Guardians, classes + subclasses
Part of Destiny: Nimble. Rules regarding the Destiny Superclasses, their abilities, and adjusted subclasses for each of the 12 currently supported options.
Guardians pick 1 class, then gain a Superclass ability based on which class you picked
- Hunter: Cheat, Hunter, Psion Zephyr
- Titan: Berserker, Commander, Oathsworn, Revenant
- Warlock: Mage, Shadowmancer, Shepherd, Stormshifter
Subclasses are split by elemental damage types (arc, solar, void, stasis, strand). Any damage dealt by subclass features is of that type.
Disregard the fact that superclasses are included as ancestries, that's due to formatting.
Part of Destiny: Nimble. Includes Cheat, Hunter, Psion, and Zephyr
Hunter's Knife
d4+DEX Kinetic melee weapon. Does not miss, first attack per turn does not cause Rushed penalty, can be sheathed for free, and can be thrown 4 spaces (returns to sheath at the start of next turn). DMG die goes up and gains +2 DMG every 5 levels
Hunter (class) Tweaks
Bowmaster - lets you change the DMG dice of any ranged weapons to different ones with the same sum
Psion (class) Tweaks
Uses STR- instead of DEX- as saves Psionic Field - works with any Small Melee weapons or the Hunter's Knife, you can throw weapons affected by the field 2 their throw range (still dealing +WIL DMG) Psychic Damage - psionic abilities deal damage of the same type as your subclass, if noted as Psychic by the core class rules they ignore armor
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
Part of Destiny: Nimble. Includes Mage, Shadowmancer, Shepherd, Stormshifter
Palm Blast
A cantrip-like ability that deals 1d12 damage at melee range of the same type as their attuned subclass, kinetic damage if none. +6 DMG every 5 levels. Since cantrips are removed, this is their unified replacement option.
Mage Tweaks
Gain 3 tier 1 spells at level 2 from any spell school except Light or Dark, then gain 1 spell every level after that of a tier they can cast. (KEY/ Encounter) your palm blast can attack at range 8 with d10 DMG (+5 every 5 levels) and inflicts the elemental damage type's condition on crit.
Shadowmancer Tweaks
Gains the Dark Spell School. Shadow Blast and Shadow Minions deal Dark damage by default. Shadow Minions limit is equal to just KEY Greater Shadow becomes an innate class ability gained at level 10 (tier 4 spell, 2 actions: summon a 5d12 minion, max 1, when it dies it splits into 1 minion per die within 8 spaces, +1d12 per upcast) Abhorrent Speech lets you communicate with Taken. Devoted Acolyte gives you the Paracausal Languages, and advantage on Lore checks relating to Hive, Taken, Dread, and other Paracausal entities.
Shepherd Tweaks
Key stats STR INT, saves INT+ WIL-. Anything that references WIL in the core class rules uses INT instead Searing Light deals Light damage You gain the Light and Dark spell schools +1 use of Lifebinding spirit every 5th level (cantrip progressions)
Stormshifter Tweaks
Direbeast is gained at LVL 1 instead of 2 Elemental damage is replaced by the damage type of your Subclass Begins with 2 spell schools of any kind besides Light or Dark Your Ghost can revive guardians at range 6, +2 range every 5 levels