humanity’s indomitable light. Death isa
‘constant. Death is familiar,
‘And now, in death, she is terrified. She is always terrified.
wg of her rem:
Even so, somet
A spark
‘Time stops in tis place. It affords her space to understand
the shape of her fear, to listen to the movements ofthe skein
that binds her to the world she has just departed There isa
‘cadence to it; it rises and falls in a rhythm that she can never
quite define, can never quite remember. But when she hears
it-when she feels it-she has the same thought that she
always does, and as always, it feels to her that it isthe frst
time she has ever thought it
Itis like a song.
Iisa song of power beyond that which even she knows,
holding in it the beauty of destruction, of ie, of death, and of
‘what comes afte, as though all of existence is a melody and
‘she has heard the underlying chord. To hear its not soothing,
for she knows that it is separate from her, that it cares
nothing for the tiny pinprick of her existence - but it is there,
and she can hear it. And that in itself isa gif.
‘The world she has recently departed is violent and terrible.
But itis her worl, and in it are others she has come to care
for, and they are worth protecting. To do otherwise would be
to squander the gift It would be a betrayal ofthe flame.
From the darkness, she snatches at the melody, and when
at last she finds it, she finds harmony, and the spark catches.
‘And then she is reborn, and she sets the world ablaze.
DNDESTINYPROJECT.COM
57‘THe SUNSINGER
Proficiency
Level “Bonus
Ist +2 =
2nd +2 Ist
Light Abilit
Ctl
Features
3rd 2 ast
4th #2 Ist
5th 8 2nd
6th 8 2nd
7th 8 2nd
8th 3 2nd
oth +4 3rd
oth +4 3rd
ath +4 3rd
12th +4 3rd
13th 6 4th E
V4th +5 4th
15th 8 4th
16th +5 4th
17th +6 5th
18th +6 Sth
19th +6 Sth
20th +6 sth
CLASS FEATURES
‘Asa sunsinger, you gain the following class features.
Hr Points
Hit Dice: 1410 per sunsinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
to your hit points for every level after 1st, minimum 0
Shields at 1st level: 10
‘Shields at higher levels: Add 6 to your shields for every level
after Ist
PROFICIENCIES
Armor: All armor
‘Weapons: Simple weapons, simple firearms, martial
‘weapons, martial firearms, combat bows
Grenades: Fusion (4th) Firebolt (th Solar (8th)
‘Tools: Medical supplies
Vehicles: jumpships, sparrows
‘Saving Throws: Constitution, Charisma
‘Skills: Choose three from Acrobatics, Arcana, Athletics,
Insight, Intimidation, Medicine, Perception, Performance,
Persuasion, and Religion
DNDESTINYPROJECT.COM
Heliocentrie
‘Sunsinger Ballad, Sunsinger Ballad feature
Light Affinity, Channel Light
Sculpt Light, Sunsinger Ballad feature
Ability Score Improvement
Extra Attack
Patron of the Arts, Channel Light (2/Rest)
‘Sunsinger Ballad feature
Ability Score Improvement
Sunsinger Ballad feature
Solar Prominence
Ability Score Improvement
‘Sunsinger Ballad feature
Ability Score Improvement
Sunsinger Ballad feature, Channel Light (3/rest)
Ability Score Improvement
The Light in the Dark
SUNSINGER BALLAD
Choose one ballad that your internal song takes the form of
Choose from the Ballad of the Phoenix, Ballad of the Pack, or
Ballad of the Valkyrie all detailed at the end of this clase
description. Your choice grants you features at Ist level
additional Channel Light options when you gain that feature
at 2nd level and additional benefits at 7th, 10th, 15th, and.
18th levels.
Licht Arriniry (SOLAR)
‘Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of solar energy
Charisma is your Light ability. You use your Charisma
modifier to determine Light ability attacks and to set the save
DC against your Light abilities, When you are told to make a
Light ability saving throw, you make a Charisma saving
throw.
Light save DC
+ your proficiency bonus + your Charisma
modifier
Light attack modifier = your proficiency bonus + your
Charisma modifierYou have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
grenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1 +one half your
Light modifier. You regain charges when you complete rests.
