Ghost is within 5 feet of you, your Ghost can use its Certain properties on firearms may allow you to
action to capture your Light. This removes your body use your Strength modifier for the attack and
from the physical world, as your Ghost uses damage rolls instead of your Dexterity modifier, and
paracausal properties to store your body, as well as other properties require the use of your Strength
all worn and carried equipment, within a dedicated modifier for the attack and damage rolls.
space in its memory. The effects of any conditions
applied to you end for you, and you recover from Automatic fire with Heavy Weapons Expert. If
any exhaustion you have accumulated. you make an attack with a weapon that benefits
from both the Automatic Fire property and the
Ghosts cannot perform Capture Light from within Heavy Weapons Expert feature, you apply the bonus
their pocket backpack. Once your Ghost has left its die provided by Automatic Fire, roll, resolve Heavy
pocket backpack, it cannot re-enter the pocket Weapons Expert, and finally resolve Automatic Fire.
backpack until it has performed the Resurrect
action. For example, imagine such a weapon which does
1d6 damage on a hit. First you would roll 2d6. Next,
If you accumulate three failed RTL saving throws, you would reroll either d6 if it rolled as a 1 or a 2
your Ghost cannot perform the Capture Light action (resolving Heavy Weapons Expert). Finally, drop the
on you. Your Light has faded away, and you have lowest from the total (resolving Automatic Fire).
died permanently.
Payload Weapons
Resurrect
A special kind of weapon attack is the payload
Your Ghost can use its action to spend one of its weapon attack. Payload weapons fire explosive or
Restoration points in order to project your captured high-yield rounds that have a noticeable impact
Light back into the physical world. You are reborn radius, indicated in parentheses after the payload
from the dead, appearing in an unoccupied space property. When you make an attack with this
within 5 feet of your Ghost. You recover all health weapon, instead of making an attack roll, you
points (but no shield points) and can immediately choose a space on a hard surface you can see within
take actions, bonus actions, and reactions on your range of the weapon. All targets within the impact
initiative like normal. Your Ghost cannot perform the radius of the space you choose must make a payload
Resurrect action if it does not have a Restoration saving throw, which is a Dexterity saving throw with
point to spend. the DC described below. For example, a payload
weapon with a 5-foot radius causes all targets within
Heal 5 feet of the impact point to make a payload saving
throw.
When your Ghost takes the Heal action, it spends
one of its Restoration points to help you recover Payload DC = 8 + your proficiency bonus + your
from injuries you have sustained. You recover all Strength or Dexterity modifier, the same as the
health points (but no shield points). Your Ghost must modifier you use for rolling damage for the
be out of its pocket backpack and within 5 feet of weapon
you in order to take the Heal action, and your Ghost
cannot take the Heal action if it does not have a You only add your proficiency bonus to the DC of
Restoration point to spend. the payload saving throw if you are proficient with
the weapon. Targets take the damage of this
Attacking with Firearms weapon on a failed save, or half as much damage on
a success.
Whether it’s sniping with a linear fusion rifle or
providing covering fire with a machine gun, Though you do not make an attack roll, unless
attacking with a firearm isn’t too different from specified otherwise, taking a shot with a weapon
attacking with a melee weapon. that causes a payload saving throw is still considered
to be making a weapon attack, and your attack with
Attack and Damage Rolls a payload weapon can benefit from any feature,
trait, perk, or other source that affects weapon
When you make a ranged attack with a firearm, you attacks.
fire an available round from the firearm’s shot
capacity (“take a shot” with the firearm). Before Advantage and disadvantage. If, when you take
determining if your attack hits, you subtract 1 shot a shot with a payload weapon, you would normally
from your firearm’s shot capacity. If your firearm’s have disadvantage on an attack roll, such as when
shot capacity is at 0, you must reload it before you taking a shot against a target within the payload
can take a shot with it again. weapon’s maximum range, your targets have
advantage on their saving throw. If you would have
By default, you add your Dexterity modifier to advantage on the attack roll, such as by invoking a
the attack and damage roll of a firearm. If you are feature that grants you advantage on a weapon
proficient with the firearm you are attacking with, attack roll, your targets have disadvantage on their
you may add your proficiency bonus to the attack payload saving throw.
roll. You do not add your proficiency bonus to the
damage roll of any weapon. Firearm perks. Some features, traits, Light
abilities, and other sources grant a modifier to
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These modifiers do not affect payload weapons, whether or not you’re Aiming may grant
because you do not actually make an attack roll. disadvantage on your attack of opportunity.
Only sources that affect impact radius, weapon
damage rolls, payload saving throws, or payload In order to take an attack of opportunity, a
saving throw DCs affect payload weapons. creature must move from being within your
controlled space to being outside of your controlled
Other effects. Conditions, features, spells, Light space. For firearms, your controlled space is the
abilities, and other sources that affect a creature’s space within 5 feet of you. For melee weapons, your
ability to make a Dexterity saving throw also affect a controlled space is the reach of the melee weapon.
creature’s ability to make a payload saving throw. You use your reaction whenever you make an attack
For example, a Restrained creature has disadvantage of opportunity.
on Dexterity saving throws, and therefore a
Restrained creature also has disadvantage on If you cannot see a creature, or if a creature
payload saving throws. teleports out of or through your controlled space,
you cannot make an attack of opportunity against it.
Effects on weapon attacks. Conditions, features,
spells, Light abilities, and other sources that affect Dual-wielding
weapon attacks also affect payload weapon attacks,
as taking a shot with a payload weapon is still Dual-wielding is the act of holding two or more
considered making a weapon attack. While payload weapons at a time. The number of weapons you can
weapons do not benefit from sources that affect hold is determined by the number of hands you
weapon attack rolls, bonuses to weapon damage do have, as well as the properties of the weapon. You
apply to payload weapons. cannot hold more than one weapon in a single hand.
Unseen Attackers And Targets Weapon Bulk
Combatants often try to escape their foes' notice by All weapons come with one of three properties
hiding, using active camouflage, or lurking in which determine its bulk, or how effective the
darkness. weapon is when dual-wielding. The three weapon
bulk properties are, in ascending order, the agile,
When you attack a target you can't see, you have one-handed, and two-handed properties.
disadvantage on the attack roll. This is true whether
you're guessing the target's location or targeting a A weapon can only have one bulk property. If for
creature you can hear but not see. If the target isn't any reason a weapon would have more than one
in the location you targeted, you automatically miss. bulk property, the highest bulk property remains
and any lower bulk properties are removed from the
When a creature can't see you, you have weapon. For example, if a weapon has the agile
advantage on attack rolls against it. If you are hidden property and it obtains the two-handed property
(both unseen and unheard) when you make an from a weapon perk, class feature, or other source,
attack, you give away your location when the attack when the weapon obtains the two-handed property
hits or misses. it also loses the Agile property while it has the two-
handed property. If the weapon were to somehow
Active Camouflage lose the two-handed property later, it would regain
its agile property.
Active camouflage is a special form of light-bending
technology that makes creatures incredibly difficult Versatile weapons and bulk. A versatile weapon
to detect visually. They are nearly or completely will be listed as either agile or one-handed, but you
invisible to the naked eye, depending on how can still make a two-handed attack with it. When
advanced the creature’s active camouflage systems you make a two-handed attack with a versatile
are. weapon, it is considered to have the two-handed
property for that attack.
A creature using active camouflage is Invisible.
However, the creature’s presence can still be Attacking While Dual-wielding
detected by use of scanners, any noise the creature
makes, any tracks they leave, or by a passive When you take the Attack action and attack with an
Wisdom (Perception) score that is higher than the agile weapon that you're holding in one hand, you
creature’s Dexterity (Stealth) roll. can use a bonus action to attack with a different
agile weapon that you're holding in the other hand.
If the creature makes an attack roll, damage roll, This bonus action attack is called your offhand
or causes someone to make a saving throw, the weapon attack. When you make an offhand weapon
condition ends after applying any benefits. If the attack that hits, you do not add your ability modifier
creature can make multiple attacks with an action, to the damage roll, unless the modifier is negative.
bonus action, or reaction, they lose their active
camouflage after their first attack. You can only make an offhand weapon attack
with an agile weapon. You cannot use a one-handed
Attacks of Opportunity or two-handed weapon for an offhand weapon
attack, and you cannot make an offhand weapon
Unlike traditional ranged weapons, firearms can attack if you are holding a one-handed or two-
make attacks of opportunity, also referred to as handed weapon. Though one-handed weapons
opportunity attacks. Your firearm’s range band and
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CHAPTER 7: COMBAT
don’t need two hands to hold, they still require Shield recharge roll: Number of shield dice equal to
enough focus to attack properly that it requires a your Light level (minimum 1) + your Light ability
trained specialist to dual-wield a one-handed modifier
weapon with an agile weapon. Unless the source of your shield recharge roll
Regardless of the number of hands you have, if specifies otherwise, you do not add the amount you
you try to hold a two-handed weapon at the same roll to your health points. When you complete a
time as any other weapon, you have disadvantage brief rest, you recover all of your shield points.
on all attack rolls you make.
