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Published by icblake03, 2021-09-06 17:19:06

DnDestiny Players Guidebook

1_DnDestiny_PlayersGuidebook_v1.1.2

PLAYER’S GUIDEBOOK

A FREE RE-IMAGINING OF 5TH EDITION TO FIT THE
DESTINY SETTING

Creator: Product Iden�ty: The following items are hereby
Stacy Poor iden�fied as Product Iden�ty, as defined in the Open
Game License version 1.02, Sec�on 1(e) and are not
Editor and Lead Writer: Open Content: Velvet Fang, Velvet Fang logo. All
Mar�n Souza trademarks, registered trademarks, proper names
(characters, dei�es, etc.), dialogue, plots, storylines,
Ar�sts: loca�ons, characters, artwork, and trade dress not
Charlie Eliasson previously been designated as Open Game Content
Lauren Bagley or are in the public domain are not included in this
designa�on.
Rules Development: Open Content: Except for material designated as
Elias Thorn Product Iden�ty (see above), the game mechanics of
this game product are Open Game Content, as
Assistant Project Manager: defined in the Open Gaming License version 1.0a
Yumi Colón Sec�on 1(d). No por�on of this work other than the
material designated as Open Game Content may be
Cover Illustrator: reproduced in any form without our wri�en
Charlie Eliasson permission.
Dungeons & Des�ny is published under the Open
Addi�onal Interior Illustrators: Game License version 1.0a Copyright 2000 Wizards
Em Kief (gcinkdraws.tumblr.com), Brice Morgan of the Coast, Inc. It is a not-for-profit labor of love
(instagram.com/sketchma�ers), Nagunkgunk produced solely for entertainment purposes that
(@nagunkgunk), Oricalcon (@Oricalcon), contains works inspired by Bungie’s video games
AviixeArt (@AviixeArt) Des�ny (2014) and Des�ny 2 (2017).
© Bungie, Inc. All rights reserved. Des�ny, the
Addi�onal Contributors: Des�ny Logo, Bungie and the Bungie logo are among
Mothyards (themothyards.tumblr.com), Phoenix the trademarks of Bungie, Inc.
“Orewing” Hayes, Flynn Krusemark © 2020, Velvet Fang. All rights reserved.
This document is NOT for resale. Permission granted
With Special Thanks to our Volunteer Architects: to print or photocopy this document for personal
Slashseeker, Sanity, Cream, Teca�n, ZiDaRose, use only.
Ambipomfan, Weeb-Thanos, Emerald, Ahri,
Tenrouken, Docmonday, Foxficandink, Lich,
Sonashot, undead dri�er, Sandman, Short Fuse,
Actus Reus, Alexi, messerefingers, Pieman99,
Sathona, Dinklebot, horsedolphin, Kyralith,
Spar�cus147, Vulkax

Dungeons & Des�ny v1.1.2

T CABLE OF ONTENTS

Chapter 1: Races 4 Chapter 5: Equipment 118
Awoken 5 Wealth & Glimmer 118
Exo 8 Engrams 118
Human 11 Weight Limit 119
Cabal 13 Armor 119
Eliksni 16 Ghost Shells 121
Krill 19 Weapons 121
Psion 21 Firearms 123
Vex 23 Additional Gear 127
26 Toolkits 129
Chapter 2: Classes 26 Vehicles 130
Superclass 28 Chapter 6: Customization
Grenade Descriptions 33 Weapon Upgrades 136
Gunslinger 39 List of Perks 136
Bladedancer 45 Armor Reinforcement 140
Nightstalker 53 Chapter 7: Combat 144
Striker 59 Actions in Combat
Defender 65 Ghost Actions 146
Sunbreaker 73 Attacking with Firearms 146
Voidwalker 83 Damage and Shields 147
Sunsinger 89 Combat-prone 148
Stormcaller 98 Cover 150
98 Concentration 153
Chapter 3: Ghosts 98 Chapter 8: Light Abilities 153
Creating Your Ghost 98 What is a Light Ability? 153
Ghost Traits 102 Casting a Light Ability
Ghost Features 102 Light-constructed Weapons 156
104 Targets 156
Chapter 4: Character Details 107 Chapter 9: Adventuring 156
Character Appearance 107 Character Advancement 157
Personality Details 108 Skills 157
Your Death 108 Transmat
Languages 162
Background Scanners 162
Foundations Movement 162
Resting 163
Paracausal Force 164
Skill Challenges 165
Conditions 167
Modifiers 167
168
170
173

Dungeons & Des�ny v1.1.2

INTRODUCTION

I magine a world of swords and sorcery. Imagine a More than that, dying can be an invaluable tool.
world of great kings and vicious tyrants, their Do you need to clear a minefield? Walk forward,
armies clashing on the ba�lefield, swords step on a mine, wait for Ghost resurrec�on, repeat.
clanging and storms of arrows flying. Imagine epic
heroes facing down a fire-breathing dragon in the Have you contracted pneumonia from a long
ruin of an ancient castle. Imagine a world filled with night in the wilds without any armor or shelter?
mystery, wonder, and magic, with an adventure Arrange a quick death for yourself, and let your
wai�ng around every turn. Ghost resurrect you. You’re s�ll stuck with no armor
and no shelter, but your pneumonia is gone and you
Tyrone (the Game Master, or Architect): A�er can press forward again. Rinse and repeat un�l you
picking your way through the Venusian reach safety.
jungles, you arrive at a cliff overlooking a
decrepit barren valley. Blue flames spout from You and your fireteam might end up in a firefight
cracks in the earth, and thick clouds of smoke with someone dying once every round and you’re
and ash obscure your view. You can just barely
make out a massive shape in the sky. Tyrone: OK, Alex, you hold out your hands and
your Ghost transmats your sniper rifle into
Alex (playing Mika): I want to get my sniper rifle them. When you link the scope to your visor,
from my Ghost and use the scope to see if I you get an approximate outline of the shape
can get a be�er view of the thing floa�ng thanks to the onboard computer.
here.
Alex: Do I recognize it?
Sasha (playing Horus-4): There are blue flames in Tyrone: Make an Inves�ga�on check, or a
the valley? Is this an ac�ve volcano? I’m going
to jump off the cliff and find out. Percep�on check.
Alex: OK, I’m using Inves�ga�on. I rolled a 12.
Dungeons & Des�ny isn’t too different from that Tyrone: You recognize the outline of a Fallen
world. You just need to reload your sword.
ketch.
While 5e games tend to revolve around Sasha: What do I find out?
prehistorical or early historical fantasy se�ngs, Tyrone: That from the height you jumped, you
Dungeons & Des�ny (‘D&Des�ny’) is set in a
futuris�c, post-apocalyp�c landscape rife with terror take 48d6 bludgeoning damage.
and wonder in equal measure. The people of this Sasha: Damn. Well, we’re s�ll in a Light zone,
universe have access to technologies like
interplanetary travel and tablet computers, but may right?
also find themselves relying on ancient maps and Tyrone: No.
old compasses to get around. And the player Sasha: What?
characters, known as Risen, Guardians, or Tyrone: You didn’t check before you made your
Lightbearers, are essen�ally demigods capable of
coming back from the dead over and over and over leap. You fell into a Darkness zone, you’ll need
again. to wait before your Ghost can resurrect you.

Of Life and Death s�ll winning the fight. Lightbearers can come back
from the dead; others cannot.
When you’re playing 5e, every hit ma�ers. Every hit
point lost puts you one step closer to being Except, of course, when you can’t.
unconscious, and when unconsciousness happens, it
could very well spell the end of your character’s Of Light and Darkness
progression in that campaign.
D&Des�ny introduces a number of new mechanics
But when you’re playing D&Des�ny, falling specific to running a campaign set in the Des�ny
unconscious and even outright dying is prac�cally a universe. The first is the paracausal force mechanic,
scheduled affair. Lightbearers have the equivalent of which alters the way the game is played in subtle yet
a flying, talking wish in the form of a �ny construct, profound ways. For example, in a Light Zone,
a Ghost, that follows them around, opens doors, and Lightbearers can be resurrected whenever and
can be used almost without limit to bring them back however many �mes they need to be. But in an
from the dead. Dying might as well be breathing, or Oppressive Darkness Zone, a Lightbearer cannot be
blinking, or sighing dejectedly at the ac�ons of other resurrected at all: if they die, they’re stuck being
players: it just happens. dead un�l the paracausal force changes.

1 Every type of paracausal force covers an area.
The area may be big, such as the length and breadth
INTRODUCTION of a metropolitan city, or a con�nent, or an en�re
planet—or it may be small, such as a single pool of
Light at the center of a monster’s lair.

Dungeons & Des�ny v1.1.2

So long as your Ghost survives and makes it to an modifies the 5th edi�on core rules, this book is not a
area where it can resurrect you, you will come back. complete replacement or source of those rules.
An Oppressive Darkness Zone may put the fear of
mortality into your heart, but it is your job, a�er all, If a rule present in D&Des�ny contradicts a 5th
to be the hero that delves into that Darkness and edi�on core rule, the D&Des�ny rule supersedes the
purges it. You do this for the hope of humanity’s 5th edi�on rule.
future—and for some really cool trophies.
If you ever have any ques�ons, comments, or
Using This Book concerns about anything in this book, please feel free
to bring it to the a�en�on of the D&Des�ny team.
In order to play Dungeons & Des�ny, you will need Whether by pos�ng in the Discord server, using the
an understanding of the 5th edi�on core rules. feedback form, or contac�ng us through our Twi�er,
While there are some areas of gameplay where there is always a way to voice your opinion and have
Dungeons & Des�ny significantly builds upon or it be heard.

We LOVE feedback, so please don’t hesitate to
send it our way! And most of all...

THANK YOU FOR YOUR LOVE AND SUPPORT

OF

DUNGEONS & DESTINY!

Dungeons & Des�ny v1.1.2 2

INTRODUCTION

3 Dungeons & Des�ny v1.1.2

CCHHAAPPTTEERR12::RCALCAESSSES

CHAPTER 1: RACES

T he universe of Des�ny presents a vast and reasons for why your character might be different,
deep se�ng crowded with characters of many and if you check your changes with your Architect.
races and cultures. Its varied loca�ons host all
kinds of people, both among the survivors of Humanity Beyond Humans
humanity and the numerous alien species that have
come to occupy the Sol system. The term ‘human’ can have variable meaning
depending on context. Usually, ‘human’ refers only
Consider all the varia�ons among these peoples, to homo sapiens, the human species that evolved on
even among those of the same race. Imagine a the planet Earth. During the Golden Age,
smuggler’s market in the Reef, nestled into a significantly modified or augmented people, such as
tethered asteroid floa�ng in perpetual twilight, quiet Exos, came to be called ‘neohumans.’ Later usage
on the surface but bustling inside with scavengers, extended this label to the Awoken as well. Thus
pirates, and the rangers sent to dispatch them. while both Exos and Awoken are broadly considered
Humans, neohumans, and aliens haggle over human in the sense of belonging to humanity
glimmer and goods, while heavily built Exos work collec�vely, usually the phrase ‘humans and
alongside gaunt, houseless Eliksni to shi� cargo. A neohumans’ is used to specifically include them
stout Ree�orn Awoken bounty hunter chases down alongside homo sapiens.
a one-armed Cabal deserter who has evaded her for
years, while an Earthborn Awoken Guardian Unconventional Races
observes from a shadowed alcove.
When you play D&Des�ny, you need not necessarily
All this poten�al complexity and diversity is limit yourself to Des�ny canon. That is why you’ll
available to you in choosing your character’s race find characteris�cs for unconven�onal Lightbearers
and related details. This chapter presents basic belonging to the Eliksni, Cabal, psion, Vex, and krill
background informa�on and gameplay species. Homebrewing your own race, or using a
characteris�cs to inform your selec�on. race from other sources, is also an op�on. Just make
sure you’ve cleared your choice of race with your
Choosing a Race Architect and the other members of your fireteam.
Some people want to play a canon campaign, some
Humans, Exos, and Awoken are canonically the races don’t—neither is wrong! But you’ll have more fun if
that comprise the popula�on of Lightbearers. Your everyone is in agreement at the start.
choice of race establishes the first building blocks of
your character and gives them quali�es that may When crea�ng an unconven�onal Lightbearer,
affect your Guardian’s journey in subtle but you will likely need to give extra a�en�on to
substan�al ways. No ma�er what race you pick, it is considering how they became a Lightbearer, or what
always worthwhile to consider what sets your circumstances led to a Ghost being able to resurrect
character apart from other members of their race, this member of a nonhuman race. You will also need
and why they might have been chosen to be to consider how your unconven�onal Lightbearer
resurrected as a Lightbearer. Strict adherence to the regards humanity, and what it means to them to be
listed characteris�cs isn’t required if you have good a Lightbearer. If your Architect and fellow players are

Dungeons & Des�ny v1.1.2 4

CHCAPHTAEPRTE2R: 1C:LRASASCEESS

Awoken

“‘Sterile.’ ‘Split-souled.’ ‘Stuck between
light and dark.’ You think I haven’t heard it
all, and worse? You think I don’t notice
people staring? I know how my skin looks,
my eyes. I don’t know how we got like this,
what changed us. But I do know we’re still
human.” —An Earthborn Awoken on the
Pilgrim Road

A neohuman subspecies born during the Collapse, at
the very moment and at the very boundary of the
cosmos-shaking clash between the Traveler’s Light
and the encroaching Darkness. One shipful of
spacefaring humans present by chance at this
inconceivable nexus were changed by their exposure
to the otherworldly forces at play, and translated
into a new people, touched by the paracausal
powers that pressed upon them.

People of Starlight

Awoken anatomy is structurally no different from
that of homo sapiens, but several superficial
characteris�cs are radically divergent. Most
prominently, their skin pigmenta�on is expressed
mostly in grey, blue, and purple tones, ranging from
rich shades composed of those colors to extreme
paleness. Awoken skin also presents an otherworldly
subcutaneous glow which flows in regular organic
pa�erns. The irises of their eyes are strongly
luminescent, and take on a greater variety of vivid
colors than typical human eyes, ranging from sharp
blues and greens to bright red and orange, or even
shining purple or silver. Their hair also grows
naturally in bright, drama�c colors, and even when
dark or muted it typically shows colorful
undertones.

