Guardians, basics + ancestries
Part of Destiny: Nimble Includes the base Guardian rules as a Background, as well as various Lightbearer ancestries
Part of Destiny: Nimble. Pick 1 option:
Earthborn
Your neutral save is advantaged.
Reefborn
Your disadvantaged save is Neutral instead.
Part of Destiny: Nimble
Hypnagogia
Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.
Shadowy Flight
You have a fly speed of 6 as long as you're not wearing Medium or Heavy armor. When using your 1/turn guardian jump, gain +2 speed instead. Your walking speed is 0.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Charge
(1/turn) When you move at least 4 spaces, you can push a creature in your path. Huge: 1 space, Large: up to 2 spaces; Medium: up to 4 spaces, Small/Tiny: up to 8 spaces.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Grav Platform
You have a hover speed and are immune to fall damage. You can stand up from Prone for free on your turn.
Found in every terrain and environment, their curiosity and ambition drive them to explore every corner of the world, making them a ubiquitous and versatile race.
Tenacious
+1 to all skills and Initiative.
Part of Destiny: Nimble
Psionic Expertise
Pick any 2 tier 1 spells. (1/encounter) cast one of these spells for free.
Part of Destiny: Nimble
Exomind
+1 Starting skill point. (1/ safe rest) If you would fail a save, succeed instead.
Part of Destiny: Nimble
Imperial Might
You count as Large against grappling, knockback against you is halved, and your STR counts as 2 higher for the purpose of wielding weapons or armor. Advantage against being knocked prone.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Martial Might
+2 armor if you made a melee attack this round.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Blink
(1/turn) Teleport 12 as a movement action. You can't use this ability on your next turn.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Aimbot
Your ranged attacks have +2 range.
Part of Destiny: Nimble
Vex Shell
+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).
Run Them Down!
Ignore difficult terrain. When moving towards an enemy in a straight line gain +2 speed, and gain advantage on the next melee attack against them if you moved 4+ spaces.
Part of Destiny: Nimble
Hypnagogia
Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.
Shadowy Movement
Can move 2 spaces for free after becoming the target of an attack or negative effect (after taking damage).
Part of Destiny: Nimble
Hypnagogia
Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.
Reinforced Chitin
You count as Large against grappling, knockback against you is halved, and your STR counts as 1 higher for the purpose of wielding weapons or armor.
Part of Destiny: Nimble
Guardians are the immortal light wielding warriors appointed by the Traveler with the Protection of humanity. Guardians gain these additional features:
- Tenet of Devotion: Guardians are not limited by proficiencies, and roll Initiative using their INT rather than DEX.
- Tenet of Bravery: 1/turn, a Guardian can take a move action with a flying speed. If they end their turn airborne, they fall to the ground as normal. When hit by knockback, Guardians that haven't spent this jump can Defend and make a DEX save: on success they are shoved only 1 space away, half on fail. 20+ negates all knockback entirely.
- Tenet of Sacrifice: Guardians have innate HP regeneration. If you haven't taken ANY damage since the end of your last turn, you can use hit dice to heal (like a normal character would during a short rest).
- Tenet of Death: When reduced to 0 wounds, your Ghost can revive you at the end of your next turn with 2 wounds healed and HP equal to 1 max hit die. You can also be revived this way by an ally's help action, allowing you to not miss out on a turn. During a short rest, recover up to 2 wounds and regain ALL missing HP regardless of hit dice.