Recovering Health
Wielding Objects
In order to recover health points, you need to
If you are holding a weapon and a non-weapon benefit from a source that allows you to specifically
object that requires one or more hands to use, you recover health points.
treat the non-weapon object as if it were a weapon
for the purpose of determining your ability to attack Recovering Hit Points
effectively with your weapon. In other words, you
are considered to be dual-wielding while holding When you have the option to recover hit points, the
two or more objects of any kind, regardless of amount you can recover is applied to your health
whether they are weapons or not. The properties of first, and then any remaining amount can be applied
the object are either listed in the object’s to your energy shields.
description or are determined at the discretion of
your Architect. A rock may be considered an agile Overshields
object, while a piece of blast metal being used as a
makeshift shield may be considered two-handed. Sometimes you may be granted an overshield. This
is a second set of energy shield points that applies
Damage and Shields on top of your regular energy shield points. When
you have an overshield, any damage done to you is
Lightbearers, being creatures forged in Light, have applied to your overshield first. If your overshield
two pools of points affected by damage: health points are reduced to 0, any further damage
points and energy shield points. How many health (including damage left over from the attack that
points and energy shield points you have is reduced your overshield points to 0) is then applied
determined by your class and Constitution score. to your energy shield points. If your energy shield
Together, health points and energy shield points points are also reduced to 0 or are already at 0, and
form your total hit points. there is still damage left over from the attack, that
damage is applied to your health points.
Unlike physical shields, energy shields do not
require any heavy lifting on your part. They also do When you gain an overshield, the number of
not provide any additional AC against attacks, nor do points in your overshield is equal to 5 times your
they inherently provide damage resistances. Light level (minimum 5 points). All overshields come
However, whenever you take damage, the damage is with a specified duration. If you run out of
applied to your energy shield points first. If your overshield points before the duration ends, the
energy shield points are reduced to 0, any further duration of the overshield also ends.
damage (including damage left over from the attack
that reduced your shield points to 0) is then applied You can recover health and energy shield points
to your health points. like normal while you have an overshield, but
overshield points cannot be restored or healed
Recharging Shields unless you specifically receive a new overshield, or a
healing source grants overshield points.
Certain class features, racial traits, Light abilities, or
other sources may allow you to recover lost shield Dropping to 0 Health Points
points by making a shield recharge roll. To make a
shield recharge roll, you roll a number of dice equal If damage reduces you to 0 or fewer health points,
to your Light level (minimum 1), adding the total you die. This death ends if your Ghost resurrects
from your roll to your energy shield points, up to you.
your maximum shield points. You also gain a bonus
to your shield recharge roll equal to your Light ability Instant Death
modifier.
While Risen creatures can, and often do, take an
The size of the dice you use for your recharge roll amount of damage that would cause them to
is stated in your class description. For example, the instantly die under normal adventuring standards,
shield die size of Gunslingers is d6, so when a immediate death does not mean the Risen creature
Gunslinger makes a shield recharge roll, they roll a is gone forever. Even if all that remains is a smear on
number of d6s equal to their Light level and add the wall or a pile of ash on the ground, the only way
their Light ability modifier (which would be their a Risen creature can truly be gone forever is if their
Charisma modifier) to the total of the roll. Ghost cannot resurrect them. This can happen if the
Ghost is killed, or if the Risen creature fails their RTL
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saving throws. Damage Caused by Movement
RTL Saving Throws When you fall or are shoved, the force of the
movement has the potential to severely damage
Whenever you start your turn with 0 health points, you.
you are dead, and you must make a special type of
saving throw called an RTL saving throw. RTL stands Falling Damage
for Returned to Light, the term Risen creatures use
to describe someone who has died their final death, For every 10 feet you spend falling, you accumulate
who can no longer be resurrected by any means. You one falling mark. The first time you collide with a
make an RTL saving throw even if you have no hard surface after falling, you take 1d6 damage per
physical body left. RTL saving throws are to falling mark you have. The type of damage you take
determine if you hang onto your Light, or if you lose is dependent on the surface you collide with and will
your Light forever. be ruled by your Architect.
Unlike other saving throws, this one isn't tied to You may be able to reduce the amount of falling
any ability score: it is just a roll of the d20. You are in marks you accumulate during your fall, such as by
the hands of fate now, aided only by features that making an airborne jump (see Chapter 9).
affect all types of saving throws—and your Ghost.
The maximum number of falling marks you can
Roll a d20. If the roll is 10 or higher, you succeed. accumulate is 50.
If the roll is 9 or lower, you fail.
Shoving Damage
You make a single RTL saving throw on each turn
you are at 0 health points. If you accumulate three Shoving damage occurs when an effect has the
successes before you accumulate three failures, your potential to forcefully move you 10 feet or more in a
Light becomes stable and you no longer need to single direction. When forced to move 10 feet or
make RTL saving throws. Your Ghost can capture more, if your movement is halted prematurely by a
your Light at its next opportunity. If you accumulate solid surface (such as a wall, barricade, or Fallen
three failures before you accumulate three walker), you take 1d6 damage per 10 feet the effect
successes, your Light fades away and you die your would have additionally moved you if you had not
final death. Your Ghost cannot capture your Light, been halted. The type of damage you take is
and you can never be resurrected again. determined by the surface you hit. For example, a
flat wall would cause bludgeoning damage, while a
The successes and failures don't need to be solid wall of Darkness would cause Darkness
consecutive. Keep track of both until you collect damage.
three of a kind. The number of both is reset to zero
when you regain any health points. Damage Point
Rolling a 1 or a 20. When you make an RTL Some targets are tough enough that they come with
saving throw and roll a 1 on the d20, it counts as a damage point. Targets with a damage point are
two failures. If you roll a 20, it counts as two usually vehicles designed for war, or particularly
successes. powerful creatures.
Damage at 0 health points. If you take any The value of the damage point is how much
damage while dead, nothing happens. damage the target has to take from a single source
in order for that damage to be subtracted from its
Capturing Light. If your Ghost performs the hit points. A target with a damage point of 10, for
Capture Light action on you, your Light becomes example, would take no damage if the total from a
stable, and you immediately accumulate three single source was 9 or less. But if a single source
successful RTL saving throws. Though you no longer dealt 10 damage, the target would take 10 damage.
have to perform RTL saving throws, you do remain
dead until your Ghost is able to resurrect you. If a target’s damage point is breached, the target
takes the full damage of the source. A target’s
Healing Ghostless Creatures damage point value does not reduce or alter the
amount of damage taken, it simply states the point
A Ghostless creature is a creature who is not Risen. at which damage is taken.
Ghostless creatures follow the same rules for hit
dice, healing, instant death, and dropping to 0 hit Damage point should be taken into consideration
points as regular adventurers in the core 5e rules. before accounting for resistances and vulnerabilities.
For example, imagine a target that has a damage
Your Ghost is considered a Ghostless creature. point of 10 and is resistant to kinetic damage. If
another creature dealt 5 kinetic damage to the
Non-lethall Damage target, the damage point would be considered first,
meaning the target would take no damage: 5
Sometimes you will just want to subdue an damage does not breach the damage point. If
opponent, rather than kill them. You can choose to another creature did 10 kinetic damage to the
do this by declaring your attack a non-lethal attack target, the target would end up taking 5 kinetic
before you make your attack roll. If the damage of damage total: 10 is enough to breach the damage
your attack reduces the target to 0 hit points, the point, but the amount of damage done is halved due
target becomes Unconscious but is stable.
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to the target’s resistance to kinetic damage. critical hit or critical miss range of your weapon. If
If the target were vulnerable to kinetic damage, the critical miss range is increased, you add the next
highest number on the d20 to your weapon’s critical
the target would take no damage from the first miss range. For example, a regular weapon that has
example (5 still doesn’t breach the damage point), its critical miss range increased by 1 will score a
and 20 kinetic damage from the second example (10 critical miss on a roll of 1 or 2 on the d20, instead of
breaches the damage point, and is then doubled due only on a 1. If the critical miss range is decreased,
to the target’s vulnerability). you remove the highest value from the critical miss
range.
Critical Hits and Misses
If the critical hit range is increased, you add the
Anything that requires an attack roll is able to score next lowest number on the d20 to your weapon’s
critical hits and critical misses. You determine critical hit range. This means a regular weapon that
whether you’ve scored one of these by referencing has its critical hit range increased by 1 would score a
the weapon’s critical ranges. By default, a weapon’s critical hit on a roll of 19 or 20 on the d20, instead of
critical hit range is 20, and a weapon’s critical miss only on a 20. If the critical hit range is decreased,
range is 1. This means that when you make an attack you remove the lowest value from the critical hit
roll with the weapon, you score a critical hit on a roll range.
of 20 on the d20, and a critical miss on a roll of 1 on
the d20. The effect of modifying critical hit ranges can
stack across multiple sources. Add them all up to
Critical hit. When you score a critical hit, you determine your weapon’s final critical ranges.
double the number of all damage dice you roll for
the weapon’s damage. This includes doubling the Damage Types
number of dice added from features such as a
Nightstalker’s Amplified Hits, or from a Sunbreaker’s D&Destiny introduces the following new damage
Wrathful Smite. types.
Critical miss. When you score a critical miss, your Darkness. The paracausal antithesis to the Light,
attack misses the target regardless of any modifiers Darkness damage is most often caused by creatures
you have to your attack roll. who worship the Darkness and have been granted
the ability to conduct its power.
Modifying critical ranges. Certain features,
traits, perks, or other sources may modify the Kinetic. Objects that move with high velocity
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before striking a target, such as bullets, deal kinetic ranged weapons that do not have a medium or long
damage. range band.