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level, you gain the first option for your
‘melee ability You gain your super option at 3rd level, and your
first grenade option at 4th level
Scorcu
Prerequisite: Sunsinger level 2
Casting Time/Type: free action, melee ability
When you make an unarmed strike against a target, you
can spend 1 melee ability to make ita Seoreh attack. Ifyou
do, your target has to make a Dexterity saving throw, with a
bonus to your DC equal o your Light ability level On a fai
save, they take 1d4-+ your Charisma modifier * your Light
ability evel in solar damage. On a success, they take half as
much,
a
CHANNEL LIGHT
‘At 2nd level you learn to channel your Light through
practiced mental and physiological triggers, using that Light
to fuel the effects and abilities. You start off with two options:
Drums of Wars, ané an option determined by your sunsinger
Ballad
When you use your Channel Light, vou choose which effect
to create. You must then finish a short or long rest to use your
(Channel Light again,
‘Some Channel Light effects require saving throws, When
{you use such an effect from this class, the DC equals your
Light save DC.
Beginning at 6th level you can use your Channel Light
twice between rests, and beginning at 18th level you can use
it three times between rests. When you finish a short or long
rest, you regain your expended uses.
CHANNEL LicuT: DruMs OF WAR
‘Asa bonus action you embolden yourself with your solar
Light, temporarily granting yourself the benefits ofa fighting
syle. Choose a fighting style from either the nightstalker or
defender class Fighting Style feature. For 1 minute, you have
this fighting style.
Souter Licnt
[At 3rd level you can give a number of creatures up to your
Light ability modifier immunity against your Light abilities
‘whenever you cast them. They take no damage and trigger no
effects from your Light abilities. You can change which
creatures gain this benefit on your turn,
Asrtrry SCORE IMPROVEMENT
‘When you reach 4th level, and again at Sth, 12th, 16th, and
19th level you can increase one ability score of your choice
by2,or you can increase two ability scores of your choice by
1s normal, you cant increase an ability score above 20
using this feature,
Exrra ATTACK
Beginning at Sth level you can attack twice, instead of once,
whenever you take the Attack action. Ifyou have the option to
casta grenade or melee ability, you can replace an attack with
a grenade or melee ability. You cannot take a bonus action
between these attacks unless the bonus action is the result of
an attack.
PATRON OF THE ARTS
At 6th level, you gain proficiency in the Performance skill if
you werent already, and you can double your proficiency
bonus fori.
SOLAR PROMINENCE
When you reach 11th level, while your super ability has
duration, friendly creatures that can see you gain advantage
6 Intelligence, Wisdom, and Charisma saving throws, and.
can add your Charisma modifier to any saving throws they
make against paracausal mental effects you are aware of
HIELIOCENTRIC
{At L4th level you gain proficiency in Wisdom saving throws.
‘As a bonus action you can spend a use of your Channel Light
to gain proficiency in a saving throw of your choice for 1
‘minute.
TE LIGHT IN THE DARK
At 20th fevel when you cast your super, you can choose to, for
1 minute, emit bright light in a 60-foot radius and dim light
30 feet beyond that. Whenever a hostile creature starts their
‘urn within the bright light, they take 10 solar damage. This
damage overcomes resistances.
In addition, for | minute you have advantage on saving
throws imposed on you by hostile creatures.
SUNSINGER BALLADS
‘The Ballad ofthe sunsinger is not a literal song, though there
are many who've tried to make itone. Its something far
‘more: itis an inner song, a reflection of themselves and their
place in the universe, their relation to the chord of life and
death. A sunsinger's Ballad is their heart. Whether or not
they sing it out loud is a personal choice.
BALLAD OF THE PHOENIX
All Guardians cross the veil between life and death on a
regular basis, Sunsingers who choose the Ballad ofthe
Phoenix understand the harmony of this journey and use the
results to thie advantage.
BEvonp THE VEIL
At Ist level are cognizant of the influence of the Veil and can
use your journey across it to your benefit. You gain 2 Visions,
represented as two d6 dice, Whenever a ereature you are
aware of makes an attack roll, saving throw, or skill check,
you can choose to roll one of your d6 and add or subtract the
result from the attack roll saving throw, or skill check the
creature made. You can choose to do this after the roll is
made, but before the results have been announced
DNDESTINYPROJECT.COMoo
Your visions increase in potency as you advance in this
ballad They become a dS at 10th level and a d10 at 17th,
level You regain spent Visions when you die and resurrect, or
‘when you complete along rest.
Crannet Licut: TrtuMPH OF THE DEAD
‘At 2nd level you can use your Channel Light to bring others.
back across the Veil As an action you can resurrect a
Guardian that you can see within 30 feet of you, as ifyou had
performed the Revive action on them.
