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.

HunterMedium

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

TitanMedium

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

WarlockMedium

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

Berserker
Level 3Graviton Grasp, Living Weapon
Level 7Live Barricade
Level 11Crushing Force
Level 15Launch, Sickening Crunch
The Cheat
Level 3Challenge, Single Combat
Level 7Dishonorable but Effective, First Strike
Level 11Right Where I Want You
Level 15Guard Breaker
Level 3Frozen Chassis, Winter's Tenacity
Level 7Shatterproof
Level 11Jagged Shards
Level 15Ever Frozen
The Cheat
Level 3Stalker, Vanishing
Level 7From the Shadows
Level 11Voidform
Level 15Reap
Berserker
Level 3Ignition Spark, Red Hot
Level 7Superheated
Level 11Melting Point
Level 15Overcharged
Level 3Recall, Spectral Thread
Level 7Threadbind
Level 11Hardwired
Level 15Wiresnatch
Level 3Shatter
Level 7Pocket Glass
Level 11On Thin Ice
Level 15Cold Stone Focus
Berserker
Level 3Arc Actuators
Level 7High Voltage
Level 11Proximity Lightning
Level 15Spark of Haste
Level 3Gunpowder Gamble, Re-kindle, Up the Heat
Level 7Superflare, You're on FIRE!
Level 11Blinding Heat
Level 15Pliable Fate
Level 3Threads of Thorns
Level 7Tangle
Level 11Barbed Wire
Level 15Corpse Loom
Level 3Assault Battery, Charge!
Level 7Arcing Blows
Level 11Re-charge
Level 15Fists of Havoc
Level 3Frontliner, Gatecrash
Level 7Siege Breaker
Level 11Melt Away, Vital Fuel
Level 15Kindling for the Flame
Level 3Graviton Well, Shield Sentinel
Level 7Dense Blows
Level 11Attract
Level 15Ward of Dawn
Level 3Brittleness, Cold Calculation, Repeated Blows
Level 7Absolute Zero, Surveyor
Level 11Deep Freeze
Level 15Gather Frost
Level 3Outreach , Thread the Needle
Level 7Tightly Bound
Level 11Strength in Numbers
Level 15Close-knit
Level 3Least Resistance, Voltaic Discharge
Level 7Static Field
Level 11Charge Absorption
Level 15Lightning Strike