Light. There are three types of Light damage: arc, Attack rolls against the creature have
solar, and void. Only Lightbearers can create and disadvantage if the attacker is not Aiming, or if the
control Light in its purest form, but Light energy, a attacker is not within 5 feet of the creature. If the
lesser form of Light, exists everywhere and can be attacker is within 5 feet of the creature, the attacker
harnessed by anyone with the technology or magic has advantage on its attack roll.
to do so.
• Arc: An expression of elemental Light arising To move while Combat-Prone, you must crawl or
use alternative methods such as teleportation. Every
from the fundamental forces that bind matter foot of movement while crawling costs 1 extra foot.
together. At macroscopic scales, arc discharges For example, crawling 1 foot in difficult terrain costs
resemble lightning. Like electrical current, arc 3 feet of movement: one extra foot for the difficult
energy is used to power advanced technology— terrain, and one extra foot for crawling.
including sophisticated weapons.
• Solar: An expression of elemental Light arising Cover
from the fundamental forces that communicate
energy. Solar bursts large enough to see and This section has been taken from the 5th Edition SRD
resembles fire. Like fire in days of old, solar and edited for D&Destiny
energy is devastating and all-consuming in its
destructive aspect. Derelict vehicles, trees, chest-high walls, and
• Void: An expression of elemental Light arising other obstacles can provide cover during combat,
from the fundamental forces of the vacuum. making a target more difficult to harm. A target can
When visible, void phenomena are utterly benefit from cover only when an attack or other
unearthly. Although rooted in apparent effect originates on the opposite side of the cover.
nothingness, void energy is fearsome and
ravenous when weaponized. There are four degrees of cover which are, in
ascending order: partial, half, three-quarters, and
Explosive Damage full. If a target is behind multiple sources of cover,
only the highest degree of cover applies; the
Explosive is a type of damage modifier that indicates degrees aren't added together.
a damage type, such as kinetic or necrotic, is being
dealt suddenly and swiftly to a target, and usually in A target with partial cover has a +1 bonus to AC
an area of effect. For example, the flux grenade and Dexterity saving throws. A target has partial
deals explosive arc damage, and the Nova Bomb cover if an obstacle covers a portion of it, but not
super ability deals explosive void damage. Not all quite half of it. This obstacle might be a moderate
explosive damages affect an area, and not all areas piece of furniture, or rubble that doesn’t cover a
of effect are explosive. notable portion of the target.
The damage modifier only comes into effect to A target with half cover has a +2 bonus to AC and
determine the damage done to a creature that has a Dexterity saving throws. A target has half cover if an
resistance, immunity, or vulnerability to explosive obstacle blocks at least half of its body. The obstacle
damage. For example, if a creature has a resistance might be a low wall, a large piece of furniture, or a
to explosive damage, it treats explosive kinetic, narrow tree trunk.
explosive solar, or explosive cold damage all equally
(halving the damage, as one does with all A target with three-quarters cover has a +5
resistances). bonus to AC and Dexterity saving throws. A target
has three-quarters cover if about three quarters of it
Combat-prone is covered by an obstacle. The obstacle might be an
armored vehicle, a bunker slit, or a thick tree trunk.
Combat-Prone is a separate condition from the
Prone condition. A Combat-Prone creature has A target with full cover can't be targeted directly
willingly hunkered down close to the ground, either by an attack or ability, although some abilities can
lying on their stomach or crouched on one knee. It reach such a target by including it in an area of
costs half your speed to become Combat-Prone, or effect. A target has full cover if it is completely
to stand from being Combat-Prone. For example, if concealed by an obstacle.
your speed is 30 feet, you must spend 15 feet of
movement to become Combat-Prone. You can't Concentration
become Combat-Prone if you don't have enough
movement left or if your speed is 0. Sometimes you have the ability to focus on an effect
that lasts for an extended period of time, such as
It costs no movement for a Combat-Prone focusing on a Light ability that lasts for a minute, or
creature to begin Aiming with a firearm that has a by focusing on an artifact that requires your
medium or long range band. Combat-Prone attention to function. When an effect requires you
creatures have disadvantage on attack rolls they to focus on it in order to maintain its duration, that
make with melee weapons, close-range firearms, or effect is said to require concentration.
153 If an effect requires concentration, its description
will say so, and the effect will specify how long you
CHAPTER 7: COMBAT can concentrate on it. You can end concentration at
any time (no action cost).
Dungeons & Destiny v1.1.3
Normal activity, such as moving and attacking,
doesn't interfere with concentration. The following
factors can break concentration:
• Invoking another effect that requires
concentration. You lose concentration on an
effect if you choose to invoke another effect that
also requires concentration. You can only focus
on one effect that requires concentration at a
time.
• Taking damage. Whenever you take damage
while you are concentrating, you must make a
Constitution saving throw to maintain your
concentration. The DC equals 10 or half the
damage you take, whichever number is higher. If
you take damage from multiple sources, you
make a separate saving throw for each source of
damage.
• Being Incapacitated or killed. You lose
concentration if you are Incapacitated or if you
die.
Your Architect might also decide that certain
environmental phenomena, such as a shockwave
knocking you over, require you to succeed on a DC
10 Constitution saving throw to maintain
concentration.
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155 Dungeons & Destiny v1.1.3
CHAPTER 8: LIGHT ABILITIES
CHAPTER 8: LIGHT ABILITIES
T he influence of the paracausal power called information, including the ability’s name, casting
Light extends across the whole universe, but it time, recharge, reach or range or scope, cost, and
wasn’t until the arrival of the Traveler that duration. Some Light abilities have special
humanity discovered its existence. Humans from the properties, which are also listed. The rest of the
Golden Age had only barely begun to explore the Light ability’s entry describes the effect of the Light
nature of Light and its uses before the Collapse. ability.
Even now, both the Light and its antithetical
counterpart, the Darkness, remain largely Casting a Light ability is not the same as taking
mysterious, and even the Risen who wield the Light the Attack action, even if the Light ability calls for an
struggle to understand what exactly using it does. attack roll. When you cast a Light ability you are
taking the Cast a Light Ability action.
The information in this chapter has been taken
from the 5th Edition SRD's section on spellcasting, Casting Time
and then either modified or expanded to fit the
needs of D&Destiny. All Light abilities have a listed casting time. By
default, casting a Light ability is an action, but some
What is a Light Ability? Light abilities can be cast as a bonus action or
reaction.
Light abilities are paracausal effects, a reshaping of
the fundamental forces of the universe to break the A Light ability that costs a bonus action to cast
effect-cause relationship and create downright requires you to use a bonus action on your turn to
magical results. Light abilities can be physical or cast the Light ability, provided you haven’t used a
intangible. Light can take the form of weapons that bonus action already. You cannot choose to cast a
can break the most stout of defenses, or a fire that Light ability as an action if it costs a bonus action to
sparks from no source. Light can even be used to cast it.
shield and protect a creature, creating a constant,
invisible barrier. Reach, Range, or Scope
There are four core Light abilities: the melee The target of a Light ability must be within the Light
ability, the grenade ability, the super ability, and the ability’s reach, range, or scope. For a Light ability like
superclass ability. These abilities are cast using Light Nova Warp, the target is the Risen creature casting
ability charges. How you obtain each Light ability, the Light ability. For a Light ability like the Incendiary
how many Light ability charges you have, and the Grenade, the target is a point in space within the
effects of each Light ability are described by your grenade’s range. This point is where the grenade
class and superclass features, as well as other detonates.
sources such as any exotic equipment you are
attuned to. Most Light abilities have ranges expressed in feet.
Some Light abilities can target only a creature
Some classes have auxiliary Light abilities. For (including you) that you touch. Other Light abilities
example, the Sunbreaker also has the Inner Flame affect only you. These Light abilities have a range of
Light ability, and the Stormcaller has the Arc Charges ‘self.’
Light ability. Like the core Light abilities, these are
described in your class or superclass features. If a Light abilities that create cones or lines of effect
feature mentions that you gain its effects due to an that originate from you also have a range of ‘self,’
interaction with your Light, it is a Light ability, no indicating that the origin point of the Light ability’s
matter how mundane or spectacular its effects. effect must be you. Abilities that create cones or
lines of effect from the point where you cast them
Light Level have a range that expresses the distance within
which you can cast the Light ability. The origin point
Your Light level is a measure of the strength of your of the cone or line of effect is the point where you
Light and is separate from your class level. Your Light cast the Light ability.
level increases as your class level increases. You can
determine what your Light level is by referring to the Mortar
rightmost column in your class table.
This characteristic means a Light ability can be
Casting a Light Ability hurled in an upwards arc, allowing you to reach
spots you may not be able to see due to obstacles
When a Risen casts a Light ability, the same basic such as walls, cliffs, or other obstructions blocking
rules are used regardless of the Risen’s class level, your line of sight or path to the target. When you
Light level, or what the effects of the Light ability throw the object in this way, each foot of height of
are. the obstruction you are attempting to throw it over
reduces the range of the object by twice as much.
Each Light ability comes with a list of For example, if you are attempting to throw a
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grenade with a range of 40 feet over a 10-foot wall, Limitations
the range of your grenade becomes 20 feet.
You can only make a recharge roll once per Light
Cost ability. For example, if a feature, perk, or other
source gave you a second melee ability charge, and
A Light ability’s cost is the type and amount of you were missing both at the start of your turn, you
resource you must spend to cast that Light ability. If would still only make one melee recharge roll. If you
you do not have enough resources to cast a Light rolled your recharge value or higher, you would
ability, you cannot cast the Light ability. regain only one melee ability charge.