Between Darkness and Light

All Awoken are descendants or s�ll-living survivors
of the 891 crewmembers and 40,000 colonist
passengers of Yang Liwei, the Golden Age colony
ship designated Exodus Green. During its
accelera�on toward the heliopause, the ship was
caught at the inters�ce between the oncoming
Darkness and the farthest point where the Traveler
extended its Light in defense of humanity. At this
brink, the cataclysmic concurrence of godlike
powers concentrated so intensely resulted in an
energy density great enough to severely warp space,
forming an event horizon that swallowed Yang Liwei
and its crew like a sea-monster of space�me.

Yet within this inescapable enclosure, instead of
infinitely crushing oblivion, a new world took shape.
Touched by both the Darkness and the Light, the
mind of Mara Sov, first of the Yang Liwei crew to
enter the newborn singularity, gained an

5 Dungeons & Des�ny v1.1.2

CHAPTER 1: RACES

unaccountable power to shape the parameters of a Awoken are sensi�ve to paracausal powers, and
subsidiary space�me. In this fresh universe, its their innate grasp of such effects enabled their
passage of �me vastly accelerated rela�ve to the science and technology to develop to the point of
outside, an en�rely new, unblemished cosmic appearing magical. Relatedly, all Awoken are at least
history unfolded. A�er untold eons, the people of loosely bound by a psychic connec�on to Mara Sov,
Yang Liwei, transfigured by their passage into the a mysterious a�ereffect of her imprinta�on upon
universe they would come to call the Distributary, the Distributary. Even Earthborn who know nothing
began to return to physical embodiment, and of the Awoken’s origins or existence in the Reef feel
awaken into new lives. a quiet pull toward space, and the region where the
Queen resides.
An en�re civiliza�on of immortal Awoken sprang
up and flourished for millennia within the Awoken Traits
Distributary while the ashes of the Collapse se�led
and grew cold in the universe outside. While most All Awoken share certain traits, whether born in the
adhered to the so-called Sanguine belief that the Distributary, the Reef, or even as hybrid offspring of
Awoken were perfectly free to enjoy their happy Earthborn and humans.
eternity, Mara Sov waged a longsighted influence
campaign to convince some of them to return to Ability Score Increase. One ability score of your
their original universe to aid humanity’s survivors, choice increases by 2, and a different ability score of
even if leaving would cost them their immortality. your choice increases by 1.
A�er a long and terrible upheaval, Mara and her
followers built a fleet of transdimensional ships to Age. Awoken a�ain physical maturity at the same
cross back over the event horizon. They arrived to rate as humans, and appear as developed adults at
find Earth in a benighted Dark Age, and the system 20–30 years of age. Although they are no longer
beset by the invading Fallen, and so concealed immortal, Awoken lifespans can s�ll be
themselves in the Reef—where Mara Sov would extraordinarily long.
become queen, guiding the Awoken as they set
about building a new society in hiding. Size. Like humans, Awoken stature tends to fall
between 5–7 feet, with weight varying accordingly.
Reefborn and Earthborn Of course, smaller and larger individuals are not
unheard of. Your size is Medium.
A�er establishing themselves in the Reef, many
Awoken felt they should proceed to Earth Speed. Your base walking speed is 30 feet.
immediately to assist the struggling remnant Languages. Awoken in the Distributary simply
popula�ons there, rather than bide their �me called their language Speech, but they subsequently
consolida�ng their posi�on in secret. Despite Mara’s relearned human languages as well. You can speak,
wishes and driven by this urge to bring relief to read, and write City common.
surviving Earthlings, a third of the Awoken broke Always a Way Home. You are always at least
ranks and departed on self-directed missions of aid. vaguely aware of Mara Sov, the Awoken Queen, so
This schism divided them and their offspring on long as both you and she are in the same plane of
Earth from those who remained with the Queen in existence. Even when lost, you can use this sense to
the Reef. Thus arose the dis�nc�on between direct yourself or a vehicle you are opera�ng along a
Earthborn and Ree�orn. Over genera�ons, most straight path toward her.
Earthborn Awoken forgot the Reef, the Queen, and Paracausal Resistance. You have advantage on
their history, and integrated into human society on saving throws against spells, Light effects, and
Earth. Almost all Awoken Lightbearers are Darkness effects.
resurrected from among the Earthborn. Paracausal Sensi�vity. You gain the effects of the
Sunsinger’s Detect Light and Dark feature.
Regina Astrorum Umbrarumque Psychokinesis. You have the ability to move or
manipulate objects by thought. As your ac�on, you
The Awoken of the Reef remained extremely insular can exert your will on one object that you can see
a�er Guardians and others from Earth became that is within a number of feet equal to 5 �mes your
aware of their presence. Outsiders are mostly proficiency bonus, and that doesn’t weigh more
unwelcome, even other Awoken from among the than 10 pounds. If the object isn't being worn or
Earthborn. However, over �me the Queen would carried, you can automa�cally move it up to 30 feet
find Guardians more and more useful as allies—or in any direc�on, but not beyond the range of this
pawns—and many would take part in joint trait.
opera�ons with Awoken Corsairs, undertake If the object is worn or carried by a creature, you
missions on behalf of the Reef, or come to fight in must make a Charisma ability check contested by
the Prison of Elders’ arenas. that creature's Strength check. If you succeed, you
pull the object away from that creature and can
The Awoken are defined by the joint influence of move it up to 30 feet in any direc�on but not
Light and Darkness that created them, and their beyond the range of this trait.
philosophical disposi�on and general outlook tend You can exert fine control on objects with your
to reflect the nuances of that tension. Although not psychokine�c grip, such as manipula�ng a simple
inherently in possession of supernormal abili�es, tool, opening a door or a container, stowing or
retrieving an item from an open container, or
Dungeons & Des�ny v1.1.2 pouring the contents from a vial.

6

CHAPTER 1: RACES

You can affect the same object round a�er round,
or choose a new one at any �me. If you switch
objects, the prior object is no longer affected by
your psychokinesis.

Origins. There are two primary choices for your
origin as an Awoken: either as a Ree�orn or as an
Earthborn. Choose one.

Reefborn

Born in the Reef, you were raised in the Awoken
matriarchy and knew a life among the tethered
hulks and otherworldly ci�es of Awoken territory.

Agile Movement. Moving through an opening
one size smaller than you does not count as difficult
terrain for you. You have advantage on Dexterity
(Acroba�cs) checks you make in zero gravity.

Addi�onal Language Proficiencies. You can
speak, read, and write Awoken Speech, and you can
choose whether or not you can also speak, read, and
write Eliksni.

Earthborn

A descendant of Awoken who came to Earth long
ago, you know precious li�le about your people.

Natural Athlete. You have your choice of either a
swimming speed or climbing speed equal to your
base walking speed.

Addi�onal Language Proficiency. You can speak,
read, and write one addi�onal modern human
language of your choice.

7 Dungeons & Des�ny v1.1.2

CHAPTER 1: RACES

Exo Populus Ex Machina 8

“Sure, we’re made of metal and Exos were constructed with as wide a range of
nanopolymers, and some of our physical physical varia�on as exists in natural human bodies.
attributes outperform organic human Since many people converted to Exos to serve as
bodies. Thing is, I still feel everything, same soldiers before the Collapse, the averages skew
as you. Some of us have tactile surfaces slightly toward leaner, taller bodies. However, Exos
more sensitive than skin. Sometimes I just exist with almost every body type and stature found
want to feel a gentle touch.” —Raj-4 in human popula�ons.

One of the pinnacles of Golden Age technological Their external surfaces do not a�empt to mimic
achievement, Exos are neohumans resul�ng from skin, but Exos’ cladding exhibits a dazzling diversity
the transference of human consciousness into of colora�on and design. Its components may be
incredibly sophis�cated ar�ficial bodies. The assembled in almost any pa�ern that generally
complexity of their design is far beyond even the conforms to the underlying musculature, and
most advanced cryptarchs, though some Ghosts are finished with any colora�on. Some Exos maintain
said to at least partly comprehend Exos’ inner subdued hues for a sleek, understated look, but
workings. The technology and exper�se used to many adopt bright splashes of brilliant color to
create Exos is lost, so the en�re popula�on is made accent their faces, or even cover their whole bodies
up of those who have survived since the Collapse or in raucous pa�erns. Cranial configura�on and facial
been resurrected as Lightbearers. features, far from being standardized, were
constructed with immense variety, resul�ng in an
Dungeons & Des�ny v1.1.2 individually dis�nct face for every Exo.

CHAPTER 1: RACES

A Forgotten Advent have undergone. Contrary to popular
misconcep�on, it has nothing to do with the number
The origins of the project to produce the Exos are of �mes an Exo Lightbearer has died.
unknown, but it was the Golden Age tech
megacorpora�on Clovis Bray that eventually Exo Traits
undertook and completed the work. It is believed a
primary mo�va�on for their effort was the crea�on Exos share certain traits and abili�es as a result of
of superior soldiers to combat the Vex, and many commonali�es in their construc�on.
Exos’ fragmentary memories of dire, ancient ba�les
seem to bear out that conclusion. Yet obviously not Age. To all outside observa�on, Exos are ageless.
all Exos were soldiers, and it is easily imagined that However, Exos whose minds have been reset many
people may have elected to become Exos for other �mes exhibit symptoms of senility.
reasons, such as escaping chronic or terminal illness.
Size. Exos are typically the same size as humans,
Survivors of the Ages though an Exo will weigh 20–30 pounds more than a
human with a similar height and build. Your size is
Exos are the only survivors of the Collapse s�ll living Medium.
among humanity, and they are unique among
Guardians as the only race to some�mes retain Speed. Exos are built for locomo�on at least on
snatches of memory from their past lives. However, par with natural human mobility. Your base walking
even among those who lived during the Golden Age speed is 30 feet.
and experienced the Collapse directly, very few
possess clear recollec�on a�er so many centuries. Languages. Exo vocal modulators are not simple
Those who might harbor such memories tend to be speakers, but sophis�cated electromechanical
extremely secre�ve and o�en become recluses. organs capable of producing all the sounds of
human language. You can speak, read, and write City
Most Exos live alongside the other survivors of common.
humanity in and around the Last City, or elsewhere
on Earth in holdout se�lements or as refugees Darkvision. Exo op�cal sensors are tuned to the
seeking respite along the desolate pilgrim roads. human visible spectrum by default, but can also
Despite their extreme longevity, Exos generally perceive addi�onal wavelengths to achieve superior
par�cipate fully in human communi�es wherever vision in dark and dim condi�ons. You can see in dim
they exist. Prejudicial a�tudes between Exos and light within 30 feet of you as if it were bright light,
other humans are rare, but not nonexistent. and in darkness as if it were dim light.

Fractured Memories Living Machine. Even though you are a machine,
your mind and much of the func�onality of your
Despite their ar�ficial construc�on, Exos are no body is no different from the average human. As
more merely machines than natural-born humans such, you are considered a living creature, and you
are. In par�cular, their minds are wholly human, appear on scanners as one. You are immune to
merely transferred from organic �ssue into a disease. You do not need to eat or drink, but you can
different substrate. While their engineered bodies if you want to. You do s�ll need to sleep each day,
and brains may give Exos some mental capabili�es but you typically only sleep for 4–6 hours, gaining
beyond typical humans, they do not possess the same benefit that a human does from 8 hours of
computer-like perfect recall or flawless eide�c sleep when you do. During your sleep, you
memory. Generally, Exos’ memories behave similarly some�mes experience dreams that feel like snatches
to those of other humans, changing and fading over of memory. In these dreams, you witness hideous,
�me. neverending ba�les in dark, lifeless places, and see
yourself figh�ng in them. Many other Exos have
Another factor complicates the stability of Exos’ described similar dreams, and the experience,
memories, an inheritance from the imperfect though unse�ling, is considered normal.
transference process. That process caused
Dissocia�ve Exomind Rejec�on (DER), a cogni�ve Resistant Design. You resist poison damage, and
disorder resul�ng from severe dissonance between you have advantage on saving throws you make to
the transferred human consciousness and the Exo prevent yourself from Burning or becoming
body which could destabilize the new Exo’s mind, Poisoned. You also have advantage on saving throws
eventually causing death. Clovis Bray’s engineers you make to end an effect on yourself that is causing
counteracted this destabiliza�on by devising a a Burning or Poisoned condi�on.
process to reset the transferred consciousness in its
new body. Reboo�ng the mind in this way, o�en Model. There are three common model-types of
repeatedly, succeeds in aver�ng rejec�on, but Exo. Choose one.
carries an increasingly heavy cost: each reboot
causes worsening fragmenta�on and outright loss of Model “AB-U”
memory.
Cryptarchs speculate your body was built for the
The number appended to an Exo’s name front lines of a war, designed to survive even the
indicates the number of such mind-reboots they toughest fights.

9 Ability Score Increase. One ability score of your
choice increases by 2.
CHAPTER 1: RACES
Built. Your hit point maximum increases by 1,
and it increases by 1 every �me you gain a level.

Natural Armor. You have tough, heavy-duty

Dungeons & Des�ny v1.1.2

pla�ng. You have disadvantage on Dexterity (Stealth)
checks. When not wearing armor, your AC is equal
to 13 + your Cons�tu�on modifier. Even while
wearing armor, you can use this natural armor to
determine your AC if the armor you are wearing
would leave you with a lower AC. You are s�ll
subject to the effects of the armor you are wearing if
you do this.

Model “CT-HD”

Your body’s limbs were designed for extended range
of movement and flexibility, with the tradeoff of
lighter armored pla�ng.

Ability Score Increase. One ability score of your
choice increases by 2, and a different ability score of
your choice increases by 1.

Compe��ve. If you make an a�ack roll, saving
throw, or ability check that fails, you can choose to
add a bonus to your a�ack roll, saving throw, or
ability check that is equal to the number of
creatures who can see you and that you are aware
of (maximum bonus of +5). If using this trait causes
you to succeed on your a�ack roll, ability check, or
saving throw, you cannot use this trait again un�l
you complete a short or long rest.

Natural Armor. When you aren't wearing armor,
your AC is equal to 12 + your Dexterity modifier.
Even while wearing armor, you can use this natural
armor to determine your AC if the armor you are
wearing would leave you with a lower AC. You are
s�ll subject to the effects of the armor you are
wearing if you do this.