RADIANCE
Prerequisite: Sunsinger (Phoenix) level 3
Casting Time/Type: I bonus action, super ability
Duration: 3 rounds
‘At 3rd level you gain your super ability option, Radiance.
You call pon your Light and burst ito flames, a pair of
blazing phoenix wings sprouting from your shoulders. For the
duration you can cast your grenade and melee abilities
without spending ability charges to do so, and grenade
abilities can be cast as a honus action on each of your turns.
Cxorus oF LIGHT
Choose one of the following features to enhance your
Radiance at 3rd level
Fireborn. Ifyou have 0 health points and have to make a
death saving throw, and you have atleast one super ability
charge, you can spend your super ability from beyond the
grave, immediately coming back to life with fll health and
full shields and beginning your Radiance. You can do this
regardless of the Light zone you are in.
‘Radiant Skin. For the duration of your Radiance, you have
resistance to bludgeoning, energy, explosive, kinetic, piercing,
and slashing damage.
‘Song of Flame. For the duration of your Radiance, if
friendly Guardian both starts and ends their turn within 30
feet of you, they gain 1 melee and grenade ability charge,
‘They cannot gain more charges than their maximum.
AROANE FORGE
Choose one of the following features to gain at 7th level
Flame Shield. When you hit a creature with Scorch, you
gain an overshield equal to five times your Light ability level
‘This overshield lasts until the start of your next turn,
‘Solar Wind When you hit a creature with Scorch, they
‘must make a Strength saving throw against your Light save
DC. Ona failed save, they are either pushed back 10 feet or
knocked prone, your choice.
Brimstone. Ifyou hit a creature with Scorch, they must
make a Constitution saving throw or they begin burning for
the next minute. Creatures can repeat the saving throw at the
end of their turn, ending the effect early on a success.
Ifa creature dies while burning from your Scorch, they
explode in solar Light. All creatures affected by your Light
abilities within § feet must make a Dexterity saving throw. On
a failed save, they take 246 solar damage, On a success, they
take half as much,
ANGEL OF LIGHT
‘At 10th level. you choose one of the following, features to gain.
DNDESTINYPROJECT.COM
‘Touch of Flame, Creatures that are burning from your
melee and grenade abilities also take 1d4 solar damage at the
start of their tur.
Gift of the Sun. Your maximum grenade charges
increases by 1.
SUNBURST
{At 15th level. you choose one of the following features to gain.
Radiant Will The duration of your Radiance increases by
L round,
Viking Funeral When targets who are burning from your
abilities take damage from any source, they take an additional
1148 damage from that source,
CHANNEL LIGHT: REQUIEM
AGEs Seal you cna usc your Chantel ight remus thoes
Percsmtesiee fo rerele Aabicenden tnereetererataaea
Sriceinlie | Sulton ee
Channel Light to grant them 1 health point per snsinger
Jevel up to their maximum health point total If they have
energy shies, they can also make a shield echarge rllBALLAD OF THE PACK.
‘There is no stronger chord than that of family, camaraderie,
and unity Sunsingers that sing the Ballad of the Pack
harmonize with this chord strengthening both themselves
and their allies.
STRENGTH OF THE WOLF
When you choose this ballad at Ist level you gain one of the
following features.
Defensive Tactics. While wearing armor, you have a bonus
HL to AC,
Resilient Light. I'you are hit with an attack that reduces
your energy shields to 0, as a reaction, you can make a shield,
recharge roll. Once you use this feature, you must complete a
short or long rest before you can use it again.
Cnannet Licnt: CALL TO ARMS
{At 2nd level you can use your Channel Light to rally others,
‘and stir them to action, When you roll initiative you ean
spend your Channel Light to do so with advantage, and if you
or any friendly creature that can hear you were surprised, all
of you ean aet normally on your turn,
Additionally, you and a number of creatures up to your
Charisma modifier that you choose can gain an overshield
equal to half your Charisma score. This overshield lasts until
the start of your next turn,
‘WELL OF RADIANCE
Prerequisite: Sunsinger (Pack) level 3
“ime/Type: | bonus action, super
rounds
At 3rd level you gain your super ability option, the Well of
Radiance. As a bonus action you spend 1 super ability charge
and craft a sword made of pure Light and slam it into the
ground at your feet, projecting an aura with a radius of 10,
feet centered on it. All friendly creatures in the aura become
‘empowered, and they deal an an additional 1d8 damage on
their weapon attacks, Light constructed weapons can also
benefit from this,
Boon of Light. ia friendly creature starts their turn within
the aura, they can make a shield recharge roll If they
ovetheal their shields when they do this, they can keep the
additional shields as an overshield that lasts until the start of
their next turn, Creatures can have a maximum overshield
equal to twice your sunsinger level from this feature.