Duration If you cast a Light ability that has a duration, you
cannot make a recharge roll for that Light ability
A Light ability’s duration is the length of time the while it has duration.
ability persists. A duration can be expressed in
rounds, minutes, hours, or even years. These Light You cannot make a recharge roll if you or your
abilities usually require concentration. If you ever Ghost are Incapacitated at the start of your turn.
fall to 0 health points, all your ongoing Light abilities
end. Recharges Outside Initiative
Instantaneous If you are not in initiative against a hostile creature,
you automatically fail all recharge rolls. However,
Light abilities are instantaneous unless stated you regain all melee, grenade, and class ability
otherwise. The Light ability harms, heals, creates, or charges when you complete a brief rest, and you
alters a creature or an object in a way that can't be regain all super ability charges when you complete a
disrupted, because its effect exists only for an short rest.
instant.
Light-constructed Weapons
Recharge
Some Light abilities, for their effect, conjure
Risen creatures are constantly collecting residual weapons that you can hold in your hands and make
Light in the local area, channeled through their attacks with. Though such weapons made of Light
Ghosts. This means that, unlike traditional spells, may have properties similar to the weapons they
you can regain the use of your Light abilities more resemble, weapons you summon with your Light are
quickly. This phenomenon is represented as the not considered weapons as defined in Chapter 5. A
Light ability’s recharge die and recharge value. The Light-constructed weapon does not benefit from any
recharge die is listed first, followed by the recharge traits, features, or other sources that do not include
value. Light-constructed weapons in the effect. The only
exception is the Golden Gun, which specifically
If you are in initiative against a hostile creature, states in its description what sources can benefit it.
at the start of your turn you can roll the listed
recharge dice for your melee, grenade, and super Targets
ability. You roll each recharge die once. If you roll
your recharge value or higher, you regain one charge A typical Light ability requires you to pick one or
of that Light ability, up to the maximum number of more targets to be affected by the Light ability. A
charges you can have for that ability. You can do this Light ability’s description tells you whether it targets
once for each Light ability for which you are missing creatures, objects, or a point of origin for an area of
at least one charge. For example, if you start your effect (described below).
turn missing your grenade ability charge and your
melee ability charge, you can make one grenade Unless a Light ability has a perceptible effect, a
recharge roll and one melee recharge roll. creature might not know it was targeted by a Light
ability at all. An effect like crackling lightning is
Other sources, such as a weapon perk or class obvious, but a more subtle effect, such as an
feature, may allow you to make additional recharge attempt to read a creature's thoughts, typically goes
rolls under different conditions. unnoticed, unless a Light ability says otherwise.
Bonuses to Recharge Rolls A Clear Path to the Target
Some features, perks, or other sources may give you To target something, you must have a clear path to
positive or negative bonuses to a Light ability’s it, so it can't be behind total cover. If you place an
recharge roll. Add these bonuses to the result of area of effect at a point that you can't see and an
your recharge roll to determine if you meet or obstruction, such as a wall, is between you and that
exceed your recharge value. point, the point of origin comes into being on the
near side of that obstruction.
If you have advantage on a recharge roll, you roll
your recharge die twice and take the higher result. If Targeting Yourself
you have disadvantage on a recharge roll, you roll
your recharge die twice and take the lower result. If a Light ability targets a creature of your choice,
you can choose yourself, unless it must specifically
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be a creature other than you. If you are in the area which the Light ability’s energy erupts. The rules for
of effect of a Light ability you cast, you can target each shape specify how you position its point of
yourself. origin. Typically, a point of origin is a point in space,
but some Light abilities have an area whose origin is
Overlapping Areas a creature or an object.
The effects of the same Light abilities on the same A Light ability’s effect expands in straight lines
space or target don't combine. Instead, the most from the point of origin. If no unblocked straight line
potent effect—such as the highest damage roll— extends from the point of origin to a location within
from those castings applies while their areas the area of effect, that location isn't included in the
overlap, or the most recent effect applies if the ability’s area. To block one of these imaginary lines,
castings are equally potent and their areas overlap. an obstruction must provide full cover.
For example, if a 13th-level Stormcaller casts a Cone
pulse grenade on the same space that a 5th-level
Stormcaller’s pulse grenade occupies, any creature A cone extends in a direction you choose from its
affected by the grenades would only take the point of origin. A cone's width at a given point along
damage of the 13th-level Stormcaller’s grenade. its length is equal to that point's distance from the
point of origin. A cone's area of effect specifies its
Areas of Effect maximum length.
Light abilities such as Vortex and Ward of Dawn A cone's point of origin is not included in the
cover an area, allowing them to affect multiple cone's area of effect, unless you decide otherwise.
creatures at once.
Cube
A Light ability’s description specifies its area of
effect, which typically has one of five different You select a cube's point of origin, which lies
shapes: cone, cube, cylinder, line, or sphere. Every anywhere on a face of the cubic effect. The cube's
area of effect has a point of origin, a location from size is expressed as the length of each side.
Drawing On A Grid
How you draw an area of effect on a grid differs depending on if the effect describes its area with a radius, such as
the storm grenade, or if it declares the area as a diameter, such as the vortex grenade. The diagram below shows
how to draw both of these areas assuming you have a traditional 5-foot grid. If an effect’s area touches a gridspace,
all targets in that gridspace are affected by it.
Radius. You draw the area of the effect starting from the center of a gridspace and measuring outward in all
directions. Effects with a radius must be centered on a gridspace; you cannot position them along a gridline, or at
the intersection of two gridlines.
Diameter. The effect’s area must fit wholly within a square that has been drawn starting from the intersection of
two gridlines. The length of all the square’s sides must be equal in length to the diameter of the effect.
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CHAPTER 8: LIGHT ABILITIES
A cube's point of origin is not included in the the height of the Light effect. The energy in a
cube's area of effect, unless you decide otherwise. cylinder expands in straight lines from the point of
origin to the perimeter of the circle, forming the
Cylinder base of the cylinder. The Light ability’s effect then
shoots up from the base or down from the top, to a
A cylinder's point of origin is the center of a circle of distance equal to the height of the cylinder.
a particular radius, as given in the Light ability desc-
ription. The circle must either be on the ground or at A cylinder's point of origin is included in the
cylinder's area of effect.
Line
A line extends from its point of origin in a
straight path up to its length and covers an area
defined by its width.
A line's point of origin is not included in the
line's area of effect, unless you decide
otherwise.
Sphere
You select a sphere's point of origin, and the
sphere extends outward from that point. The
sphere's size is expressed as a radius in feet that
extends from the point.
A sphere's point of origin is included in the
sphere's area of effect.
Sweeping Line
A sweeping line extends from its point of origin in a
path up to its length. The path of the sweeping line
does not need to be straight, you can alter the
direction of the path at any point. The area of the
sweeping line then extends from every point on the
path back to the sweeping line’s point of origin.
A sweeping line's point of origin is not included
in the sweeping line's area of effect, unless you
decide otherwise.
Saving Throws
Many Light abilities specify that a target can make a
saving throw to avoid some or all of its effects. The
Light ability specifies the ability the target uses for
the save and what happens on a success or failure.
The DC to resist one of your Light abilities equals
8 + your Light ability modifier + your proficiency
bonus. Some Light abilities have special modifiers
they get to add to their saving throw DC, which will
be indicated in the Light ability’s description, if there
are any.
Attack Rolls
Some Light abilities require the caster to make an
attack roll to determine whether the effect hits the
intended target. Your attack bonus with a Light
ability attack equals your Light ability modifier +
your proficiency bonus. Some Light abilities have
additional, special modifiers they get to add to their
attack rolls, which will be indicated in the Light
ability’s description, if there are any.
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Sweeping line examples
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161 Dungeons & Destiny v1.1.3
CHAPTER 9: ADVENTURING
CHAPTER 9: ADVENTURING
A dventuring through the universe of Destiny retroactive bonus. You need to recalculate your
means undertaking missions and pursuing health for every level you have, using your new
other objectives both big and small. modifier.
Sometimes, you’ll be on a straightforward patrol in
the Cosmodrome, picking through the wreckage of The Character Advancement table summarizes
the Golden Age in search of resources and treasure the experience points you need to advance in levels
to support the City. Other times, you’ll be sent on a from level 1 through level 20, and the proficiency
strike to defeat a powerful enemy of humanity with bonus for a character of that level. Consult the
only a few hours to mount your attack. You might information in your character’s class and superclass
also find yourself entangled in a coup against the descriptions to see what other improvements you
Consensus government, lost in a Hive-infested pit, or gain at each level.
Lightless and on your own, your Ghost shattered and
your fireteam gone. Skills
This chapter covers the basics of adventuring life D&Destiny defines the available set of skills
in D&Destiny, from character advancement to how differently from base 5e. The following is the
Guardians regain Light abilities. D&Destiny skill list, and examples for how they
might be used. This section has been modified from
Character Advancement the 5e SRD.
This section is from the 5th edition SRD and has been Strength
edited for Dungeons & Destiny.