Model “JSYK”

Not all Exo bodies were designed to maximize
physical abili�es. Yours seems to be tuned for
informa�on gathering and intelligence opera�ons.

Ability Score Increase. Choose three of your
ability scores. Each of those scores increases by 1.
Alterna�vely, you can choose one ability score to
increase by 2, and a different ability score to
increase by 1.

Keen Eye. If you make a ranged a�ack roll and
miss, you can choose to re-roll your a�ack once. You
must use the new roll, and you must complete a
short or long rest before you can use this trait again.

Natural Armor. When you aren't wearing armor,
your AC is equal to 15. Even while wearing armor,
you can use this natural armor to determine your AC
if the armor you are wearing would leave you with a
lower AC. You are s�ll subject to the effects of the
armor you are wearing if you do this.

Superior Sensors. The range of your darkvision
increases to 60 feet. When you make a Wisdom
(Percep�on) check, you can roll a d4 and add it to
your total.

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CHAPTER 1: RACES

Human

“The Eliksni call us ‘ape-kin’ and joke about
how squishy we are. Used to think it was
insulting, but realized they’re right:
individually, we’re pretty helpless, can’t take
much on our own. Thing is, we band
together, support each other—collectively
we’re not so squishy.” —Janaina Balfour,
Vanguard Scout

The children of Earth outgrew their cradle, and with
the Traveler’s blessing had just begun to step out to
the stars when the Collapse sent their prosperous,
nearly spacefaring civiliza�on crashing down to ruin.
Yet some survived that unimaginable calamity, and
stubbornly con�nued to endure, as humans have
always done. Centuries later, humans and their
neohuman kin are s�ll precious few in number and
struggling to reclaim their world, but are gathering
their strength and gazing starward once again.

Persistent and Resilient

Although human capabili�es soared during the
Golden Age and included some self-modifica�on and
augmenta�on, homo sapiens is largely the same
clever bipedal troublemaker that evolved long
before the Traveler’s arrival. Most na�onal borders
and dis�nc�ons dissolved during the Golden Age,
but surviving humans s�ll bear the cultural and
gene�c legacies of every part of the world, and
superficial characteris�cs of their appearance thus
vary immensely. Though humans are really only
adapted for a simple hunter-gatherer lifestyle, their
strong social cohesion, coopera�ve coordina�on,
and flexible thinking allowed them to persist when
faced with near annihila�on.

Traveler’s Chosen

Humans evolved on Earth and developed
moderately advanced technological socie�es
without any known extrasolar interven�on, but
everything changed when the Traveler came. Its
arrival sparked revolu�onary social as well as
technological advancement, effec�vely ending
armed conflict, economic inequality, and
unnecessary suffering as humanity drew together in
shared wonderment at what the universe was
showing them was possible.

No one could say why the Traveler chose humans
to receive its gi�s, or why it remained to defend
Earth against the Darkness rather than flee to
preserve itself. Whatever the reason, humanity’s
survivors clung on in the a�ermath of the Collapse,
and withstood the long centuries of a harrowing
Dark Age before establishing the Last Safe City and
beginning to restore some of the Golden Age’s
glories—and look to new achievements.

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CHAPTER 1: RACES

Only Human, After All point instead. You can only do this once during
your adrenaline rush.
While the popula�on of the Last City has swollen to This effect ends early if you are incapacitated or
great numbers under the protec�on of the Traveler’s if you recover any hit points. Once this effect ends,
Guardians, many humans s�ll live in the wilds, you immediately gain two levels of exhaus�on, and
scraping by in small towns and isolated se�lements, you take an amount of damage equal to the total
or in caravans making yearslong treks to reach the amount you ignored during your adrenaline rush.
City or other places that promise some refuge. You must complete a long rest in order to use this
These people are tough by necessity, hard-bi�en yet trait again.
fiercely protec�ve and suppor�ve of one another. The Strength of Humanity. If an allied creature
Those in the Last City live with less immediate you can see is reduced to 0 hit points, you can
hardship, but no less highly value collec�ve choose to use your reac�on to begin the effects of
coopera�on and prosocial mutualism. your adrenaline rush.
The Paths We Walk. There are three common
Of course there is never perfect harmony. Some, origins for yourself as a human. Choose one.
even Guardians, become solitary, misanthropic, or
even opportunis�cally predatory. Most humans have Citizen
each other’s backs without ques�on, but there will
always be those who hold themselves apart or put You had the good fortune to be born in the Last City.
themselves first, even to the manifest detriment of Your life may not have always been easy, but you
others. had the support of those around you and the
protec�on of the City’s walls.
Human Traits
School Studies. You are proficient with one skill
Certain traits are common to all humans regardless of your choice.
of superficial differences.
Urban Hobbies. You can choose one toolkit,
Ability Score Increase. One ability score of your vehicle, modern human language, or ancient human
choice increases by 2, and a different ability score of language to become proficient with. Proficiency with
your choice increases by 1. a language means you can speak, read, and write
that language.
Age. Human longevity increased massively
during the Golden Age, but since the Collapse, they Pilgrim
have reverted to a natural lifespan of anywhere
between 60–90 years, depending on living Born in the wilds or even on the pilgrim roads, you
condi�ons. Humans are generally considered adults were one of the countless refugees seeking the
at 20 years of age, but the wilds o�en require them rela�ve safety of the Last City. Whether or not you
to undertake mature responsibili�es sooner than ever made it, you lived a hard but hopeful life.
that.
Survivor’s Luck. If you make an a�ack roll, saving
Size. Typical human height is between 5–7 feet, throw, or ability check and roll a 1 on the d20, you
with average weight varying accordingly, but of can choose to re-roll once. You must use the new
course smaller and larger individuals are not roll. You regain use of this trait when you complete a
uncommon. Your size is Medium. brief rest.

Speed. Your base walking speed is 30 feet. Wayfarer
Languages. Humans s�ll use a bewildering
variety of languages. You speak, read, and write City Wherever you were born, you never felt the need to
common, and may choose one other modern stay long in the Last City or any other se�lement.
human language you can speak, read, and write. You traveled broadly through land and space,
Adrenaline Rush. If you take damage that would content to call no place home.
reduce you to half hit points or less, but leaves you
with at least 1 hit point remaining, you can use your Ship Mechanic. You are proficient with jumpships
reac�on to begin an adrenaline rush. For the next and other spacefaring vehicles, and can double your
minute, the following benefits apply: proficiency bonus when making an ability check to
• You ignore the effects of the first three levels of operate, repair, hide within, or recall informa�on
exhaus�on, and cannot accumulate any about spaceships. Your ability check can only benefit
addi�onal levels of exhaus�on. from this bonus if it is not already benefi�ng from a
• You have advantage on Strength saving throws feature or trait that doubles your proficiency bonus
and Strength (Athle�cs) checks you make. for it.
• The rush of adrenaline allows you to ignore small
por�ons of the damage you take. Whenever you Alien Language Comprehension. You have a
take damage, you reduce the damage you take working knowledge of one alien language of your
by an amount equal to 1d6 + your Cons�tu�on choice. You can convey simple ideas and concepts
modifier. If the amount that would be reduced is when speaking this language, and you understand
0 or less, this does nothing instead. the most commonly wri�en phrases in this
• If you take damage that would reduce you to 0 language, enough to be able to read signs or
hit points or less, you can choose to drop to 1 hit common labels in vehicles made by creatures who
na�vely speak the language.
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CHAPTER 1: RACES

Cabal

“We came undah false pretenses, roight?
Conq’est? Glory? ‘Ell, I ‘ardly ‘member a
single bleedin’ vict’ry while I was deployed.
Nah, ser. Best foind our own way now, e’en
if it is… unexpected.” —Gus the Slovenly

The Cabal arrived in our solar system as militaris�c
invaders, but come from a culturally and
technologically rich empire, ancient and glu�ed with
the fruits of conquest. Their society has absorbed an
unknown number of vassal species, whether they
joined of their own accord or were forcibly
incorporated. Members of the primary Cabal species
make up the bulk of their military, and thus are the
most numerous in our system. Despite Cabal mar�al
might and strategic prowess, many have fallen to the
indomitable a�acks of Guardians, as well as in a
simmering war with the Vex on Mars. It seems
improbable, but if a Ghost could bring the Traveler’s
Light to one of these defeated soldiers...

Space Rhinos

Cabal are humanoid bipeds with thick, greyish skin
that develops abundantly to form heavy, protec�ve
folds. Their limbs end in four-digit hands and clawed
feet. Their propor�onally compact heads feature

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CHAPTER 1: RACES

small, dark eyes situated at about the same height Optional Racial Traits
as their nostrils, which in turn sit at the top of a
triangular mouth with upper and lower rows of As an op�onal rule, you can add both the Tusks and
pointed teeth. Females develop prominent tusks. the Gore racial traits to your Cabal character. While
Most individuals are slightly taller than typical tusks are most commonly found on female Cabal,
humans, but they can grow considerably larger. it's not unheard of that they occur in other genders,
Regardless of height, Cabal are naturally heavyset, or to find female Cabal who lack them. Cabal of any
rotund, and well-muscled. gender are therefore welcome to select these traits.
If you do not choose to add Tusks and Gore to your
The Cabal come from a homeworld with much Cabal character, you can choose to add Mighty Blow
greater gravity and atmospheric pressure than instead.
Earth’s, and so must almost always wear fully
enclosed armor filled with pressurized hydrosta�c Tusks. Your tusks are a natural melee weapon
gel. If they can adapt to earthlike condi�ons, it must that deal 1d6 piercing damage with a reach of 5
require gradual acclima�on. feet. You use your Strength modifier to determine
the bonus to your a�ack and damage rolls with your
Imperial Glory tusks. If your tusks break or fall off, they do not
regrow, and you can no longer use your Gore trait.
The Cabal hail from a distant region of the galaxy,
where their far-flung interstellar imperium was Gore. If you have Grappled a target and hit it
established long, long ago. Their crea�on myth with a tusk a�ack, the target takes an extra 1d6
recounts how the Cabal who would become the first piercing damage. The bonus damage of this trait
emperor captured their sun, simply because he increases as your level increases. It becomes 1d8 at
desired it. Indeed, un�l rela�vely recently in their 5th level, 1d10 at 11th level, and 1d12 at 17th level.
history, a single, high-minded emperor ruled over
all, but was overthrown by conserva�ves whose Mighty Blow (cannot have Tusks/Gore). When
power became threatened by the emperor’s you roll a cri�cal hit with a weapon a�ack, you can
reforms. A�er his exile, the empire became even add one of the weapon’s damage dice to your
more aggressively militaris�c. It is unknown whether damage roll a�er accoun�ng for the effects of the
the Cabal armies came to the Sol system as part of cri�cal hit.
their general expansionism, in search of natural
resources to supply their vast, spacefaring war unstoppable power of Earthling Guardians, quite a
effort, or perhaps were drawn by the presence of few Cabal deserters have abandoned their posts and
the Traveler. holed up in whatever hiding places they can find
throughout the system. The greatest concentrated
Opulent Grandeur, Spartan popula�on of these unaffiliated Cabal resides in the
Militancy Reef, par�cularly the Tangled Shore region, where it
is easiest to make oneself scarce.
Cabal society is highly hierarchical, even outside the
ranks of its massive military. Formerly, the emperor Cabal Traits
presided over a complex menagerie of military
aristocrats and civilian cour�ers who comprised the Cabal share the following traits.
imperial government. Now, with the emperor Ability Score Increase. One ability score of your
deposed, a military dictatorship directs the empire
and steers the opera�ons of its forces around choice increases by 2, and a different ability score of
Earth—although the commanders of the legions your choice increases by 1.
present here do not always agree with the Cabal
high command’s orders, nor indeed with each other. Age. Cabal matura�on periods and lifespan are
unknown, but the empire possesses sophis�cated
The former emperor valued the pursuit of a biogenic technologies that enable full-grown adult
happy, opulent life above all else, and shared this clones to be rapidly produced. It is thus possible that
enthusias�c hedonism with his people. However, in some Cabal may not be born and raised at all.
the wake of his exile, only the military’s values
prevail. Joyous excess and cultured indulgence have Size. Typical Cabal individuals are about 7 feet tall
been pushed aside in favor of brutal efficiency and and weigh around 800 pounds. Even so, your size is
the hard calculus of conquest. Any Cabal serving in Medium.
the invading armies in this system have probably
only ever known that uncompromising militaris�c Speed. Cabal are strong, but their bulky bodies
culture. are not suited to rapid locomo�on. Your base
walking speed is 25 feet.
Victory, Death, or Something Else?
Languages. You can speak, read, and write
All Cabal in the Sol system came as soldiers, but not Ulurant. Cabal are capable of speaking other
all have remained loyal to their commanders or the languages, including human ones.
militant empire. Weary of grinding, endless conflict
with the Vex or terrified of the seemingly Heavyweight. You count as one size larger when
determining your weight limit, as well as against
Dungeons & Des�ny v1.1.2 effects that target Medium or smaller creatures and
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14

CHAPTER 1: RACES

as a mount.
Powerful Stature. You have advantage on saving

throws you make to prevent yourself from being
knocked back or knocked prone, as well as on
Strength saving throws or Strength (Athle�cs) checks
you make to prevent yourself from being grappled
or shoved.

Imperial Era. Cabal society changed drama�cally
a�er Emperor Calus was overthrown and Dominus
Ghaul took control of the empire. Choose whether
you were raised under Emperor Calus’ reign, or
under Dominus Ghaul’s rule.

Calus’ Influence

You lived under the generous hand of Emperor
Calus, and knew the Cabal empire in its days of
resplendent opulence.

Built. Your hit point maximum increases by 1,
and it increases by 1 every �me you gain a level.

Skills Training. You are proficient with one skill of
your choice.

Ghaul’s Influence

You lived under the iron fist of Dominus Ghaul, and
knew the Cabal empire as it turned toward
aggressive militarism.

Strong Grip. You can hold a two-handed weapon
in one hand without penalty due to the weapon’s
bulk. The weapon’s bulk s�ll affects your ability to
dual-wield when you are holding other weapons or
creatures, but not if you are holding a non-weapon
object.