GUIDING FLAME
At 3rd level you can spend a melee ability charge to empower
yourself and nearby alles. Until the end of your next turn,
creatures of your choosing within 10 feet of you gain a bonus,
148 damage on their weapon attacks. They can apply this
bonus once on each of their turns
Divine ProrEcrion
At Tth level as an action you can spend a grenade ability
charge to allow one creature of your choosing, who you can
see and is capable of wielding the Light, to make a shield
recharge roll The creature must be within a range of 30 feet.
Ifthe creature overheals their energy shields with this ability,
they gain the extra shields as an overshield that lasts until the
end of their next turn
STRENGTH OF THE Pack
‘Starting at 10th level. when you use your Call to Arms
Channel Light feature, the overshield you grant is now equal
toyour Charisma score.
BENEVOLENT DAWN
[At 15th level ifa creature under the effects of your Guiding
Flame, Well of Radiance, or Divine Protection kills a hostile
creature, you gain 1 melee and grenade ability chare. You
cannot go over your maximum number of ability charges,
CHANNEL LicuT: CADENCE OF VicToRY
At 18th level you can use your Channel Light to signal victory
is within reach, and to press on against all odds, As a bonus
action you can end any negative effects on a number of,
creatures equal to your Charisma modifier, and restore their
shields to maximum, Creatures must be able to understand
you and be within 60 feet of you to gain this benefit.
‘Once you tse this Channel Light option, you must
complete a short rest before you can use it again.
BALLAD OF THE VALKYRIE
‘The song of the Valkyrie is not a peaceful one, for itis derived
‘of War, and thus incapable of peace.
‘Wincep Sun
At Ist level as an action you fly through the air to a point you
‘can see within 30 feet. You can make one weapon attack or
cast one light ability before you land.
‘This movement does not provoke attacks of opportunity.
You regain use of this feature after a bref, short, or long rest.
CHANNEL LiGuT: RISE OF THE VALKYRIE
[At 2nd level you can use your Channel Light to raise you up
above the field of battle, and bring down your burning wrath.
As a bonus action you sprout radiant wings, gaining a fy
speed of 30 feet for 1 minute. While airborne you can make
fone weapon attack as a bonus action on each of your turns,
DAYBREAK
Prerequisite: Sunsinger (Valkyrie) level 3
Casting Time/Type: {bonus action, super ability,
Properties: Finesse, versatile (1410), thrown (range 30/60)
Damage: 1d8 solar
Duration: 3 rounds
‘When you reach 3rd level you gain your super ability,
Daybreak. As a bonus action you spend 1 super ability charge
and summon a sword of pure solar Light into your hands.
‘The sword has the damage and properties listed, and has a
onus to its attack and damage rolls equal to your Light
ability level
Blade Salvo. Ifyou make a thrown attack with this
weapon, you do not throw the blade itself. Instead you slash
the blade at air and use the motion to hurl forth solar energy
in order to hit a target you can see within range. Ifyou do
this, your attack is considered to have the payload property
Valhalla. I'you use your Channel Light: Rise ofthe
Valkyrie feature, you can cast Daybreak with the same bonus
DNDESTINYPROJECT.COMe
‘Swirr SrRrKe
At 3rd level you can choose to spend I melee ability charge
tohasten your movements, Until the end of your next turn,
you have a bonus +10 movement and can reload as a free
action. This ability overcomes the bulky property.
INFERNO.
[At Tth level you weapon attacks do an additional 1d6 Solar
damage. At 4th level the extra damage increases to 246.
Icarus Dasn
At 10th level while you are airborne you can take the Dodge
action as a bonus action. You can only do this ifyou are
‘wearing ight armor or no armor.
Hear Rises
AC 15th level you gain a melee and grenade ability charge
‘when you reduce a creature to 0 hit points while youre
airborne. Additionally, when you cast Daybreak, you gain a
melee and grenade ability charge. You cannot go over your
‘maximum number of ability charges.