Strength is a measure of your physical aptitude, or
As your character goes on adventures and the physical power of your body. A high Strength
overcomes challenges, they gain experience, means you can lift more, run longer, and jump
represented by experience points. A character who higher. You can also use your Strength to break
reaches a specified experience point total advances objects or resist force being exerted on you.
in capability. This advancement is called gaining a
level. Athletics. Jumping over an obstacle, running long
distances, or forcing open a rusted door might all
When your character gains a level, their class call for a Strength (Athletics) check.
often grants additional features, as detailed in the
class description. Your superclass might also grant Dexterity
additional features. Some of these features allow
you to increase your ability scores, either increasing Dexterity is a measure of your fine motor skill. It is
two scores by 1 each or increasing one score by 2. how quickly and how accurately you can move your
You can’t increase an ability score above 20. In body, and how prepared you are to physically react
addition, every character's proficiency bonus to something. You don’t have to be strong to be
increases at certain levels. dextrous, and being dextrous is not always a sign of
physical strength.
When your Constitution modifier increases by 1,
your health point maximum increases by 1 for each Acrobatics. Whenever you call upon your ability
level you have attained. In other words, it is a to maintain your balance or use precise movements,
your Architect might have you make a Dexterity
Character Advancement (as shown in the 5th Edition SRD)
Experience Points Level Proficiency Bonus Experience Points Level Proficiency Bonus
11 +4
0 1 +2 85,000 12 +4
13 +5
300 2 +2 100,000 14 +5
15 +5
900 3 +2 120,000 16 +5
17 +6
2,700 4 +2 140,000 18 +6
19 +6
6,500 5 +3 165,000 20 +6
14,000 6 +3 195,000
23,000 7 +3 225,000
34,000 8 +3 265,000
48,000 9 +4 305,000
64,000 10 +4 355,000
Dungeons & Destiny v1.1.3 162
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Optional Rule: Invoking Passive Skills Wisdom
All skills have a passive score equal to 10 + any Wisdom is a measure of your intuition, your ability
modifiers you have to the skill. When you have to to work with nuance, and how well you can
make a skill check, your Architect may allow you to understand perspectives other than your own.
invoke your passive in the skill instead of making a Wisdom is called for when there is no clear answer,
roll. or when the answer can change based on the
details of the situation. Your ability to perceive
(Acrobatics) check. This could be for walking a those details is your Wisdom.
tightrope, slipping through a small opening quickly,
or navigating around security lasers. Animal Handling. You may need to make a
Wisdom (Animal Handling) check to calm a
Sleight of Hand. Your Architect might have you frightened dog, or to determine what a meowing
make a Dexterity (Sleight of Hand) check to cat wants from you.
determine how well you perform a card trick, pick a
lock, or slip an item from someone else’s pocket. Insight. If you think someone is trying to decieve
Ghosts might need to make a Dexterity (Sleight of you, or if you’re trying to predict what someone will
Hand) check to transmat items. do next, your Architect may have you make a
Wisdom (Insight) check to determine how well you
Stealth. Obscuring your presence or the read the situation.
presence of another person or object would call for
a Dexterity (Stealth) check. Perception. The Wisdom (Perception) skill may
be used whenever you’re using your senses of sight,
Intelligence smell, hearing, taste, or touch to learn something,
such as where a creature is hiding, or if a secret
Intelligence is a measure of your mental acuity. It ingredient is present in a food you’re tasting.
reflects how quickly and accurately you can store
and recall information, and your ability to reason. Religion. Wisdom (Religion) checks might be
Highly intelligent characters tend to do well in called for if you’re attempting to identify the site of
academics, but scholarliness is not the only ritual activity, perform a religious ceremony, or
measurement of intelligence. identify the practices of a secret cult.
Arcana. Attempting to detect the Light affinity of Survival. You may be asked to make a Wisdom
a creature, identifying artifacts, or interacting with (Survival) check if you’re attempting to navigate a
Hive spells all might call for an Intelligence (Arcana) raft down a stream, read an old-fashioned map,
check. cook food, or identify safe drinking water.
History. Whether you’re recalling details of your Charisma
previous mission or recollecting the history of an
entire race, an Intelligence (History) check can be Charisma is your force of self, how strongly and how
used to determine how much you can remember, effectively you can interact with others, and how
and how accurate the information you recall is. you exert your presence on the world.
Investigation. If you are trying to use deductive Deception. Remaining inconspicuous in a crowd,
reasoning to determine details of a situation, such lying to your superior officer, or trying to convince
as where someone hid their sparrow keys or which someone that hugging a cursed thrall is a good idea
beam, if broken, would collapse a building, you would all be appropriate situations for a Charisma
might be told to make an Intelligence (Investigation) (Deception) check.
check.
Intimidation. A Charisma (Intimidation) check
Medicine. Your Architect could have you make an can be used to scare someone into giving up
Intelligence (Medicine) check if you attempt to information or acting on your behalf, or otherwise
diagnose a sickness or administer a drug to using fear to affect someone’s decision.
someone. Intelligence (Medicine) is also used for
such things as stabilizing creatures, setting bones, or Performance. Your Architect might call for a
creating a vaccine. Charisma (Performance) check to determine how
well you play an instrument, act in a movie, or tell a
Nature. Whenever you have a need for story to a crowd.
knowledge of the natural world, your Architect
might have you make an Intelligence (Nature) check Persuasion. If you are trying to convince
to recall or learn that knowledge. This goes for someone to see things your way, your Architect
everything from identifying a plant to studying a might call for a Charisma (Persuasion) check.
newly discovered species of animal. Typically Persuasion isn’t used to convince someone
of something untrue, but to bring someone into
Technology. The Intelligence (Technology) skill agreement with something you actually believe
can be used whenever you’re dealing with any sort yourself.
of device or living machine, such as when building a
computer, writing a program, or operating a camera. Transmat
163 Transmat, or matter translocation, refers to any
technology of matter-energy conversion or spatial
CHAPTER 9: ADVENTURING displacement used to effectively teleport material
or people. Humanity developed transmat after the
Traveler’s arrival using advancements made possible
Dungeons & Destiny v1.1.3
by its paracausal phenomena, and Guardians still receive objects from within their range, and can
use those Golden Age systems and transmat more easily boost their bandwidth to accommodate
protocols. Other races, like the Eliksni and Cabal, larger objects.
have similar technologies, while the Vex and Hive
achieve similar effects with varieties of dimensional Scanners
manipulation.
‘Scanner’ is a catch-all term for any piece of
When attempting to transmat a person or object, technology that can detect and interpret another
the bandwidth of the local network determines the object or its surroundings. A medical scanner, for
maximum size that can be transmatted. A Large example, could interpret the structure of a creature
bandwidth allows for objects of a Large size or and cross-reference it with a database to report
smaller to be transmatted, for example. Most findings such as a high fever, a broken bone, or a
networks, particularly those in patrol zones, are only tumorous growth; a radio scanner could identify and
Small or Medium networks. It takes a significant interpret radio signals; an infrared scanner could
investment in resources for a Large or greater interpret the local heat readings of the environment
transmat bandwidth. and possibly identify creatures attempting to hide
from visual sight.
There are two main types of transmat network
structures: multi-node networks and single-node Scanners typically have a reliable range, and
networks. Multi-node networks are quantum- scans outside that range become exponentially less
capable, able to transmat almost any number of reliable the farther away the target is. They are also
objects at a time to any location within the network, prone to false readings and general equipment
but they need at least two nodes—one to send, one failure. This is especially true with multipurpose
to receive—in order to function. Multi-node scanners, or scanners with a very wide range.
networks are also limited to certain locations where
they may send or receive from, typically a Anti-scanning equipment—equipment designed
predetermined spot within range of the node. to cause false readings in certain types of scanners—
also needs to be kept in mind. Such equipment may
The range of the node will vary from node to not even be particularly sophisticated. For example,
node. The larger the range, the more valuable and an infrared scanner can be easily fooled with any
resource-intensive the construction of the node is. warm, human-shaped object. A very large burrito
The average quantum node can transmat objects could accomplish this.
within 10 feet of it.
Scanners As A Creature Sense
Single-node transmat networks have a limited
range and a much smaller maximum number of Scanners, when listed in a creature’s senses, indicate
objects they can move at a time. Typically, a single- the creature has the ability to use technology to
node network cannot reach a distance greater than interpret its surroundings. A creature with scanners
a few hundred feet from the node. However, they
are more versatile in terms of where they send or 164
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can detect objects and creatures within the range of Long Jump. When you make a running long
its scanners without the need for visual sight. jump, you perform a horizontal movement that
Scanners can penetrate most barriers, but scanners covers a number of feet up to your Strength score.
are blocked by 1 foot of stone, 1 inch of metals or When you make a standing long jump, you can only
alloys, or 3 feet of wood or dirt. Creatures with the cover half that distance. Either way, each foot you
living machine trait or feature are detected by clear on the jump costs 1 foot of movement.
scanners as living creatures.
Your Architect may decide your long jump
Movement requires a Strength (Athletics) check to not hit a low-
lying obstacle, such as a fallen log or parked
Swimming across a rushing river, sneaking down a sparrow, that is in the way of your long jump. The
ketch corridor, scaling a treacherous mountain standard DC for this is 10, though circumstances
slope—all sorts of movement plays a key role in your may call for a higher or lower DC. If your Architect
adventures. calls for this ability check and you fail, you hit the
obstacle and you land Prone at the end of your
Grounded and Airborne jump.