Unshakable. If you fail an ability check to prevent
yourself from becoming Frightened, you can choose
to succeed instead. Once you use this trait you must
complete a long rest before you can use it again.

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Eliksni 16

“Star-tossed Eliksni long-live for hope- CHAPTER 1: RACES
retrieval, this you know. Great Machine—we
cried for it back. We chased through gape-
void its after-dust. Lost in-selves-footing,
began the Fall. Still falling. Now many only
alive for cruelty, hate. It is not what the
Great Machine taught us.”
—Tiiriliks, Houseless

The Traveler visited many worlds and shared its
blessings with many species before it came to Earth.
One such race were the Eliksni, who prospered
immensely while the Traveler remained with them.
However, it departed in a world-shaking catastrophe
called the Whirlwind which le� the Eliksni devastated
and their civiliza�on all but destroyed. Desperate to
return to the Traveler’s grace, the Eliksni set off in
great interstellar fleets to chase it across the galaxy—
only to find it had chosen others a�er abandoning
them.

A Marvel With Ten Thousand
Arms

The Eliksni are four-armed, four-eyed
bipeds with generally insectoid physiology.
Their skin is purplish-grey with darker growths of
par�al exoskeletal pla�ng in addi�on to an internal
skeleton. Their eyes are bioluminescent and usually
blue. They o�en wear enclosed headgear to
assist respira�on, but appear capable of
surviving in earthlike atmosphere without
rebreathers. Typical individuals are similar
in size to humans, but can grow to much
greater stature with sufficiently abundant
nutriment. Their physical appearance is not
par�cularly dis�nct from one individual to the next,
and they recognize one another (as well as individuals
of other species) primarily by scent rather than sight.

The Long Fall

The Eliksni themselves are no longer well informed of
their own history, as their culture and its tradi�ons
have suffered severe degrada�on over the long
course of their pursuit of the Traveler. Indeed, they
regard themselves as the Fallen because of how much
they know they have lost since the Whirlwind, which
not only deprived them of the Traveler, but rapidly
destroyed their highly developed, wonderfully
sophis�cated, and largely peaceful civiliza�on. Few
Eliksni survive who remember their former glory or
know the true forms of their old ways.

What is clearly known is the Eliksni came to the Sol
system during humanity’s Dark Age. Many flocked to
Earth, seeking to reclaim the damaged Traveler and
pillage the ruins of the human Golden Age. Others
kept to their fleets, roving the system in search of
resources, and to stay away from the impossibly
strong Risen who opposed them on Earth.

Dungeons & Des�ny v1.1.2

Old Ways Eroded the dietary requirements of other Eliksni forms, you
may obtain one of those forms. You cannot skip
Classical Eliksni society was organized into forms; you must advance from one form to the
aristocra�c houses, each ruled by a kell. Although other, following the guidelines for dietary
that society sha�ered in the Whirlwind, the Fallen requirements and form advancement.
adhered to its superficial structure, preserving the
houses and their hierarchy even as they devolved Vandal
into ruthless aggression and desperate piracy. The
Fallen houses that survived the exodus to Earth s�ll The typical adult Eliksni form is lithe, nimble, and
highly value the echoes of their tradi�ons and the fairly strong, but limited in stature and endurance by
order of their laws, distorted though they have a marginal ether intake.
become.
Natural Climber. You have a climbing speed of 30
However, some Eliksni have le� their houses, feet. You only need to use two of your hands to
whether despairing of actually regaining the Great climb, including while moving up ver�cal surfaces
Machine, or simply to escape the cruel pecking and upside-down on ceilings.
order of their pirate crews. Houseless Eliksni are
sca�ered throughout the system, many simply in Vandal Evasion. If you fail a Dexterity saving
hiding, others seeking new ways to survive on throw, you can choose to succeed instead. Once you
unfamiliar worlds with enemies everywhere. use this trait, you must complete a long rest before
you can use it again.
Eliksni Traits
Form Advancement. If you meet the dietary
Eliksni of every rank in every house share common requirements of the captain form for a consecu�ve
characteris�cs. period of 30 days, at the end of the 30 days, you
finish growing into the captain form. You lose the
Ability Score Increase. One ability score of your traits of the vandal form and gain the traits of the
choice increases by 2, and one other ability score of captain form.
your choice increases by 1.
Captain
Age. The dura�on of Eliksni matura�on from
their larval stage is unknown, but once fully grown, The frontline leaders of Eliksni crews are be�er fed
their lifespan can be immensely long. Some kells, than their underlings, and grow accordingly in size
archons, and other high-ranking Fallen are firsthand and strength.
survivors of the Whirlwind, which occurred long
before the Traveler even arrived in our solar system. Dietary Requirements. You must consume twice
as much ether a day (2 ra�ons/day) to maintain a
Size. Typical, adequately fed Eliksni are around 7– captain form. If you fail to meet this requirement for
8 feet tall when standing at full height. Your size is any given 15 days in a 30-day period, at the end of
Medium. the 30-day period you finish reducing to the vandal
form. You lose the traits of the captain form and gain
Speed. Eliksni walk bipedally, but can drop into a the traits of the vandal form when you do this.
low, crawling dash using their lower arms. Your base
walking speed is 30 feet. Presence. You are naturally proficient with your
choice of either the In�mida�on or Persuasion skill
Languages. You can speak, read, and write while maintaining the captain form. Once you make
Eliksni, and may also speak City common with the this choice you cannot change it, regardless of how
assistance of a voice synth. A rare piece of Eliksni many �mes you lose or gain this form.
technology called a glossator would allow you to
speak with others in any language, but few possess Relentless. If you take damage that would reduce
such devices. you to 0 hit points or less, you can instead drop to 1
hit point. Once you use this trait, you must complete
Darkvision. Eliksni’s four eyes see beyond the a long rest before you can use it again.
spectrum visible to humans, and are well adapted
for dark environments. You can see in dim light Form Advancement. If you meet the dietary
within 60 feet of you as if it were bright light, and in requirements of the baron form for a consecu�ve
darkness as if it were dim light. period of 30 days, at the end of the 30 days, you
finish growing into the baron form. You gain the
Enhanced Sense. You have advantage on Wisdom traits of the baron form in addi�on to the traits of
(Percep�on) checks you make that rely on scent. the captain form.

Mul�-Limbed. You have four arms: two right Baron
arms and two le� arms. When you hold a two-
handed weapon, you must use one right hand and The privileges of high-ranking Eliksni commanders
one le� hand in order to do so. You cannot hold include a plen�ful ether supply, allowing them to
more than one two-handed weapon at a �me. For maintain towering height and abundant might.
addi�onal rules on dual-wielding, see Chapter 7.
Dietary Requirements. You must consume eight
Ether Diet. The form your body takes is �mes as much ether a day (8 ra�ons/day) to
dependent on the consistent intake of ether you maintain a baron form. If you fail to meet this
consume. No ma�er how li�le ether you consume, requirement for any given 15 days in a 30-day
you cannot be below the vandal form of Eliksni. If period, at the end of the 30-day period you finish
you manage to maintain a steady diet so as to meet reducing to the captain form. You lose the traits of

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CHAPTER 1: RACES

the baron form when you do this.
Size. Your size becomes Large.
Conspicuous. You have disadvantage on Dexterity

(Stealth) checks.
Strength of Size. Your Strength is increased by 2.
The Bigger They Are. You are a much easier

target to hit on the ba�lefield now, and your
increased size hinders your movement. While
maintaining this form, your AC is reduced by 1, and
your Dexterity score is reduced by 2.

Commanding Presence. You gain one of the
following traits, depending on whether you chose
In�mida�on or Persuasion for the Presence trait in
captain form. If you chose In�mida�on, you gain
Bellow. If you chose Persuasion, you gain Embolden.

• Bellow: As an ac�on on your turn you can let out
a bellowing howl that can be heard up to 300
feet away. All hos�le creatures who can hear you
must make a Wisdom saving throw (DC = 8 + your
proficiency bonus + your Charisma modifier). On
a failed save, they become Frightened of you for
the next minute. A creature can repeat the saving
throw at the end of each of their turns, ending
the effect on itself early on a success. If a
creature succeeds on their saving throws, if you
are Incapacitated, or if the effect ends for them,
they become immune to being Frightened by you
for 24 hours. Once you use this trait, you must
complete a long rest before you can use it again.

• Embolden: As an ac�on on your turn you can
shout words of encouragement, which can be
heard clearly up to 60 feet away. For the next
minute, creatures who clearly heard you and
who consider you their ally cannot be Charmed
or Frightened, and if they are already Charmed or
Frightened, the condi�on ends early for them. In
addi�on, once on each of your allies’ next turn,
they can add a d4 to an ability check, saving
throw, or a�ack roll they make. This effect ends
early if you are Incapacitated. Once you use this
trait, you must complete a long rest before you
can use it again.

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CHAPTER 1: RACES

Krill to the sisters: make their bodies symbio�c hosts to
the worm gods’ larvae, and they would gain
“My people are no more, and I grieve for it. immortality and the power to avenge their usurped,
Yes, I betrayed my king and would have assassinated father and escape Fundament,
seen his heirs eaten—but behold what overcoming everything that had preyed upon their
became of them instead. Now the Osmium kind.
Court and Helium Drinkers, and every
other nation of my kin, all alike are dead or The sisters agreed, and accomplished all this in
worse than dead.” —Taox, Neuter Mother, the first acts that transformed them and the krill
Former Royal Tutor of the Osmium Court people into the Hive. They brought the worms to
every group of krill on Fundament, conscrip�ng into
Before they communed with the worm gods and their armies those who would accept the larvae, and
became the Hive, the krill people were one of many slaughtering those who would not. No krill are
species inhabi�ng the varied environments on a known to have survived or escaped, with the sole
faraway gas giant remembered only as Fundament. excep�on of Taox, former adviser to the Osmium
Short-lived and fast-breeding, they believed King, who orchestrated his overthrow. She fled
themselves the weakest things in their world, prey Fundament and its moons, seeking to carry warning
to every predator and vic�ms of their planet’s many of the Hive to whoever might listen. In pursuit of
vicissitudes. That changed when the daughters of Taox, the Hive advanced into deep space,
the Osmium King returned from the deepest part of oblitera�ng one species a�er the next as their
Fundament, bringing larval worms and forced crusade of devasta�on grew migh�er and migh�er.
conversion to their crusade of vengeance. All who
refused the worm were put to death, and there is The Hive also chased a�er the Traveler, which the
li�le reason to believe any of the krill people worm gods claimed was responsible for bringing the
survived... krill people to Fundament to suffer as miserable
prey. In �me, the Traveler a�racted the Hive to
Shaped to Survive Earth, where they have been a blight on the system
and possibly the greatest threat to what remains of
The krill people are humanoid bipeds with chi�nous humanity.
exoskeletons and somewhat crustacean physiology.
They have four-digit hands, three eyes, and cranial The Timid Truth
crests that develop different shapes according to the
morphology they adopt in adulthood. Their chi�n Before their conversion into the Hive, the krill
may be different colors depending on dietary intake people accepted a precept they called the Timid
and individual varia�on. They exhibit flexible sexual Truth: that the krill were the weakest, smallest
dimorphism: one sex can undergo a naturally creatures that lived, and thus were naturally preyed
occurring transi�on to the other under certain upon by everything in the universe. They lived short,
condi�ons, as when a female undertakes the king fearful lives, struggling to avoid being eaten by the
morph. predatory creatures of Fundament, as well as
suffering a�acks from other, stronger groups of krill.
Which morphological metamorphosis a krill Despite this, they had science and engineering
undergoes, if any, can radically change their enough to understand some of the physical
appearance and physiology in other ways as well. workings of their world, and built ships to sail the
Those who assume the knight morph develop much seas and even large engines to move their floa�ng
more massive bodies with thicker chi�n and greater island con�nents.
strength. Those who take the mother morph not
only gain the ability to lay eggs, but also hovering Krill Traits
flight, as well as a much longer lifespan.
Krill people of every morph share the following
Sorrows From The Deep characteris�cs.

The �mid krill people lived among numerous species Age. Krill lifespan was about ten years.
on Fundament, dwelling on floa�ng islands of solid Individuals reached maturity at around two years
material that dri�ed upon one of the planet’s many old, and would choose which morph to assume, if
layers of sea-like atmosphere. Their transforma�on any, by middle age.
into the Hive began when Sathona, one of the
daughters of the Osmium King, followed the Size. Typical krill were around 5–6 feet tall,
mysterious urgings of her father’s familiar, a strange though different morphs might grow larger. Your size
dead worm that had washed up from the deep. The is Medium.
whispers of the worm led Sathona and her two
sisters to the deepest part of Fundament, where the Speed. Krill people’s springy limbs allow for fairly
worm gods Yul, Ur, Eir, Xol, and Akka had been nimble movement. Your base walking speed is 30
trapped for millions of years. They offered a bargain feet.

19 Languages. You can speak, read, and write krill.
Darkvision. The krill’s three eyes were adapted
CHAPTER 1: RACES for the murky condi�ons of living inside a gas giant,
and see well in low-light condi�ons. You can see in
dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light.

Dungeons & Des�ny v1.1.2

Wary Hypnogogia. Constantly threatened by effects that target Medium or smaller creatures and
predators, krill cannot afford unconscious rest. for determining what you can grapple, shove, or ride
Instead, you enter a shallow trance, remaining as a mount.
semiconscious for 4 hours a day. While in this res�ul
trance, you some�mes experience flee�ng Mother Morph
dreamlike episodes. Such dreams are the result of
your subconscious manifes�ng itself, similar to the Krill eat a special jelly to catalyze metamorphosis
dreams a human may have. A�er res�ng in this way, into mothers. Their build becomes slender and
you gain the same benefit that a human does from 8 capable of flying, making them evasive and nimble—
hours of sleep. traits useful for protec�ng their eggs.