Crannet Licut: TrruMPH OF VALHAITA
At 18th level you ean use your Channel Light in conjunction
‘with your Daybreak to send out a volley of blades. While
Daybreak has duration, a8 an action you can make a thrown
attack against any number of creatures within 15 feet of a
spot you can see within range. The range of your Daybreak
becomes 50/90 for this action.
DNDESTINYPROJECT.COMSTORMCALLER
‘The Vex arrive in a storm so intense he ean feel their very
presence ripple across his skin, bringing with them lightning
and ozone and the flash of bronze-plated armor. Even here,
mired within the overwhelming wrongness that pervades the
inscrutable mechanism that was once Mercury, the power
that shifts them through space and time stands out in its
He dislikes Mercury. He dislikes the manner in which its
insidious, local reality inserts itself into his mind with viral
force, The planet itself is an ontological corruption, and the
‘Vex units that inhabit it-if that is the proper word -are
‘seemingly inexhaustible agents ofthe infection. Even so,
frustration will get him nowhere. He has tests to run, results
to collect, and for the moment, Vex to kill
Normally, he is happy to obliterate them with a web of
lectrcity ora strike of negatively-charged ions from his
palm, but inthis case there are too many, and he curses in
frustration as a Minotaur forces him to take cover. He weighs
his options, analyzes his avenues of attack -and at last
decides that, quite simply, he has no desire to waste time
‘with bullets,
Power floods through him and he answers Vex lightning
‘with his own, his body rising from the ground with the sheer
ower ofthe current that runs through him. Fire from energy:
‘cannons envelops him, and with a thought he appears behind
the Vex lines, Are Light lashing from his hands, from h
being, reducing them to smoking ash. The storm lasts until
all have been destroyed, and he emerges from his trance
tingling, breathing heavily tranquil again
Back to work. He laughs - maybe he is not so unlike the
Vex, afterall. More will come, as they always do. His,
colleagues ask him how he can stand to work here, within the
corruption, without relief. There was a time when he would
have struggled to explain, but now the answer comes easily
he understands that all around him a storm is raging, and to
find peace, to survive, he must embrace the storm within.
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63oa
THE STORMCALLER
Proficiene
Level Bonus
1st 2
2nd +2
3rd +2
4th +2.
sth 8
6th 8
7th 8
8th 3
Sth 4
1th +4
1th +4
12th +4
13th 5 :
V4th 45
15th s
V6th +5
Vth +6
18th +6
19th +6
20th +6
Cass FEATURES
‘Asa stormealler, you gain the following class features.
Hrr Ports
Hit Dice: 148 per stormealler level
Hit Points at Ist Level: § + your Constitution modifier
Hit Points at higher levels: Add your Constitution modifier
to your hit points for every level past Ist, minimum 0
‘Shields at Let Level: 8
‘Shields at higher levels: Add 5 to your shields fc
after Lst
very level
PROFICIENCIES
‘Armor: Light armor, medium armor
‘Weapons: Simple weapons, simple firearms, martial
weapons, combat hows, fusion rifles, shotguns
Grenades: Lightning (4th) Pulse (6th) Storm (8th)
Vehictes: jumpships, sparrows
‘Saving Throws: Dexterity, Wisdom
‘Skills: Choose two from Arcobaties, Animal Handling,
Arcana, Insight, Nature, Perception, Persuasion, Religion,
Technology
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Features
Harmony Within, Arc Charge
Light Affinity, Fighting Style
Stormealler Mastery
Ability Score Improvement
Extra Attack
Faraday Cage
Stormesller Mastery feature
Ability Score Improvement
Mind Over Energy
Stormealler Mastery feature
Ability Score Improvement
Elementary Particles
Stormealler Mastery feature
Ability Score Improvement
Stormealler Mastery feature
Ability Score Improvement
Boundless Energy
Harmony WITHIN
Your natural affinity for harmony and balance Keeps you
centered and focused even in the midst of raging combat,
Once per short rest, you ean use your action to end aa effect
that is causing you to be charmed frightened, blinded,
bleeding, burning, or poisoned.
At 7th level you no longer need to complete a short rest to
use this feature again.
Arc CHARGE
You are a natural conduit for are energy, allowing you to draw
in arc energy and hamess it in the form of are charges, which
you can use to empower yourself and your abilities.
Your stormealler leve! determines the maximum amount of
are charges you can hold at once, as shown in the Max Arc
Charges column of the stormealler table.