A creature or object that is flying, falling, hovering, High Jump. When you make a running high jump,
or mounted in the air (such as a shrieker) is you perform a vertical movement that has a
airborne. If a creature is not airborne, it is grounded. maximum distance equal to 3 + your Strength
modifier. When you make a standing high jump, you
If a creature is airborne but it does not have a only move half that distance. Either way, each foot
flying speed, or is unable to use or benefit from its you clear on the jump costs 1 foot of movement.
flying speed, attack rolls against it are made with
advantage. In some situations, your Architect might allow
you to make a Strength (Athletics) check to jump
Creatures who are airborne but are not flying, higher than you normally can. The standard DC for
hovering, or mounted in the air have disadvantage this is 11, though circumstances may call for a higher
on Strength and Dexterity saving throws they make, or lower DC. If you succeed, the maximum distance
and on all attack rolls they make. you can cover with a running high jump becomes
equal to 5 + your Strength modifier, and the
Creatures who are flying or hovering have maximum distance of a standing high jump is half
advantage on Dexterity saving throws they make. that.
If a creature or object is standing on a significant Airborne Jumping
structure that is airborne, but the airborne structure
provides a means for a creature or object on it to Risen creatures can use their Light to give them a
anchor its movement, the structure itself is boost while airborne, allowing them to do things like
considered airborne but the creatures and objects cross over difficult terrain or reach higher ledges
on the structure are not considered airborne. An with ease. There are many ways a Risen may
example of this is being aboard a jumpship in flight: become airborne. They might choose to make a high
the jumpship is airborne, but the crew and jump, they might jump off a cliff, or they might be
equipment aboard the jumpship are all not pushed skyward as a result of a hostile creature’s
considered airborne. action. Once airborne, the movement options
provided by the Risen’s Light are determined by the
Jumping superclass of the Risen.
There are two types of jumps: the long jump and the Hunter
high jump. Each jump is then further modified by
whether you were running or standing as you made Starting from the moment a Hunter becomes
your jump. In order for your jump to qualify as a airborne, the Hunter can choose to make up to two
running jump, you must have moved at least 10 feet additional jumps, both of which are always
on foot immediately before the jump. Otherwise, considered to be standing jumps unless the Hunter
your jump is a standing jump. becomes airborne by means of a running jump. In
that case, both jumps are always considered to be
You can extend your arms to help you grab onto running jumps.
objects or creatures you are jumping toward. The
length of your arms is half your body’s height. If you If the Hunter is falling when they choose to make
make a jump that puts you within arm’s length of a an airborne high jump, the number of falling
creature, you can perform a grapple, following all damage marks they have accumulated becomes 0.
the rules of a grapple like normal, to grab onto the Any additional distance they fall after making their
creature. airborne high jump accumulates marks of falling
damage like normal.
If performing your jump causes you to land in
difficult terrain, you must succeed on a DC 10 Whether airborne or not, a Hunter can always
Dexterity (Acrobatics) check to land on your feet. choose to use either their Strength or Dexterity
Otherwise, you land Prone. At your Architect’s score to determine the distance they can cover with
discretion, the DC for this ability check may increase a jump. When performing a jump that calls for a
or decrease depending on the specifics of the Strength (Athletics) check, a Hunter can make a
situation.
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Dexterity (Acrobatics) check instead. Teleportation
Titan Various character traits, class features, and other
sources may allow you to teleport. The distance and
Starting from the moment a Titan becomes conditions under which you are allowed to teleport
airborne, the Titan can make a special kind of jump will be described by the source, but in addition to
called a boost. While boosting, the Titan can move those conditions, by default you cannot teleport if
in any direction, but the direction they move you would have to move through a space you could
determines the amount of movement speed each not normally squeeze through to reach your
foot spent boosting costs. While moving in a teleportation destination. For example, you cannot
horizontal direction, each foot a Titan clears while teleport through a chainlink fence as a Medium
boosting costs 1 foot of movement speed; while creature, because you are too big to squeeze
moving vertically, each foot spent boosting costs 2 through the openings in the fence, nor could you
feet of movement speed; and while moving teleport through the keyhole of a door. At the GM’s
downward, each foot spent boosting costs half a discretion a Tiny creature could teleport through a
foot of movement speed. chainlink fence, because the openings in the fence
are usually just big enough for a Tiny creature to
Titans cannot alter the direction of their boost normally squeeze through.
while boosting, and they can only move a maximum
distance equal to their base walking speed while Some forms of teleportation do allow you to
boosting, which is measured from the moment the teleport to any destination within range. This will be
Titan begins boosting and carries over from one indicated in the description of that specific form of
round to the next. For example, if a Titan with a teleportation.
speed of 30 feet spent 20 feet of their movement on
one turn to boost, and then ended their turn still Zero-gravity Movement
boosting, they would only be able to spend 10 feet
of their movement to boost on their following turn. Guardians will often find themselves traversing the
vacuum of space. They might be traveling in a space-
If the Titan runs out boost distance on a turn, capable ship or exploring the boundaries of the Reef,
they begin falling and must become grounded or, if they're particularly unlucky, floating free in
before they can choose to boost again. space, waiting for someone or something to pass by.
If the Titan is falling when they choose to boost, Movement in zero-gravity conditions requires a
the number of falling damage marks the Titan has certain degree of finesse and practice to do well. It's
accumulated is halved. Any additional distance they one thing to push yourself along a corridor, but
fall after they end their boost accumulates marks of another to take advantage of every aspect of the
falling damage like normal. environment to move in a dynamic manner.
Warlock Speed
Starting from the moment a Warlock becomes Your speed in zero-gravity or microgravity conditions
airborne, the Warlock can make a special kind of is determined by the amount of force exerted on
jump called a glide. While gliding, the Warlock can you. When pushing off a hard surface, your speed is
move in a horizontal or downward direction, but equal to your Strength score. Objects such as fire
they cannot increase their vertical height. Warlocks extinguishers and jumpships can push you faster, at
can alter the direction of their glide while gliding. the discretion of your Architect. The theoretical
maximum speed of an object is the speed of light.
Each foot a Warlock clears while gliding costs 1
foot of movement speed. The Warlock can only Collisions
move a maximum distance equal to their base
walking speed while gliding, which is measured from If you collide with a hard surface, you must succeed
the moment the Warlock begins gliding and carries on a Strength (Athletics) or Dexterity (Acrobatics)
over from one round to the next. For example, if a check, or you take 1d6 bludgeoning damage for
Warlock with a speed of 30 feet spends 20 feet of every 10 feet of movement speed you have. The DC
their movement on one turn to glide, and then ends of this check is equal to 10, and increases by 1 for
their turn gliding, they would only be able to spend every 10 feet of movement speed you have. This is
10 feet of their movement to glide on their following not dependent on distance traveled: if your speed in
turn. zero gravity is 50 feet, and you moved 5 feet before
colliding with a hard surface, you would need to
If the Warlock runs out of glide distance on a succeed on a DC 14 Athletics or Acrobatics check, or
turn, they begin falling and must become grounded take 5d6 bludgeoning damage.
before they can choose to glide again.
Changing Direction
If the Warlock is falling when they choose to
glide, the number of falling damage marks they have When moving in zero gravity, you can only travel in
accumulated becomes 0. Any additional distance straight lines. You cannot change direction mid-
they fall after they end their glide accumulates movement without a level of force equal to your
marks of falling damage like normal.
166
Dungeons & Destiny v1.1.3
CHAPTER 9: ADVENTURING
speed to alter your trajectory. If you are moving at a in combat, a forced march, or other strenuous
relatively gentle speed (40 or less feet of movement activity, their travel can be considered a brief rest.
speed), this can be accomplished with a Light-
boosted jump, but you must touch a hard, anchored When a Risen creature completes a brief rest,
surface before you can use a Light-boosted jump they recover all their energy shield points.
again.
Short Rest
The faster your movement speed in zero gravity,
the more force is required to alter your path. A short rest is a period of downtime that lasts at
least 1 hour, during which your character does
Resting nothing more strenuous than eating, drinking,
reloading weapons, reading, or any other idle
Though Risen may come across as demigods to activities.
Lightless people, they can’t spend every hour of
every day in the depths of some pit of Darkness, Long Rest
fighting wave after wave of putrid evil. They do need
to rest, though how a Guardian defines a rest is very A long rest is an extended period of downtime that
different from your typical Ghostless adventurer. lasts for at least 8 hours, during which you may sleep
The terms below describe the types of rests or perform extended actions, such as fixing broken
Guardians perform. The short rest and long rest equipment, spending glimmer to program a new
sections are taken from the 5th Edition SRD. gun, or standing watch for no more than 2 hours. If
the rest is interrupted by strenuous activity—
Keep in mind that for any non-Risen creature, combat, 1 hour of walking, or similar adventuring
including your Ghost, the rules for resting and activity—the Guardian must begin the rest again to
recovering hit points during the rest are exactly as gain any benefit from it.
described by the core 5th edition rules.
You cannot benefit from more than one long rest
Brief Rest in a 24-hour period.
A brief rest is a very short period of downtime that Paracausal Force
lasts approximately 5 minutes. During a brief rest,
your character can perform quick actions such as The Light and the Darkness are in constant flux in
reloading their firearms or consuming a ration. Brief the universe, a continuous ebb and flow like the
rests can be completed while traveling to another tides of the sea. How you interact with your Light,
location if the travel time is approximately 5 minutes and your Ghost’s ability to heal or resurrect you
or longer. So long as your character does not engage from death, may be affected by the type of
paracausal force surrounding you.