Morphology. You start as the acolyte morph. Level Requirements. You can choose the mother
Whenever you increase in level, so long as you meet morph beginning when you reach 4th level.
the level requirement of a different morph, you can
choose to alter yourself to adopt it. This change is Ability Score Increase. Choose either your
permanent and cannot be reversed. If you choose to Dexterity, Wisdom, or Intelligence score to increase
do this, you lose the traits of the acolyte morph and by 2. You can increase one other ability score by 1.
gain the traits of the new morph you chose.
Evasive Flight. Your ability to move freely while
Acolyte Morph airborne grants you the effects of a natural armor
equal to 12 + your Dexterity modifier. You can use
The natural form of adult krill is versa�le but not this in place of your normal armor while airborne, if
par�cularly strong. this would grant you a higher AC. You are s�ll
subject to the effects of the armor you are wearing
Ability Score Increase. One ability score of your when you do this.
choice increases by 1. When you adopt a new
morph, this score is reduced by 1. Flight. You have a flying speed of 30 feet in
addi�on to your base walking speed, and you can
Instead of choosing a new morph, you can hover in place while flying. You cannot begin flying if
choose to make the acolyte morph your permanent you are carrying a weight that is greater than half
form, which you can do at any �me. If you make the your weight limit, and if you are flying when you
acolyte morph permanent, you can choose one acquire this weight, you begin to fall. If you are
ability score to increase by 2. incapacitated while airborne, you begin to fall.

Cunning Movement. Moving through an opening Paperweight. You count as one size smaller when
one size smaller than you does not count as difficult determining your
terrain for you. You can take the Disengage ac�on as weight limit, and for
a bonus ac�on on your turn. determining what
you can grapple,
Keen Eye. If you make a ranged a�ack roll and shove, or ride as a
miss, you can choose to re-roll your a�ack roll once. mount.
You must use the new roll, and you must complete a
short or long rest before you can use this trait again. 20

Knight Morph CHAPTER 1: RACES

Krill who undertake the knight morph become
larger, stronger, and much be�er armored. They are
the most formidable fighters among their kind.

Level Requirements. You can choose the knight
morph beginning when you reach 2nd level.

Ability Score Increase. Choose either your
Strength, Cons�tu�on, or Charisma score to
increase by 2. You can increase one other ability
score by 1.

Chi�nous Pla�ng. You have natural chi�nous
armor. You have disadvantage on Dexterity (Stealth)
checks. While unarmored, your AC is equal to 13 +
your Cons�tu�on modifier. Even while wearing
armor, you can use this natural armor to determine
your AC if the armor you are wearing would leave
you with a lower AC. You are s�ll subject to the
effects of the armor you are wearing if you do this.

For�fied. If a creature scores a cri�cal hit against
you, you can cause the cri�cal hit to become a
normal hit instead. Once you use this trait, you must
complete a long rest before you can use it again.

Heavyweight. You count as one size larger when
determining your weight limit, as well as against

Dungeons & Des�ny v1.1.2

Psion highly social applica�on of their telepathy suggests
psion society was strongly mutualis�c and collec�ve.
“Ours was the future, but our vision did A psion alone is likely to feel a kind of isola�on
not suffice to keep the Cabal from taking unlike that familiar to other species.
away a future of our own. Yet if enough of
us turn our eyes upward together, I believe Because psion interac�on included such a strong
we can take our future back.” —Tedtzt, element of interpersonal connec�on, their ethos
Psion Rebel exhibits a tension between the collec�vist tendency
to join together and conform, and an individualis�c
A client race of the Cabal empire, the psions once tendency arising from their recogni�on of the
possessed their own civiliza�on, built upon their essen�al reality of every other’s mind.
powerful telepathic and psychokine�c abili�es. As
clairvoyant technologists, their value to the Cabal Psion Traits
was obvious. The circumstances of their
incorpora�on into the empire are not known, but Psions share certain traits, whether they serve the
the fact psions serve under indenture indicates they Cabal as soldiers, coordinators, or counselors—or
did not willingly join the Cabal. Although they are have abandoned the empire en�rely.
fully incorporated into Cabal society and the military
relies heavily on their excep�onal capabili�es for Ability Score Increase. Your Intelligence score
high-level logis�cal coordina�on as well as cri�cal increases by 2, and one other ability score of your
ba�lefield roles, nevertheless psions are not all choice increases by 1.
resigned to remaining in servitude.
Age. The psion life cycle is mysterious, but it
Small Bodies, Vast Minds seems psions can be excep�onally long-lived,
whether naturally or by dint of advanced Cabal
Psions are slender humanoid bipeds typically around technology.
five feet tall, though with rare excep�on they are
capable of reaching much greater size. They have Size. Typical psions stand no more than five feet
hairless, mo�led, pale skin, and a single eye tall, and average four feet tall. Your size is Small.
centrally situated above the nostrils and mouth. A
deep fold or cle� runs ver�cally through most of the Speed. Though very agile and capable of quick
face, beginning at the mouth and extending around movement, psions have a limited stride length. Your
and past the eye up the forehead. Psions in the base walking speed is 25 feet.
Cabal army always wear rebreathers, if not fully
enclosed headgear, sugges�ng they cannot breathe Languages. You can speak, read, and write
earthlike atmosphere. Ulurant. Addi�onally, psion telepathy allows you to
communicate simple concepts with any intelligent
Past Forgotten, Or Forbidden creature without need for language, if the creature
is within a number of feet equal to 5 �mes your
Psion history was almost completely effaced by their level.
absorp�on into the Cabal. Li�le is remembered
about their culture or society, other than that they Naturally Stealthy. You can a�empt to hide even
prac�ced amazing feats of collec�ve telepathy and when you are obscured only by a creature that is at
a�ained remarkable technological achievements. least one size larger than you.
One example of both that is s�ll known, if only
because it was eventually appropriated by the Cabal, Psion Nimbleness. You can move through the
is the OXA Machine, some sort of clairvoyant space of any creature that is of a larger size than you
computer the psions built to produce prophecies. without it coun�ng as difficult terrain. You can also
For whatever reason, its predic�ons were not take the Disengage ac�on as a bonus ac�on on your
sufficient to prevent the psions’ assimila�on by the turn.
Cabal.
Psionics. You have a number of psionic points
Life of the Mind equal to your proficiency bonus (minimum 2). You
can spend these psionic points to grant yourself
Psions’ very ac�ve telepathic facul�es formed the certain benefits. When you complete a long rest,
founda�on of their society, and remain essen�al to you regain all spent psionic points. The DC of your
their interac�on with each other. Groups of them psionic abili�es that cause saving throws is equal to
can pool their thoughts in metaconcert to 8 + your Intelligence modifier + your proficiency
communicate, coordinate ac�vity, share bonus.
informa�on, and expand their collec�ve telepathic
sensi�vity. They can some�mes include individuals Psionic Specializa�on. Choose one specializa�on
of other species in metaconcert, at least to the for yourself, either the Soldier or Mind Flayer. Your
limited extent of sharing thoughts. This coopera�ve, specializa�on determines how you manifest your
psionic abili�es.
21
Soldier
CHAPTER 1: RACES
Most psion combatants are frontline specialist
troops in the Cabal army. Usually they serve as
snipers, scouts, and intelligence gatherers.

Keen Eye. If you make a ranged a�ack roll and
miss, you can choose to re-roll your a�ack roll once.
You must use the new roll, and you must complete a
short or long rest before you can use this trait again.

Dungeons & Des�ny v1.1.2

Soldier’s Psionics. You can spend your psionic takes 2d8 necro�c damage. On a success, it takes
points to cause any of the following effects. The cost half as much. The damage of this psionic effect
of each psionic effect is indicated in parentheses. If increases to 3d8 at 5th level, 4d8 at 11th level,
you don’t have enough psionic points to cause an and 5d8 at 17th level.
effect, you cannot choose that effect. • Nova Rupture (3 psionic points). As an ac�on
you hurl a ball of psionic energy at a point you
• Swi� (1 psionic point). You double your can see within 30 feet. All Medium or smaller
movement un�l the end of your turn. creatures within 5 feet of that point must make a
Strength saving throw. On a failed save they are
• Reflexive (3 psionic points). If a creature causes shoved 20 feet in a direc�on of your choosing,
you to make a Dexterity saving throw, you can which can be straight upward. If you shove a
spend psionic points to grant yourself advantage creature into the air like this, it becomes
on that saving throw. airborne, and it remains airborne un�l the start
of its next turn when it begins to fall. If a creature
Mind Flayer who is airborne has a flying speed and is not
incapacitated, it does not need to begin falling.
A select few in the Cabal army are permi�ed to
undergo a process of evolving their psionic
capabili�es, greatly increasing their powers. They
become Mind Flayers, a dreaded special threat of
high strategic value to Cabal commanders.

Mind Flayer’s Psionics. You can spend your
psionic points to cause any of the following effects.
The cost of each psionic effect is indicated in
parentheses. If you don’t have enough psionic points
to cause an effect, you cannot choose that effect.

• Psionic Blast (1 psionic point). As an ac�on you
let loose a quick burst of psionic energy at a
target within 5 feet of you. That target must
make a Dexterity saving throw. On a failed save it

Dungeons & Des�ny v1.1.2 22

CHAPTER 1: RACES

Vex

“We’ve all heard stories of Vex speaking
with voices of people we’ve lost. Campfire
silliness, stuff to spook newbies on their
first night on Venus. The Vex aren’t people,
and they certainly don’t become them.” —
Toro-10, Vanguard Scout

No one knows where the Vex came from or what
they want, though everyone has a theory. Some say
they are from the future, come to reshape the past
to ensure their own eventual existence. Many
believe they predate the known universe, and
invaded our space�me to escape the collapse of
their own. A few insist they are not an alien threat at
all, but a concurrence of Golden Age technology
projects in robo�cs, ar�ficial intelligence, and �me
travel, all run amok. Whatever the case, one thing is
clear: of all the enemies humanity faces, the Vex are
the least like humans, and the most difficult to
comprehend. If a single Vex en�ty were separated
from the Collec�ve, no one can say what its nature
might be.

A Collective Disembodied

The Vex exist primarily as interconnected,
decentralized thought and informa�on flowing
through their vast network, some�mes coalesced
into discrete minds for par�cular tasks. When they
require physical manifesta�on, they occupy hulls,
robo�c shells of various shapes and sizes designed
for different purposes. The humanoid types include
small goblins and hobgoblins, typically deployed in
numbers as basic combatants; and larger minotaurs,
a sturdier hull primarily intended for construc�on
work and architectural maintenance, but also
incidentally capable of fearsome violence.

All Vex hulls are constructed iden�cally from
interchangeable metallic components, and are
indis�nguishable from each other, aside from
occasional varia�ons in colora�on and markings that
indicate which divisions of the Collec�ve they
belong to.

Treading the Face of Time

Not only are the origins of the Vex unknown, but
when they arrived in the Sol system is a mystery as
well. Humans first became aware of their presence
during the Golden Age, when explora�on of Venus
revealed Vex ruins on the planet that predated the
earliest human life by billions of years. It may well
be that the Vex relate to �me en�rely differently
than temporally constrained beings who merely
move through it in a single direc�on. If the Vex can
move through �me like a spa�al dimension, then
even if they were not here before the Golden Age,
once they did come, it meant they had always been
here.

23 Dungeons & Des�ny v1.1.2

CHAPTER 1: RACES

Incomprehensible Design your proficiency bonus for it.
Chassis. Vex have three main hull designs,
The Vex Collec�ve is inscrutable from the outside. It
speaks only through its ac�ons, without explana�on referred to as the goblin, the hobgoblin, and the
or any foothold for inference of cause or purpose. minotaur. Choose one.
Many Guardians, cryptarchs, and researchers have
struggled to understand the Vex, some going so far Goblin
as to a�empt to interface with their informa�on
confluxes or even enter their gate network. Such The most common Vex hull with the most basic set
inves�ga�ve work has a notoriously high rate of of func�onal capabili�es, goblins are deployed in
fatality, and the Vex remain more or less vast numbers as guards, scouts, and infantry. They
unfathomable. are about six feet tall when standing at full
extension. Their heads feature a broad, rounded
Whatever it is like to be a Vex within the crest.
Collec�ve, it is surely u�erly unlike the experience of
exis�ng as a conscious individual. Speed. Your base walking speed is 20 feet.
Reac�ve Blink. If a creature makes a weapon
Vex Traits a�ack against you, or if you are forced to make a
Dexterity saving throw, you can choose to use your
Vex units of every type share certain characteris�cs, Blink trait as a reac�on. You can only choose to do
regardless of hull configura�on. this if you did not use Blink since the start of your
previous turn, and if there is an unoccupied spot
Ability Score Increase. One ability score of your within range of your Blink. When you choose to do
choice increases by 2. this, you cause disadvantage on the a�ack roll, or
you grant yourself advantage on the Dexterity saving
Age. Vex do not age in any meaningful way. Their throw.
consciousness exists effec�vely outside �me. Even
when residing in hulls for immensely long periods, Hobgoblin
they are not affected by the passage of �me.
Hobgoblins are based on the same body design as
Size. Different Vex hulls are built in a wide range goblins, and are the same size, but feature a broad,
of sizes. Regardless of hull, your size is Medium. horned crest and a slender antenna tentacle
a�ached to the spinal column, somewhat like a tail.
Languages. You can speak, read, and write Vex These features are believed to contain enhanced
dialect hexinary, and can process any other language sensors and transmission hardware, indica�ng the
a�er sufficient sampling. hobgoblin’s role as a signaling unit, as well as a
precision sharpshooter.
Blink. As either an ac�on or bonus ac�on on your
turn, you can teleport to an unoccupied space you Speed. Your base walking speed is 15 feet.
can see that is within a distance equal to 5 �mes Aimbot. Once on your turn, you can choose to
your proficiency bonus. You take all carried and begin Aiming without expending movement to do
worn equipment of your choice with you when you so.
do this. Scanners. As an ac�on you can open your
conscious mind up to the extensive sensor array in
Darkvision. Vex monocular sensors can be tuned your horns. For the next minute, you have scanners
to perceive various electromagne�c spectra. You can with a radius equal to 5 �mes your proficiency
see in dim light within 30 feet of you as if it were bonus. You must complete a short or long rest to use
bright light, and in darkness as if it were dim light. this trait again.