‘The number of are charges you currently have determines
your energy level, as seen in the Energy Levels table below.
You start off at Energy Level 1, No matter how many Are
Charges you have, you cannot go below Energy Level 1,
unless you are incapacitated.
You can regain a number of are charges up to wice your
stormealler level on a short rest, You can never have more
than your maximum number of charges for your level Whenyou complete a long rest, you regain all of your spent are
charges.
ENercy LEVELS
imum Arc Charges
Level ‘to Maintain
1 -
2 2
3 8
4 18
5 32
Ano FEATURES
‘While you are at Energy Level | or higher you gain the
following features. As you progress in this class, additional
are features will become available.
Bolt. Once per turn, when you take the Attack action, a8 a
bonus action you can spend a number of are charges up to
‘your current energy Level to make a Bolt attack with a range
of 30 feet. Make a Light attack roll for every are charge spent.
(On hit, this attack does 146 ~ your Wisdom modifier in are
damage for every Bolt attack that hits.
Lighting Reflexes. You can spend 1 arc charges to take the
Dodge, Dash, or Disengage action as a bonus action on your
Licat AFFINITY (ARC)
Beginning at 2nd level you have learned to harness the Light
you possess, and you shape it in the form of arc energy.
‘Wisdom is your Light ability. You use your Wisdom modifier
to determine Light ability attacks and to set the save DC
‘against your Light abilities. When you are told to make a
Light ability saving throw, you make a Charisma saving
throw:
Light save DC = 8+ your proficiency bonus + your Wisdom
modifier
Light attack modifier = your proficiency bonus + your
Wisdom modifier
‘You have three types of Light abilities: melee, grenade, and
super. You gain a number of charges for your melee and
grenade abilities equal to your Light modifier, and a number
of charges for your super ability equal to 1+one half your
Light modifier. You regain charges when you complete rests.
How many charges you regain depends on the type of rest
you take and the type of Light zone you are in (see Light
Zones for more information).
‘Starting at 2nd level you gain the first option for your
melee ability. You gain your super option at 3rd level and your
first grenade option at 4th level
‘THUNDERSTRIKE
ite: Stormcaller level 2
1¢/Type: 1 action, melee ability
When you make an unarmed strike, you can spend 1 melee
ability charge to make it a Thunderstrike instead. Ifyou do,
‘your target must make a Dexterity saving throw against your
Light save DC. They take 1d8 + your Wisdom modifier + your
Light ability level in are damage on a failed save, or half as
muuch on a success.
STORMCALLER MASTERY
Choose the aspect of the storm you wish to master at 3rd
level: Master of Thunder, Master of Wind, or Master of
Lightning, all detailed at the end of this clase description.
Your choice grants you features at 4th level and again at 7th
Lith, 15th, and 18th levels.
Asruiry ScoRE IMPROVEMENT
When you reach 4th level. and again at 8th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
LAs normal you can't increase an ability scare above 20
using this feature,
Exrra ATTACK
Beginning at Sth level you can attack twice, instead of once,
whenever you take the Attack action on your tara. You cannot
take a bonus action between these attacks unless the bonus
action isthe result of an at
Farapay Cac
When you reach 6th level you gain the following features
while you are at Energy Level 2 or higher.
Rapid Casting. You can spend 1 arc charges to cast your
grenade or melee ability as a bonus action
Current. As a bonus action you can convert one melee
ability or grenade ability charge into a number of arc charges
equal to your Light ability modifier. You regain use ofthis
feature when you complete a short or long rest.
‘MIND Over ENERGY
When you reach 10th level your mastery of are energy makes
you immune to disease and poison. Additionally while you are
at Energy Level 3 or higher you gain access to the following
features.
‘Static Defense. As a bonus action you can spend a
‘number of arc charges to give yourself an overshield equal to
2.xthe charges spent, up to your stormealler level. This
‘overshield lasts until the start of your next turn or until it
depletes, whichever happens first.
ELEMENTARY PARTICLES
When you reach 14th level you become proficient in al
saving throws. When you are at Energy Level 4or higher you
gain the following features
Galvaniam. When yo fails saving throw you can spend 7
are charges to re-oll that saving throw once. You can choose
to use ether result,
Shock of Inspiration. As a bonus action you can spend a
‘number of are charges, up to your profiieney modifier, to
grant yourself ora friendly ereature you touch a bonus to
their next ability check equal to the aumber of charges you
spent.
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