Paracausal force is not a linear scale in which one
167 Dungeons & Destiny v1.1.3
CHAPTER 9: ADVENTURING
effect always leads directly into another, nor is the Special Effects
list of possible paracausal forces finite. The forces
listed below are simply the most commonly • A Risen creature must perform the Revive action
encountered. on your Ghost, after your Ghost has captured
your Light, in order for your Ghost to be able to
Abundant Light Zone resurrect you.
An abundant Light zone is an area where the Light is Oppressive Darkness Zone
so strong it is almost overwhelming, making Light
ability regeneration easy. Risen are at their absolute An oppressive Darkness zone is an area where the
best in an abundant Light zone. Most abundant Light Light is nearly or completely shut out or gone.
zones are artificially created for Mayhem-style Rarely, these zones exist as natural phenomena, but
Crucible matches. usually they are caused by some powerful entity.
Defeating that entity may mean destroying the
Special Effects Darkness in the area.
• It does not cost a Restoration point for your Special Effects
Ghost to resurrect or heal you.
• Your Ghost can capture your Light in an
• You are granted advantage on Light ability Oppressive Darkness zone, but it cannot revive
recharge rolls. you, even if another creature uses the Revive
action on your Ghost.
Light Zone
Skill Challenges
A basic Light zone is an area where the Light flows
freely and with at least equal, if not greater, Your Architect might utilize a special kind of
influence than the Darkness. Risen are quite strong encounter called a skill challenge. A skill challenge is
in Light zones: their Ghosts can resurrect them a complex, non-combat situation that engages the
easily, and they have little to fear in the way of skills of player characters. Each challenge has a goal
mortal injuries. and a DC. The goal could be something such as
persuading a diplomat to advocate for the group, or
Darkness Zone chasing down an adversary in a busy market street,
or to get out of a collapsing building before it falls on
A Darkness zone is an area where the flow of Light is you.
hindered or blocked in some way. The Light may be
stifled, or a creature may be siphoning the Light
away, leaving only Darkness behind.
Dungeons & Destiny v1.1.3 168
CHAPTER 9: ADVENTURING
The Process Skill Limits
Skill challenges start with the players being told Once a character makes a check with a skill, that
what their goal is, what the ideal checks for the goal character cannot use that skill again for the
are, and how many skill check successes they need remainder of the skill challenge.
to accumulate in order to complete their goal. Some
Architects may choose to reveal the DC of the skill Getting Help
challenge as well.
On your turn, you can forgo making a skill check and
Roll initiative using Intelligence as the modifier take the Help action to assist another character’s
applied to your d20, instead of Dexterity. Go through skill check instead. In order to do this, the character
the turn order like normal. On your turn, it’s up to taking the Help action must be proficient in the skill
you to decide which skill, tool, or toolkit you want themself. For example, if you are not proficient in
your character to use, then it is your job to explain the Survival skill, you cannot take the Help action to
to your Architect how your character is using that grant another character advantage on their Survival
skill, tool, or toolkit in relation to completing the check.
goal. If the Architect approves, make your check,
and if the check beats the DC of the skill challenge, Using Your Ghost
the group gains one success. If the check fails, the
group gains one failure. Most of the time, Ghosts can participate in a skill
challenge with you if they are outside the pocket
Regardless of difficulty, if the group accumulates backpack. A Ghost makes their skill check, or takes
three failures before accumulating the number of the Help action, on the same turn as their Guardian.
successes they need, the skill challenge is failed. All other rules apply as normal.
Ideal Checks Forgoing Your Turn
Each skill challenge comes with a list of ideal skills or If you do not make a skill, tool, or toolkit check on
toolkits for the challenge. For example, if the your turn, or if you forgo your turn in a skill
challenge is for the party to navigate through a challenge (willingly or not), you cause the group to
forest, the Architect may decide that the ideal accumulate one failure in the skill challenge.
checks are the Investigation skill, the Nature skill,
and the Survival skill. However, for a skill challenge Rolling a 1 or a 20 in a Skill
that requires the fireteam to fix a derelict vehicle, Challenge
the Architect may state the ideal checks are the
Technology skill, the History skill, and a vehicle If you roll a natural 20 on your skill check, you
toolkit. accumulate two successes instead of only one. If
you roll a natural 1, the skill check fails regardless of
A minimum of three ideal checks are needed for any modifiers.
every challenge, but there is no maximum. Any skill
or toolkit you attempt to use that is not on the ideal Modified Skill Challenges
check list is granted disadvantage in the skill
challenge. Sometimes, the rules for a skill challenge are
modified for individual challenges. Your Architect
Architect’s Law. As with all things, your Architect will discuss any special rules or modifications at the
has the authority to decide if a non-ideal check you time of the challenge. Some common modifications
make should not be granted disadvantage due to include:
outside factors or a particularly thoughtful or • Only Ghosts can participate in the challenge.
creative use of the skill or toolkit. Similarly, your • Failing a skill check results in taking an amount of
Architect can decide if an ideal check you make will
have disadvantage due to outside factors or poor damage.
application of the skill or toolkit. • Forgoing your turn does not cause the group to
Discussing the Ideal Check List. Talk to your accumulate a failure.
Architect if you think a skill, tool, or toolkit should be • There is no limit to the number of failures you
on the ideal check list, but really consider what it is
you’re doing first. For example, imagine a skill can accumulate, but each failure causes a
challenge where you are attempting to rebuild the drawback of some kind.
cockpit of your jumpship after an unfortunate • There is no limit to the number of successes you
accident with a very large burrito. Your Architect has can accumulate, and what you earn from the
stated the ideal checks are using a vehicle toolkit, an challenge is determined by how many successes
electronics toolkit, or the Technology skill. One you have when you finally accumulate three
might argue Deception should be used without failures.
disadvantage because you want to build a hidden
compartment into your dashboard. However, while Dungeons & Destiny v1.1.3
a hidden compartment is something deceptive, the
act of actually building such a compartment requires
knowledge of jumpships and expert engineering
skills, not Deception.
169
CHAPTER 9: ADVENTURING
Conditions Incapacitated
This section is taken from the 5e SRD and has been • An Incapacitated creature can't take actions or
modified to fit D&Destiny. reactions.
Conditions alter a creature's capabilities in a variety Invisible
of ways and can arise as a result of a spell, a class
feature, a monster's attack, or other effect. Most • An Invisible creature is impossible to see without
conditions, such as Blinded, are impairments, but a the aid of magic or a special sense. For the
few, such as Invisible, can be advantageous. purpose of hiding, the creature is heavily
obscured. The creature's location can be
A condition lasts either until it is countered (the detected by any noise they make, any tracks they
Prone condition is countered by standing up, for leave, by scent, or by scanners.
example) or for a duration specified by the effect
that imposed the condition. • Attack rolls against the creature have
disadvantage, and the creature's attack rolls have
If multiple effects impose the same condition on advantage.
a creature, each instance of the condition has its
own duration, but the condition's effects don't get Paralyzed
worse. A creature either has a condition or doesn't.
• A Paralyzed creature is Incapacitated (see the
The following definitions specify what happens condition) and can't move or speak.
to a creature while it is subjected to a condition.
• The creature automatically fails Strength and
Blinded Dexterity saving throws. Attack rolls against the
creature have advantage.
• A Blinded creature can’t see, can’t begin Aiming
(see the condition), and automatically fails any • Any attack that hits the creature is a critical hit if
ability check that requires sight. the attacker is within 5 feet of the creature.
• If a creature is Blinded while Aiming, the Aiming Petrified
condition immediately ends for them.
• A Petrified creature is transformed, along with all
• Attack rolls against the creature have advantage, objects they are wearing or carrying, into a solid,
and the creature’s attack rolls have disadvantage. inanimate substance (usually stone). Their weight
increases by a factor of ten, and they cease
Charmed aging.
• A Charmed creature can't attack the charmer or • The creature is Incapacitated (see the condition),
target the charmer with harmful abilities or can't move or speak, and is unaware of their
magical effects. surroundings.
• The charmer has advantage on any ability check • Attack rolls against the creature have advantage.
to interact socially with the creature. • The creature automatically fails Strength and
Deafened Dexterity saving throws.
• The creature has resistance to all damage.
• A Deafened creature can't hear and automatically • The creature is immune to poison and disease,
fails any ability check that requires hearing.
although a poison or disease already in their
Frightened system is suspended, not neutralized.
• A Frightened creature has disadvantage on ability Poisoned
checks and attack rolls while the source of their
fear is within line of sight. • A Poisoned creature has disadvantage on attack
rolls and ability checks.
• The creature can't willingly move closer to the
source of its fear. Prone
Grappled • A Prone creature’s only movement option is to
crawl, unless they stand up and end the
• A Grappled creature's speed becomes 0, and they condition.
can't benefit from any bonus to their speed.
• The creature has disadvantage on attack rolls.
• The condition ends if the grappler is • Attack rolls against the creature have
Incapacitated (see the condition).
disadvantage if the attacker is not Aiming, or if
• The condition also ends if an effect removes the the attacker is not within 5 feet of the creature. If
Grappled creature from the reach of the grappler the attacker is within 5 feet of the creature, the
or grappling effect, such as when a creature is attacker has advantage on its attack roll.
hurled away.
Dungeons & Destiny v1.1.3 170
CHAPTER 9: ADVENTURING
Restrained • Burning creatures have disadvantage on their
attack rolls.