Living Machine. Even though you are part of a Minotaur
machine, your consciousness itself is processed in a
substrate of living radiolarian organisms suspended Minotaur hulls resemble the humanoid design of
in fluid. You are considered a living creature, and you their smaller cousins, but are considerably larger
appear on scanners as one. You are immune to and more sturdily built, with limbs much longer in
disease, and you do not eat or breathe. Instead of propor�on to the torso. This bulkier chassis not only
sleeping, you enter an inac�ve state for 4 hours each makes them stronger combatants, but allows
day. While inac�ve, you experience dreamlike minotaurs to carry much more extensive onboard
sensory episodes. These dreams are a result of computa�onal capacity.
memory defragmenta�on in your machine hull’s
data core. A�er res�ng in this way, you gain the Speed. Your base walking speed is 20 feet.
same benefit that a human does from 8 hours of Extended Reach. When you make an a�ack with
sleep. a melee weapon on your turn, your reach for it is 5
feet greater than it is normally.
Natural Armor. Due to your machine body, your Heavyweight. You count as one size larger when
AC cannot be less than 15, even when unarmored. determining your weight limit, as well as against
effects that target Medium or smaller creatures and
Superior Memory. You are naturally proficient in for determining what you can grapple, shove, or ride
the History skill, and you can double your as a mount.
proficiency bonus for it when you make an
Intelligence (History) check to recall informa�on you 24
have learned, or to recall the details of your
experiences. Your Intelligence (History) check can CHAPTER 1: RACES
only benefit from this if it does not already benefit
from a feature or trait that allows you to double

Dungeons & Des�ny v1.1.2

25 Dungeons & Des�ny v1.1.2

CHAPTER 2: CLASSES

CHAPTER 2: CLASSES

T he Risen are extraordinary people. They are Superclass Features
warriors of the Light, soldiers brought back
from the dead by the power of the Traveler. Risen Level Superclass Feature
Their only purpose is to fight. Their only objec�ve is 1st Natural Skill, Superclass Cornerstone
to win. To this end, the Traveler granted this army of 2nd Light Grenade
the chosen dead excep�onal endurance, strength, 3rd Super Ability, Destroy Creature
and agility, and gave them its greatest gi� of all: the 4th Superclass ability
power of the Light, the paracausal force against
which the Darkness shall surely break. Natural Skill

Your class is the primary defini�on of what your Though you remember li�le of your old life, your
Risen can do. More than a set of skills and resurrec�on has endowed you with a skill
proficiencies, your class shapes the way you view proficiency determined by your superclass.
the world and approach situa�ons both in and out
of combat. A Defender who comes across a band of Hunter. You are proficient in the Survival skill.
starving pilgrims would feel compelled to lend aid or Titan. You are proficient in the Athle�cs skill.
support without ques�on. A Gunslinger, on the Warlock. You are proficient in the Arcana skill.
other hand, may be wary of the strangers, and may
try to learn more about them before offering any Superclass Cornerstone
help.
At 1st level, you gain a feature determined by your
Your class gives you a variety of special features, superclass. Gunslingers, Bladedancers, and
such as the Bladedancer’s graceful lethality, or the Nightstalkers gain the Hunter’s Ins�nct feature;
Voidwalker's enhanced Light abili�es. At low levels, Strikers, Defenders, and Sunbreakers gain the Titan’s
your class may not give you much, but each class Strength feature; Voidwalkers, Sunsingers, and
should s�ll feel unique. As you advance in level, you Stormcallers gain the Warlock’s Prowess feature.
start to refine and enhance your abili�es un�l you
become the best of your kind. Hunter’s Instincts

Superclass As a Risen Hunter, you can take the Disengage ac�on
as a bonus ac�on on your turn.
As a Risen you have a second class, a superclass. The
superclass comes in three types: Hunter, Titan, or Titan’s Strength
Warlock. Which type of superclass you have is
determined by the class you pick, as shown in the As a Risen Titan, you are proficient in unarmed
Superclass column of the Risen Classes table. As you strikes, and you roll a d4 for the damage of your
gain levels in your class, you also gain levels in your unarmed strikes. This damage die increases as your
superclass, which grants you the following total Titan levels increase. It increases to 1d6 at 5th
superclass features in addi�on to your class level, 1d8 at 9th level, 1d10 at 13th level, and 1d12
features.

Risen Classes

Class Superclass Descrip�on Shield Die Light Ability Affinity
Solar
Gunslinger Hunter The perfect shot calls to you. It's all that counts. d6 Charisma Arc

Bladedancer Hunter With a knife in your hand and silence in your step, d8 Intelligence Void
there's nowhere you can't go.
Arc
Nightstalker Hunter You won't stop exploring at the horizon of what d8 Wisdom Void
others see. The void awaits. Solar
Void
Striker Titan When a problem comes along, you must punch it. d8 Cons�tu�on
Solar
Defender Titan You are the wall that keeps your allies from harm. d12 Charisma Arc

Sunbreaker Titan Starfire is your hammer, the Light is your anvil. d10 Wisdom

Voidwalker Warlock There is no ques�on you won't ask in your search for d6 Intelligence
mastery.

Sunsinger Warlock You sing your Light so bright, Death can't bear to look. d8 Charisma

Stormcaller Warlock Your perfect calm is the eye of your storm. d8 Wisdom

Dungeons & Des�ny v1.1.2 26

CHAPTER 2: CLASSES

at 17th level. while Voidwalkers who chose the Harbinger of
Addi�onally, beginning at 2nd level, you can Chaos archetype obtain the Nova Warp super ability.

always choose to deal Light damage instead of Your super ability is included in your class’
bludgeoning damage whenever you hit with your archetype descrip�on. You cast this super ability
unarmed strike. The type of Light damage you deal using a super ability charge. You can never have
(arc, solar, or void) is determined by your Titan class more than one super ability charge at a �me.
(see your class’ Light Affinity feature).
Destroy Creature
Warlock’s Prowess
Beginning at 3rd level, your Light is powerful enough
As a Risen Warlock, your control over the Light you to outright obliterate weaker foes. If you deal
channel allows you carefully cra� the range of its damage to a creature zwith your super ability, the
effects. You can give a number of creatures equal to creature is instantly destroyed if its individual
1 + your Light ability modifier immunity against your challenge ra�ng is at or below the value listed in the
Light abili�es whenever you cast them. They take no Destroy Creature table, with respect to your total
damage and trigger no effects from your Light Risen level.
abili�es. You can change which creatures gain this
benefit on your turn. See your class’ Light Affinity Destroy Creature
feature to determine your Light ability modifier.
Super Ability Damage Destroys
Grenade Ability Risen Level Creatures of Individual CR…

Beginning at 2nd level you learn to form your Light 3rd 1/4 or lower
into grenades, which you cast using a grenade ability 5th 1/2 or lower
charge. You have a single grenade ability charge. 8th 1 or lower
11th 2 or lower
Choose one type of Light grenade to a�une 14th 3 or lower
yourself to. The op�ons you can choose from are 17th 4 or lower
based on your class, as shown in the Grenade
Op�ons table below. You can alter your choice by Superclass Ability
prac�cing with your Light for 10 minutes, which can
be done during a short or long rest. Once you have When you reach 4th level you learn to use your
completed your prac�ce, you are a�uned to your superclass ability: Hunters learn Hunter’s Dodge,
new choice of Light grenade. If your prac�ce is Titans learn Barricade, and Warlocks learn Ri� of
interrupted you do not become a�uned to your new Light. You cast your superclass ability using a
choice of Light grenade and must start the prac�ce superclass ability charge, of which you have one. You
again. regain all superclass ability charges when you
complete a brief rest.
Grenade Ability Options
Hunter’s Dodge
Class Grenade Op�ons
Cas�ng Time: 1 bonus ac�on
Gunslinger Incendiary, Swarm, Tripmine Range: Self
Cost: 1 superclass ability charge
Bladedancer Arcbolt, Flux, Skip Recharge: d6, 6
Dura�on: Instantaneous
Nightstalker Spike, Voidwall, Vortex
You gain the effects of the Dodge ac�on. You can
Striker Flashbang, Lightning, Pulse only cast this superclass ability while grounded.
Choose one of the following addi�onal effects to
Defender Magne�c, Spike, Suppressor grant yourself when you cast this Light ability.

Sunbreaker Fusion, Incendiary, Thermite Marksman’s Dodge. You dodge with a de� and
steady hand. Choose one firearm you are holding.
Voidwalker Axion Bolt, Sca�er, Vortex This weapon is reloaded instantly (this can
overcome the Cumbersome property), and the next
Sunsinger Firebolt, Fusion, Solar shot you take with it, if that shot is taken before the
start of your next turn, has its cri�cal hit range
Stormcaller Arcbolt, Pulse, Storm increased by one.

When you spend a grenade charge to cast a Light Gambler’s Dodge. If you cast this superclass
grenade, you can only cast a grenade of the type you ability when two or more hos�le creatures are
are a�uned to. Grenade descrip�ons are included at within 15 feet of you, you can regain one melee
the end of the Risen superclass descrip�on. ability charge.

Super Ability

At 3rd level you obtain your super ability op�on,
determined by the class archetype you picked. For
example, Gunslingers who choose the Showman
archetype obtain the Blade Barrage super ability,

27 Dungeons & Des�ny v1.1.2

CHAPTER 2: CLASSES

Barricade Ri� grants Empowered (Stage 2), and beginning at
17th Risen level, it grants Empowered (Stage 3).
Cas�ng Time: 1 bonus ac�on Creatures lose the Empowered condi�on from this
Range: Self Light ability at the start of your next turn.
Cost: 1 superclass ability charge
Recharge: d6, 6 Grenade Descriptions
Dura�on: Up to 1 minute
Grenades are listed in alphabe�cal order.
You create a wall of transparent Light centered in
front of you that is no more than 1 foot away, with Arcbolt Grenade
the bo�om of the barricade touching the surface
you are standing on. You can only cast this Cas�ng Time: 1 ac�on
superclass ability while grounded. The barricade has Range: 60 feet, mortar
an AC equal to 11 + your Light level (see your class Cost: 1 grenade ability charge
table), and 20 health points per Light level. It Recharge: d8, 7
succeeds on all Strength saving throws, fails on all Dura�on: Instantaneous
Dexterity saving throws, and is immune to effects
that would cause a Cons�tu�on, Intelligence, You throw this grenade at a hard surface within
Wisdom, or Charisma saving throw. If the barricade range and the Light nestled within bursts out,
runs out of health points it sha�ers, ending its striking at up to three targets of your choice within
dura�on early. 15 feet of its impact point. Each target must make a
Cons�tu�on saving throw. Targets that fail their
You can make superclass recharge rolls while saving throw take 3d6 arc damage, while targets
your barricade is ac�ve, but you can only have one that succeed on their saving throw take half as
ac�ve barricade. If you cast a new barricade, the old much.
one dissipates.
At Higher Levels. The damage of this Light ability
Choose one of the following barricades to make increases by 1d6 for each Light level you are above
when you cast this Light ability. 1st.

Towering Barricade. The barricade you make is 5 Axion Bolt Grenade
feet tall, 15 feet wide, and 1 inch thick. While the
barricade itself is considered full cover, creatures Cas�ng Time: 1 ac�on
can pass through it. Range: 60 feet, mortar
Cost: 1 grenade ability charge
Rally Barricade. The barricade you make is 3 feet Recharge: d8, 7
tall, 15 feet wide, and 1 inch thick. The barricade is Dura�on: Up to 1 minute
considered half-cover. Creatures of your choice
within 5 feet of the barricade can choose to use a You throw this grenade of void Light onto a hard
bonus ac�on to reload a Cumbersome weapon. surface within range, and the Light in the grenade
a�empts to find a nearby target of your designa�on,
Rift of Light which can simply be any hos�le creature or as
specific as you like. If the designated target exists
Cas�ng Time: 1 bonus ac�on within 60 feet of the surface the grenade impacts,
Range: Self the grenade turns into an axion seeker. The Light in
Cost: 1 superclass ability charge the grenade can detect invisible targets, or targets
Recharge: d6, 6 that are behind most barriers, but the detec�on
Dura�on: Instantaneous abili�es of this grenade are blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead,
You summon a vortex of Light that swirls in a flat 5- or 3 feet of wood or dirt, as well as any barrier that
foot radius circle on the ground beneath your feet, prevents divina�on. If the grenade’s ability to detect
centered on you. You can only cast this superclass the target fails, or if the designated target does not
ability while grounded. Choose one of the following exist within 60 feet of the grenade, the Light
ri�s to create when you cast this ability. The ri� dissipates into nothing.
dissipates at the start of your next turn.
Axion Seeker. An axion seeker is a Tiny arcane
Healing Ri�. All Risen creatures of your choice construct made en�rely of void Light that has one
within the area can immediately regain shield points job: find the target its caster specified. Star�ng on
equal to 2d8 + your Light ability modifier. Un�l the the turn the axion seeker appeared, if there is any
start of your next turn, Risen creatures of your path that leads toward the target, regardless of the
choice who end their turn within the ri�, or who distance of that path, the axion seeker will fly up to
enter the ri� for the first �me on a turn, may also 30 feet on each of your turns along that path to
regain shield points equal to 2d8 + your Light ability reach the specified target, moving around obstacles
modifier. A creature can only benefit from any and going through any opening big enough for a Tiny
Healing Ri� once on a turn. Your Healing Ri� allows construct.
Risen creatures to regain an addi�onal 1d8 shield
points for each Light level you are above 1st. If the seeker enters the target’s space, it

Empowering Ri�. Creatures of your choice 28
standing within the ri� become Empowered (Stage
1). Beginning at 11th Risen level, your Empowering CHAPTER 2: CLASSES

Dungeons & Des�ny v1.1.2

detonates on the target. The target must make a Dura�on: Instantaneous
Dexterity saving throw. Add a bonus to your DC You throw a grenade packed with arc Light at a hard
equal to your Light level. The target takes 2d10 + surface within range, and the grenade detonates on
your Light ability modifier in void damage on a failed impact. All creatures within 5 feet of the detona�on
save, or half as much on a success. point must make a Cons�tu�on saving throw.
Creatures who fail their saving throw take 3d6
If, while the seeker is ac�ve, the path to the explosive arc damage and become Blinded for the
target is ever completely blocked, the seeker will next minute. Creatures who succeed take half as
detonate on the obstruc�on closest to the target. much damage and do not become Blinded.

