Part of Destiny: Nimble. Includes Berserker, Commander, Oathsworn, and Revenant
Shoulder Charge & Barricade
Shoulder Charge - your unarmed strikes deal d6+STR damage of the same type as your subclass (kinetic if none), and you can move 2 spaces in a straight line towards a target before punching them. +3 DMG every 5 levels.
Barricade - (key/ encounter) Action or Reaction: create a 3x1 sized barrier in front that provides cover to you and allies. Lasts until the end of the encounter or until you conjure another one.
Commander Tweaks
weapon masteries are removed, instead pick 1 of your weapons and apply one of these effects to it:
- change the DMG dice to different ones with the same sum
- deals +INT damage ignoring armor
- if you miss, deal STR/DEX damage anyway
- +STR armor while wielding this weapon, you may use it to parry like a shield
New combat tactics, more attack options:
- Follow-up Strike - after you hit, you can immediately make a free second attack with the weapon dealing damage equal to your Combat Die +STR/DEX (if melee or ranged)
- Hamstring Strike - When you hit, reduce the target’s speed to 0 and deal extra damage equal to a roll of the Combat Die
- Precise Strike - spend a combat die to ignore all disadvantages on an attack. Add your combat die to the DMG roll, then drop the lowest die
- Powerful Strike - Spend an extra action on the attack to deal extra damage equal to 2 of your Combat Die
- Riposte Strike - End your turn. Until the start of your next turn each time someone hits you in melee range, they take damage equal to your Combat Die
- Rushing Strike - As part of the attack you may first move up to a number of spaces equal to your Combat Die. After the attack you may move for any unspend spaces
Oathsworn Tweaks
You gain the Light Spell School as spells Radiant Judgment and Zealot deals Light damage, or the same damage type as your subclass.
Revenant Tweaks
Replace INT- with DEX-1 Undying Might - replaced entirely, while above 0 HP you can spend 1 action to add your HP to all melee attacks you make that round. +1 max actions while Dying Otherworldly Constitution - replaced entirely, whenever you lose the Dying condition you recover 1 Wound. +WIL max wounds Grips of Fear - gives disadvantage on grapple saves if the enemy is frightened, its worded weird so idk