• A Restrained creature's speed becomes 0, and
they can't benefit from any bonus to its speed. Combat-prone
• Attack rolls against the creature have advantage, • A Combat-Prone creature’s only movement
and the creature's attack rolls have disadvantage. option is to crawl, unless they stand up and end
the condition.
• The creature has disadvantage on Dexterity
saving throws. • It costs no movement for a Combat-Prone
creature to begin Aiming with a medium- or long-
Stunned range firearm.
• A Stunned creature is Incapacitated (see the • Combat-Prone creatures have disadvantage on
condition), can't move, and can speak only attack rolls they make, unless the attack is with a
falteringly. firearm or ranged weapon with a medium- or
long-range scope.
• The creature automatically fails Strength and
Dexterity saving throws. • Attack rolls against the creature have
disadvantage if the attacker is not Aiming, or if
• Attack rolls against the creature have advantage. the attacker is not within 5 feet of the creature. If
the attacker is within 5 feet of the creature, the
Unconscious attacker has advantage on its attack roll.
• An Unconscious creature is Incapacitated (see Electrified
the condition), can't move or speak, and is
unaware of their surroundings • An Electrified creature has their speed halved.
• At the start of the creature’s turn, they must roll
• The creature drops whatever they are holding
and falls Prone. a d6. On a roll of 3 or lower, the creature
becomes Paralyzed until the start of their next
• The creature automatically fails Strength and turn, or until the Electrified condition ends for
Dexterity saving throws. them, whichever happens first.
• Attack rolls against the creature have advantage. Empowered
• Any attack that hits the creature is a critical hit if
• Empowered comes in one of three stages: Stage
the attacker is within 5 feet of the creature. 1, Stage 2, or Stage 3. You only take into
consideration the highest stage of empowerment
D&Destiny Conditions you have at any given time. Empowerment stages
do not stack.
Several additional conditions are unique to
D&Destiny. These conditions alter a creature’s • An Empowered (Stage 1) creature can increase
capabilities in a variety of ways and can arise as a the damage of weapon attacks they make for
result of a Light ability, a class feature, a monster’s their Attack action by 1d4. At Stage 2 this
attack, or other methods. becomes an increase of 1d6, and at Stage 3 it
becomes an increase of 1d8.
Active Camouflage
Suppressed
• A creature under the effects of active camouflage
is Invisible (see the condition). • A Suppressed creature cannot cast a Light ability,
cannot cast a spell, and cannot make recharge
• If the creature makes an attack roll, damage roll, rolls.
or causes a target to make a saving throw, the
condition immediately ends after applying • If a creature is Suppressed while concentrating,
relevant effects to the attack roll, damage throw, their concentration immediately ends.
or saving throw.
• Creatures cannot begin concentrating on
Aiming anything while Suppressed.
• A creature that is Aiming when they take a shot Tethered
with a weapon with scope ranges can take that
shot normally up to the weapon’s extended • A Tethered creature is Suppressed and Weakened
range. They can also take a shot against a target (see the conditions).
within the weapon’s maximum range, but that
attack is granted disadvantage. • If a creature is moved out of range of the source
of the effect, they are no longer Tethered.
• A creature that is Aiming cannot make
opportunity attacks. Weakened
Burning • If a creature has a resistance to a damage type, it
loses that resistance while Weakened.
• A Burning creature cannot recover health points
or energy shield points. Dungeons & Destiny v1.1.3
171
CHAPTER 9: ADVENTURING
• The creature makes attack rolls and ability
checks with disadvantage.
Exhaustion
Some special abilities and environmental hazards,
such as starvation and the long-term effects of
freezing or scorching temperatures, can lead to a
special condition called exhaustion. Exhaustion is
measured in six levels. An effect can give a creature
one or more levels of Exhaustion, as specified in the
effect's description.
If an already exhausted creature suffers another
effect that causes Exhaustion, their current level of
Exhaustion increases by the amount specified in the
effect's description.
A creature suffers the effect of their current level
of Exhaustion as well as all lower levels. For
example, a creature suffering level 2 Exhaustion has
their speed halved and has disadvantage on ability
checks.
An effect that removes Exhaustion reduces its
level as specified in the effect's description, and all
exhaustion effects end if a creature's Exhaustion
level is reduced below 1.
Finishing a long rest reduces a creature's
Exhaustion level by 1, provided the creature has
also ingested some form of sustenance appropriate
for their species.
Effects of Exhaustion
Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving
4 Health and shield point maximums halved
5 Speed reduced to 0
6 Death
Dungeons & Destiny v1.1.3 172
CHAPTER 9: ADVENTURING
Modifiers
As you delve into strange and untamed Light and Darkness zones, you may come across an area where the
forces of Light and Darkness are actively clashing with each other, creating what is colloquially referred to as a
‘modifier’ to the area. These paracausal effects can be both beneficial and harmful, and sometimes
astounding—or terrifying.
Modifiers only apply to creatures while they are in the area of those modifiers’ effects.
d100 Modifier Effect
1–3 Airborne
4–6 Aligned Creatures that deal damage while airborne deal twice as much damage.
7–9 Arc Burn All Risen creatures must roll a d6 to determine the alignment their energy shields become
10–12 Attrition (1–2: arc; 3–4: solar; 5–6: void).
13–15 Berserk
Double the amount of arc or lightning damage dealt.
16–18 Big Bang
19–21 Blood Bound Halve the amount of healing from any source.
22–24 Burdened All creatures become immune to being Stunned, have disadvantage on Wisdom saving
throws, and must succeed on a DC 12 Wisdom saving throw at the start of their turn or
25–27 Buzzkill they become enraged, attacking the nearest living target they can see until they or the
target dies. Each creature can repeat the saving throw at the end of each of their turns,
28–30 Catapult ending the effect on themself early on a success. Creatures who succeed on their saving
31–33 Endless throw, or who kill their target, become immune to this modifier for the next 24 hours.
34–36 Exposure
37–39 Fatigue Firearms with the Payload property have the radius of their payload increased by 5 feet.
40–42 Grounded If a creature has an ally within 30 feet of it, and that ally takes damage, the amount of
43–45 Heavyweight damage dealt is halved, but both the creature and its ally take the damage. This damage
46–48 Hide and Seek overcomes resistances.
49–51 Juggler Creatures accumulate one level of exhaustion every hour. This exhaustion can only be
removed by resting outside the effect of this modifier.
52–54 Light's Out
55–57 Lightswitch An enraged swarm of bees forms of Light and Darkness, and will attack the nearest
58–60 Match Game creature it can see. All creatures are considered allergic to its stings.
61–63 Musical Chairs All creatures have advantage on grenade recharge rolls.
64–64 Nightfall Creatures gain advantage on any concentration checks they make.
65–67 Powercut Creatures take 1d6 force damage at the start of each of their turns.
68–70 Prism
If a creature moves more than 15 feet on their turn, or teleports more than 15 feet on their
71–73 Rainbow Burn turn, they must make a DC 13 Constitution saving throw. On a failed save, they gain one
level of exhaustion.
Creatures that take damage while airborne have the damage they take doubled.
All creatures are granted advantage on Strength (Athletics) checks.
All creatures gain the effects of active camouflage at the end of their turn, which lasts until
the start of their next turn.
If a creature makes two or more attacks with the same weapon on their turn, they must
roll a d20 at the end of their turn. On a roll of 9 or less, the weapon is disabled for the next
minute.
Halve the amount of arc, solar, or void damage dealt.
Double the damage dealt with melee weapon attacks and melee Light abilities.
Creatures with elemental-aligned energy shields (arc, solar, or void) are resistant to all
damage except the alignment type of their energy shields. In addition, they are not
vulnerable to damage matching the alignment type of their energy shields.
If a creature physically moves more than half their movement on their turn, they must
succeed on a DC 12 Dexterity saving throw or fall Prone at the end of their turn.
Creatures that are reduced to 0 hit points immediately accumulate 3 failed death saving
throws or RTL saving throws.
Halve the amount of arc or lightning damage dealt.
On initiative 20, losing all ties, roll a d6 to determine the benefit creatures gain for the next
round. 1–2: solar burn, 3–4: arc burn, 5–6: void burn.
The area gains the effects of the arc burn, solar burn, and void burn modifiers
simultaneously.
173 Dungeons & Destiny v1.1.3
CHAPTER 9: ADVENTURING
d100 Modifier Effect
71–73 Rainbow Burn
The area gains the effects of the arc burn, solar burn, and void burn modifiers
74–76 Replete simultaneously.
77–79 Solar Burn
80–82 Specialist Halve the amount of necrotic or void damage dealt.
83–85 Sundown Double the amount of fire or solar damage dealt.
86–88 Time Warp
The first time a creature starts their turn within this modifier, they must choose one
89–91 Trick Room weapon. This is the only weapon they are considered proficient with while affected by this
92–94 Trickle modifier.
95–97 Unfocused
98–100 Void Burn Halve the amount of solar or fire damage dealt.
Roll a d6. On 1–3, the speed of all creatures is halved. On 4–6, the speed of all creatures is
doubled.
Invert the initiative order.
All Light ability recharge rolls are granted disadvantage.
No creature can benefit from the Aiming condition.
Double the amount of necrotic or void damage dealt.
Dungeons & Destiny v1.1.3 174
CHAPTER 9: ADVENTURING
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