At Higher Levels. When you cast this grenade at A creature can repeat the saving throw at the
a Light level of 2nd or higher, its damage increases end of each of their turns, ending the effect on itself
by 1d10 for each Light level you are above 1st. early on a success. Creatures who succeed on their
saving throw, or for which the effect ends, become
Firebolt Grenade immune to being Blinded by this grenade for 24
hours.
Cas�ng Time: 1 ac�on
Range: 60 feet, mortar At Higher Levels. The damage of this Light ability
Cost: 1 grenade ability charge increases by 1d6 for each Light level you are above
Recharge: d8, 7 1st.
Dura�on: Instantaneous
Flux Grenade
You create a palm-sized ball of Light and throw it at a
hard surface within range. Upon impact, three bolts Cas�ng Time: 1 ac�on
of solar Light lash out from the grenade at nearby Range: 20/60 feet
targets. Choose up to three unique targets within 15 Cost: 1 grenade ability charge
feet of your grenade, that do not have half or Recharge: d8, 8
greater cover from your grenade, to make a Dura�on: Instantaneous
Dexterity saving throw. Targets take 3d6 solar You channel your Light into a grenade charged with
damage on a failed save, or half as much on a arc energy, which you throw at a target you can see
success. within range. Make a ranged Light a�ack roll, and
add a bonus to your a�ack roll equal to your Light
At Higher Levels. The damage of this Light ability level. On a hit, the target takes 2d10 + your Light
increases by 1d6 for each Light level you are above ability modifier in explosive arc damage. If you miss,
1st. the target must make a Dexterity saving throw. They
take half the damage of this grenade on a failed
Flashbang Grenade save.

Cas�ng Time: 1 ac�on At Higher Levels. When you cast this grenade at
Range: 60 feet, mortar
Cost: 1 grenade ability charge
Recharge: d8, 8

29 Dungeons & Des�ny v1.1.2

CHAPTER 2: CLASSES

a Light level of 2nd or higher, its damage increases within the area, or who enter the area for the first
by 1d10 for each Light level you are above 1st. �me on a turn, must also make a Dexterity saving
throw against this grenade’s effects.
Fusion Grenade
Device. This grenade can be destroyed if it takes
Cas�ng Time: 1 ac�on any amount of damage. For this purpose, the
Range: 20/60 feet grenade has an AC equal to 13 + your Light level,
Cost: 1 grenade ability charge and fails all saving throws.
Recharge: d8, 8
Dura�on: Instantaneous At Higher Levels. When you cast this grenade at
a Light level of 2nd or higher, its damage increases
You focus your Light into a palm-sized grenade by 1d8 for each Light level you are above 1st.
brimming with solar energy, which you throw at a
target you can see within range. Make a ranged Light Magnetic Grenade
a�ack roll, and add a bonus to your a�ack roll equal
to your Light level. On a hit, the target takes 2d10 + Cas�ng Time: 1 ac�on
your Light ability modifier in explosive solar damage. Range: 20/60 feet
If you miss, the target must make a Dexterity saving Cost: 1 grenade ability charge
throw. They take half the damage of this grenade on Recharge: d8, 8
a failed save. Dura�on: Instantaneous

At Higher Levels. When you cast this grenade at You focus your Light into a fist-sized grenade made
a Light level of 2nd or higher, its damage increases of void energy, which you throw at a target you can
by 1d10 for each Light level you are above 1st. see within range. Make a ranged Light a�ack roll,
and add a bonus to your a�ack roll equal to your
Incendiary Grenade Light level. On a hit, the target takes 2d10 + your
Light ability modifier in explosive void damage. If
Cas�ng Time: 1 ac�on you miss, the target must make a Dexterity saving
Range: 60 feet, mortar throw. They take half the damage of this grenade on
Cost: 1 grenade ability charge a failed save.
Recharge: d8, 8
Dura�on: Instantaneous At Higher Levels. The damage of this Light ability
increases by 1d10 for each Light level you are above
You hurl a grenade packed with solar Light at a hard 1st.
surface within range. All creatures within 5 feet of
the loca�on must make a Cons�tu�on saving throw. Pulse Grenade
Creatures who fail their save take 3d6 explosive
solar damage and begin Burning for one minute. If a Cas�ng Time: 1 ac�on
creature succeeds on their saving throw, they take Range: 60 feet, mortar
half as much damage and do not begin Burning. Cost: 1 grenade ability charge
Recharge: d8, 8
Creatures who are Burning can repeat the saving Dura�on: Concentra�on, up to 1 minute
throw at the end of each of their turns, ending the
effect on itself on a success. Creatures who succeed You throw a ball of arc Light onto a hard surface
on their saving throw, or for whom the effect ends, within range and, upon impact, the ball bursts into a
become immune to Burning from this grenade for 10-foot diameter sphere of sparking arc Light,
24 hours. centered on the spot it hit the surface. All creatures
in the area take 4d4 arc damage, and for the
At Higher Levels. The damage of this Light ability dura�on, all creatures that end their turn within the
increases by 1d6 for each Light level you are above area, or who enter the area for the first �me on a
1st. turn, take 4d4 arc damage.

Lightning Grenade At Higher Levels. The damage of this Light ability
increases by 1d4 for each Light level you are above
Cas�ng Time: 1 ac�on 1st.
Range: 60 feet, mortar
Cost: 1 grenade ability charge Scatter Grenade
Recharge: d8, 7
Dura�on: Up to 1 minute Cas�ng Time: 1 ac�on
Range: 60 feet, mortar
You hurl an arc-infused grenade onto a non-living, Cost: 1 grenade ability charge
hard surface within range. This grenade s�cks to the Recharge: d8, 8
surface and creates an ac�ve area in a 15-foot cone Dura�on: Instantaneous
perpendicular to that surface. All creatures in the
area must make a Dexterity saving throw. They take You toss a grenade of void Light onto a hard surface
3d8 + your Light ability modifier in arc damage on a within range. On impact it breaks apart into a
failed save, or half as much on a success. shower of explosive sparks. All creatures within 5
feet of the grenade must make a Dexterity saving
For the dura�on, creatures who end their turn throw. Creatures who fail their saving throw take

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CHAPTER 2: CLASSES

3d8 explosive void damage, and creatures who within the area, or who enter the area for the first
succeed take half as much. �me on a turn, must also make a Charisma saving
throw against this grenade’s effects.
At Higher Levels. When you cast this grenade at
a Light level of 2nd or higher, its damage increases Device. This grenade can be destroyed if it takes
by 1d8 for each Light level you are above 1st. any amount of damage. For this purpose, the
grenade has an AC equal to 13 + your Light level,
Skip Grenade and fails all saving throws.

Cas�ng Time: 1 ac�on At Higher Levels. The damage of this Light ability
Range: 60 feet, mortar increases by 1d8 for each Light level you are above
Cost: 1 grenade ability charge 1st.
Recharge: d8, 7
Dura�on: Up to 1 minute Storm Grenade

You concentrate your arc Light into a grenade and Cas�ng Time: 1 ac�on
throw it at a hard surface within range. On impact, Range: 60 feet, mortar
the grenade breaks apart into fragments of arc Light Cost: 1 grenade ability charge
that cover a 10-foot line on the ground. For the Recharge: d8, 8
dura�on, should a hos�le creature start their turn Dura�on: Instantaneous
on the line, or move within 5 feet of these
fragments, that creature must make a Dexterity You lob a storm-filled grenade at a hard surface
saving throw. Add a bonus to your DC equal to your within range. On impact with the surface, the
Light level. The creature takes 3d6 arc damage on a grenade bursts apart into crackling arc Light that fills
failed save, or half as much on a success. Once this a sphere with a 10-foot radius. All creatures in the
grenade damages a target its dura�on ends. area must make a Dexterity saving throw, taking 3d8
explosive arc damage on a failed save, or half as
At Higher Levels. The damage of this Light ability much on a success.
increases by 1d6 for each Light level you are above
1st. At Higher Levels. The damage of this Light ability
increases by 1d8 for each Light level you are above
Solar Grenade 1st.

Cas�ng Time: 1 ac�on Suppressor Grenade
Range: 60 feet, mortar
Cost: 1 grenade ability charge Cas�ng Time: 1 ac�on
Recharge: d8, 8 Range: 60 feet, mortar
Dura�on: Concentra�on, up to 1 minute Cost: 1 grenade ability charge
Recharge: d8, 8
You toss a compacted ball of solar Light onto a hard Dura�on: Instantaneous
surface within range and, upon impact, the ball
bursts into a 10-foot diameter sphere of flaming You pitch a fist-sized grenade of void Light at a hard
solar Light, centered on the spot it hit the surface. surface within range. On impact it explodes, and all
All creatures in the area take 4d4 solar damage, and creatures within 5 feet must make a Charisma saving
for the dura�on, all creatures that end their turn throw. Creatures who fail their save take 3d6
within the area, or who enter the area for the first explosive void damage and become Suppressed for
�me on a turn, take 4d4 solar damage. one minute. If a creature succeeds on their saving
throw, they take half as much damage and do not
At Higher Levels. When you cast this grenade at become Suppressed.
a Light level of 2nd or higher, its damage increases
by 1d4 for each Light level you are above 1st. Creatures who are Suppressed can repeat the
saving throw at the end of each of their turns,
Spike Grenade ending the effect on itself on a success. Creatures
who succeed on their saving throw, or for which the
Cas�ng Time: 1 ac�on effect ends, become immune to being Suppressed
Range: 60 feet, mortar by this grenade for 24 hours.
Cost: 1 grenade ability charge
Recharge: d8, 7 At Higher Levels. The damage of this Light ability
Dura�on: Up to 1 minute increases by 1d6 for each Light level you are above
1st.
You throw a void-laced grenade onto a non-living,
hard surface within range. This grenade s�cks to the Swarm Grenade
surface and creates an ac�ve area in a 15-foot cone
perpendicular to that surface. All creatures in the Cas�ng Time: 1 ac�on
area must make a Charisma saving throw. They take Range: 60 feet, mortar
3d8 + your Light ability modifier in void damage on a Cost: 1 grenade ability charge
failed save, or half as much on a success. Recharge: d8, 8
Dura�on: Concentra�on, up to 1 minute
For the dura�on, creatures who end their turn
You concentrate your Light into a grenade and throw
31
Dungeons & Des�ny v1.1.2
CHAPTER 2: CLASSES

it onto a hard surface within range. On impact, the s�cks to the surface and creates an ac�ve area in a
grenade breaks apart into several seeking fragments 15-foot cone perpendicular to that surface. For the
that occupy a 5-foot cube, with at least one face of dura�on, if at any point there is a Small or larger
the cube centered on the loca�on of impact. creature within the ac�ve area, the grenade will
detonate. All creatures in the area must make a
This grenade’s damage is represented by a dice Dexterity saving throw. They take 3d10 + your Light
pool, which consists of six d4s. A�er cas�ng this ability modifier in explosive solar damage on a failed
grenade, you can choose a creature within 5 feet of save, or half as much on a success.
the cube. Then choose any number of dice from the
grenade’s damage dice pool and roll them. The Device. This grenade can be destroyed if it takes
creature you chose takes that much solar damage, any amount of damage. For this purpose, the
and the grenade’s damage dice pool is reduced by grenade has an AC equal to 13 + your Light level,
the number of dice you rolled for the remainder of and fails all saving throws.
the grenade’s dura�on.
At Higher Levels. When you cast this grenade at
For the dura�on, so long as you have at least one a Light level of 2nd or higher, its damage increases
damage die remaining in this grenade’s damage by 1d10 for each Light level you are above 1st.
pool, should a creature end their turn within 5 feet
of the cube, or should a creature move within 5 feet Voidwall Grenade
of the cube, you can also choose to have that
creature take an amount of solar damage equal to Cas�ng Time: 1 ac�on
however many dice from the pool you want to roll. Range: 60 feet, mortar
The number of available dice in this grenade’s Cost: 1 grenade ability charge
damage pool is reduced by however many dice you Recharge: d8, 8
roll to damage a creature. This reduc�on lasts for Dura�on: Concentra�on, up to 1 minute
the remaining dura�on.
You toss an oblong Light grenade onto a hard
At Higher Levels. This grenade’s dice pool gains surface within range. Upon impact with the surface,
two addi�onal d4s for each Light level you are above it instantly creates a roiling wall of void Light that is
1st. 25 feet long, 5 feet high, and 5 feet thick. The wall is
opaque and lasts for the dura�on. All creatures in
Thermite Grenade the area must make a Charisma saving throw, taking
2d10 + your Light ability modifier in void damage on
Cas�ng Time: 1 ac�on a failed save, or half as much on a success.
Range: 60 feet, mortar
Cost: 1 grenade ability charge For the dura�on, all creatures that end their turn
Recharge: d8, 8 in the area of the wall, or who move through the
Dura�on: Concentra�on, up to 1 minute area for the first �me on a turn, must also make a
Charisma saving throw against this grenade’s
You fling a Light grenade onto a hard surface within damage.
range. On impact with the surface, the grenade
instantly creates a burning wall of solar Light that is At Higher Levels. The damage of this Light ability
25 feet long, 5 feet high, and 5 feet thick. The wall is increases by 1d10 for each Light level you are above
opaque and lasts for the dura�on. All creatures in 1st.
the area must make a Cons�tu�on saving throw,
taking 2d10 + your Light ability modifier in solar Vortex Grenade
damage on a failed save, or half as much on a
success. Cas�ng Time: 1 ac�on
Range: 60 feet, mortar
For the dura�on, all creatures that end their turn Cost: 1 grenade ability charge
in the area of the wall, or who move through the Recharge: d8, 8
area for the first �me on a turn, must also make a Dura�on: Concentra�on, up to 1 minute
Cons�tu�on saving throw against this grenade’s
damage. You lob a �ghtly packed ball of void Light onto a hard
surface within range and, upon impact, the ball
At Higher Levels. When you cast this grenade at bursts into a 10-foot diameter sphere of churning
a Light level of 2nd or higher, its damage increases void Light, centered on the spot it hit the surface. All
by 1d10 for each Light level you are above 1st. creatures in the area take 4d4 void damage, and for
the dura�on, all creatures that end their turn within
Tripmine Grenade the area, or who enter the area for the first �me on
a turn, take 4d4 void damage.
Cas�ng Time: 1 ac�on
Range: 60 feet, mortar At Higher Levels. The damage of this Light ability
Cost: 1 grenade ability charge increases by 1d4 for each Light level you are above
Recharge: d8, 8 1st.
Dura�on: Up to 1 minute

You throw or place a solar-charged grenade onto a
non-living, hard surface within range. This grenade

Dungeons & Des�ny v1.1.2 32

CHAPTER 2: CLASSES

Gunslinger species its god-leaders have annihilated in their
violent worship. These skeins of corrupted flesh are
The drop is endless. The Gunslinger savors the rush only an inconvenience.
of speed, her cloak snapping behind her, and she
lands on her feet in the belly of the cavern without She runs deeper into the tunnel, dropping mag
bothering to kill her momentum. Moon dust blows a�er mag as she goes, burning through the Hive like
away in anemic puffs, and she li�s her head to look a hot wind, fanning the hammer from her hip in
around. She doesn’t need to wait long. �me with her heartbeat. With the cannon’s every
kick her focus grows—and her grin widens.
Thrall rise from the darkness in a pale, shrieking
wave, and she li�s her hand cannon and blows them Her quarry finds her first. A wizard hoves up from
away with lazy confidence. The foe she seeks is the bowels of some hideous cavern, and bolts of
old—old enough, perhaps, to remember the fiery magic envelop her before she can react. She
countless worlds its kind have razed, the countless experiences a moment of panic as her shields fail—
how many Guardians have died nameless and
33 forgo�en in these tunnels, she wonders—but purest
clarity follows soon a�er, and the rush of adrenaline
CHAPTER 2: CLASSES sharpens her reflexes.

Cover is scarce, but ghostly light casts shadows
enough that she can keep herself alive as she
dodges from crumbling rock to crumbling rock,
always just ahead of the wizard’s wrathful bolts. Her
pulse hammers in her ears, she tastes blood on her
tongue, and her Ghost is screaming at her to
disengage. Yet within her she feels the power
building, and at last, at last, she raises her arm and
embraces the Traveler’s gi�. Golden Light floods the
cavern, and when she levels her hands at her foe her
grin is a wolf’s, and she does not hesitate.

Later, once her pulse has slowed, she si�s
through the ashes of her enemy. One strange waxen
idol is all she finds. Worth some glimmer at least,
maybe enough for a new knife—or a few rounds at
the Tower bar. She’ll share the story later, and the
others will ask her why she bothered in the first
place.

They don’t understand. Beyond the Last City lie
the wilds, and the wilds belong to her.

Crack Shot

Cocky show-offs. Careless thrill-seekers. Insufferable
crack shots. Gunslingers are o�en called such things,
and more—and it’s all true. While not all Gunsling-
ers demonstrate the arrogant affect for which these
Hunters are especially known, they do all share an
obsession with the perfect shot. Their drive to find
it, aim for it, and make it leads them to challenge
themselves to great feats of marksman-ship and
derring-do. All Hunters tend to be loners in one way
or another, but for Gunslingers, solitude is mostly a
ma�er of keeping the bragging rights to themselves
and making sure nobody gets in the way when a
chance arises to take aim for a perfect shot.

For the Love of the Crowd

Almost all Risen find themselves alone at first, and
those who become Hunters o�en prefer to keep
things that way even a�er making the acquaintance
of other Guardians. Gunslingers are typically the
most gregarious Hunters, if only because they want
an audience for their tall tales. Even so, they usually
like to take plenty of �me to themselves, and o�en
operate with a sort of loose independence from
their fireteams. Despite this, and though o�en

Dungeons & Des�ny v1.1.2

The Gunslinger Uncanny Light Level
Hits 1st
Proficiency 2 1st
Level Bonus Features 2 1st
1st +2 Weapon of Choice, Uncanny Hits, Weaponized Personality 3 1st
2nd +2 Light Affinity, Melee Ability, Jack of All Guns 3 2nd
3rd +2 Gunslinger Style 3 2nd
4th +2 Ability Score Improvement 3 2nd
5th +3 Extra A�ack 3 2nd
6th +3 Gunslinger Style feature 3 3rd
7th +3 Weaponsmithing Exper�se, Weapon Modifica�on 4 3rd
8th +3 Ability Score Improvement 4 3rd
9th +4 — 4 3rd
10th +4 Gunslinger Style feature 4 4th
11th +4 Extra A�ack improvement 4 4th
12th +4 Ability Score Improvement 4 4th
13th +5 — 4 4th
14th +5 Gunslinger Style feature 4 5th
15th +5 Watchful Eye 5 5th
16th +5 Ability Score Improvement 5 5th
17th +6 — 5 5th
18th +6 Gunslinger Style feature 5
19th +6 Ability Score Improvement
20th +6 Legerdemain

maligned for boas�ulness and excessive swagger, Persuasion, and Stealth
Gunslingers’ preternatural acuity and peerless
precision are highly valued by the teams they join.

Class Features Weapon of Choice

As a Gunslinger, you gain the following class features Even at 1st level, you intui�vely recognize the
in addi�on to the features granted by the Hunter central importance of your rela�onship to your gun.
superclass. You study the guns you use with intensive, loving
care, and come to innately understand the individual
Health Points and Shields characteris�cs and quirks of each piece. By studying
a single firearm with which you are proficient for an
Shield Die Size: d6 uninterrupted period of 1 hour, you come to know
Health Points at 1st level: 6 + your Cons�tu�on every detail of its workings, feel, and character,
developing an almost supernatural familiarity with
modifier it. This firearm then becomes your weapon of
Health Points at higher levels: Add your choice, and you know all the proper�es and perks of
the weapon if you did not know them before.
Cons�tu�on modifier for every level a�er 1st,
minimum 0 You can only have one weapon of choice at a
Shield Points at 1st level: 6 �me. Your weapon of choice cannot have the
Shield Points at higher levels: Add 1d6 (or 4) for Payload or Automa�c Fire property. Once you’ve
every level a�er 1st turned a firearm into your weapon of choice, you
cannot be disarmed of that weapon unless you are
Proficiencies Incapacitated. Other class features grant addi�onal
benefits to your weapon of choice as you gain
Armor: Light armor, medium armor Gunslinger levels.
Weapons: Simple melee weapons, hand cannons,
Exotic Weapon of Choice
scout rifles, sidearms, shotguns
Toolkit: Weaponsmithing toolkit In order to make an exo�c weapon your weapon of
Vehicles: Jumpships, sparrows choice, you need to study it over a period of one
Saving Throws: Dexterity, Charisma week and train with it for at least 4 hours a day
Skills (Choose 2): Acroba�cs, Athle�cs, Insight,

In�mida�on, Medicine, Percep�on, Performance,

Dungeons & Des�ny v1.1.2 34

CHAPTER 2: CLASSES

during this �me (this can be done during a long knives, but Gunslingers fling knives of searing solar
rest). At the end of the week, it becomes your Light, sharp as sunbeams. You cast your Throwing
weapon of choice. If you fail to train with it for at Knife using a melee ability charge, of which you have
least 4 hours in a day during the week, you will need a single one. You regain spent melee ability charges
to begin the process all over again. when you complete a brief rest.

Uncanny Hits Throwing Knife

Your ready familiarity with your weapon of choice Cas�ng Time: 1 ac�on
allows you to hit the weak points of a target with Range: 20/60 feet
uncanny precision. When you deal damage with a Cost: 1 melee ability charge
shot from your weapon of choice, you add a bonus Recharge: d6, 5
to your damage roll as shown in the Uncanny Hits Dura�on: Instantaneous
column of the Gunslinger table.
You use your Light to summon a small, lightweight
Weaponized Personality knife into a free hand and a�ack with it. Make a
ranged Light a�ack roll. Add a bonus to your a�ack
Gunslingers know a well-placed word can do as roll equal to your Light level. On a hit, the target
much damage or win as much acclaim as a well- takes 3d6 solar damage. Hit or miss, the knife
placed shot. You have a natural ability to draw on dissipates a�er.
your own personality as a kind of weapon, whether
you pull in�mida�ng stony silence, unassuming At Higher Levels. As you gain Gunslinger levels,
roguish charm, or jovial arrogance. You can either the number of damage dice you roll for your
gain proficiency in a Charisma-based skill of your Throwing Knife increases. It becomes 4d6 at 5th
choice, or you can choose to double your proficiency level, 5d6 at 11th level, and 6d6 at 17th level.
bonus for a Charisma-based skill you are already
proficient in. The skill you choose can only benefit Jack Of All Guns
from this bonus if it is not already benefi�ng from a
feature or trait that doubles your proficiency bonus Even at 2nd level, you have handled more guns than
for it. you can count, and accordingly know your way
around everything from boot-holstered sidearms to
Light Affinity an�-armor heavy sniper rifles. You can add half your
proficiency bonus, rounded down, to any a�ack roll
Beginning at 2nd level, you’ve learned to harness you make with a firearm that does not already
the Light you possess, and you shape it in the form benefit from your proficiency bonus.
of solar Light. Charisma is your Light ability score,
and when called for, your Charisma modifier is your Gunslinger Style
Light ability modifier. You use your Charisma
modifier to determine your Light a�ack modifier and At 3rd level, you se�le into a combat style that best
to set the save DC against your Light abili�es, as suits your tastes as a Gunslinger, and determines
shown below. When you are told to make a Light how your skills will develop. Choose the
ability saving throw, you make a Charisma saving Sharpshooter, the Outlaw, or the Showman style, all
throw. detailed at the end of this class descrip�on. The
style you choose grants you features at 3rd, 6th,
For more informa�on on Light abili�es, including 11th, 14th, and 18th levels.
how recharge rolls work, see Chapter 8.
Ability Score Improvement
Light ability modifier = your Charisma
modifier When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
Light save DC = 8 + your proficiency bonus score of your choice by 2, or you can increase two
+ your Charisma modifier ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
Light a�ack modifier = your proficiency feature.
bonus + your Charisma modifier
Extra Attack
Melee Ability
Beginning at 5th level, you can a�ack twice, instead
When you reach 2nd level you gain your melee Light of once, whenever you take the A�ack ac�on on
ability, the Throwing Knife. Every Hunter carries your turn. The number of a�acks increases to three
when you reach 11th level in this class.
35
Weaponsmithing Expertise
CHAPTER 2: CLASSES
At 7th level, your study of firearms allows you to
double your proficiency bonus when you make an

Dungeons & Des�ny v1.1.2

ability check with your weaponsmithing toolkit. You score increases by 4, and your maximum possible for
can only do this if the ability check is not already that score increases to 24.
benefi�ng in a way that doubles your proficiency
bonus. Gunslinger Styles

Addi�onally, if your weapon of choice ever For a Gunslinger, it isn’t enough to just draw, aim,
becomes damaged or destroyed, you can repair or and shoot. Even if you do that real well, you have to
recreate it over the course of 8 hours, assuming you do it with style. Your choice of style will shape how
have adequate materials and glimmer to do so you fight and what tricks you can pull off as your
(confer with your Architect). proficiency advances.

Weapon Modification The Sharpshooter

Also at 7th level, you have devoted considerable As a sharpshooter, you live for landing your shots
thought to how you might modify your weapon of precisely where you call them. You prefer to view
choice to improve its performance and suit your the ba�lefield through a scope, where your eagle
needs. Choose one of the following features. eye can pick out the sweet spots from long range. If
Whenever you choose a new weapon of choice, or things get too close for comfort, your Light provides
whenever you complete a 1-hour study of your an ace up your sleeve in the form of a wheelgun
weapon of choice, you can change which feature to made of sunshine that never fails to impress.
apply to your weapon of choice. Once you modify
your weapon of choice in any way, you become Super Ability: Deadeye
linked to the weapon and are always aware of its
loca�on if it is within 30 feet of you. Gained at 3rd level (see superclass descrip�on)
Cas�ng Time: 1 bonus ac�on
Hot Shot. When you make a successful a�ack Range: Self
with your weapon of choice, you can always choose Cost: 1 super ability charge
to deal solar damage instead of its normal damage. Recharge: d20, 18
In addi�on, your weapon of choice treats damage Dura�on: Concentra�on, up to 1 minute
point values as reduced by an amount equal to twice You channel your Light into your weapon of choice
your proficiency bonus. See Chapter 7 for more and turn it into a Deadeye Golden Gun. You can take
informa�on on damage point values. up to three shots with your Golden Gun, making a
ranged firearm a�ack roll with your weapon. Add
Lucky Hit. If you roll a 1 or a 2 on any of the your Light level to your a�ack modifier for these
damage dice for your weapon of choice, you can roll shots. On a hit, the damage of your shot increases
an addi�onal damage die and add it to the total. You by 2d8, and you always deal solar damage instead of
can only do this once for your damage roll, and only your weapon’s normal damage.
once on your turn.
The extended and maximum ranges of your
Stopping Power. Once on your turn, if you hit a weapon of choice are temporarily increased by half
Large or smaller creature with an a�ack from your the weapon’s normal extended and maximum
weapon of choice, you can cause that creature to ranges. Round down to the nearest mul�ple of 5
make a Strength saving throw (DC = 8 + your when you do this. For example, a weapon with
proficiency bonus + your Strength or Dexterity scope ranges of 30/75/120 would have its ranges
modifier) or its movement becomes 0 un�l the end become 30/110/180 while it is a Deadeye Golden
of its next turn. Gun.

Uncanny Aim. It costs no movement to begin Because your Golden Gun is channeled through a
Aiming with your weapon of choice. You can make firearm, a shot with your Golden Gun can benefit
an a�ack of opportunity with your weapon of choice from any trait, perk, or other source that targets
even if you are Aiming. weapon a�acks, ranged weapon a�acks, or firearm
a�acks.
Watchful Eye
Deadshot. The maximum CR of creatures this
Star�ng at 15th level, your gunfigh�ng focus has super ability affects via your superclass’ Destroy
developed into an all-pervasive awareness of your Creature feature is increased by one. At 3rd level,
surroundings in a fight. You can use your reac�on to you destroy creatures of CR ½ or less with the
grant a creature disadvantage on one a�ack roll it damage from your Golden Gun; at 5th level, you
makes against you, or to grant yourself advantage on destroy creatures of CR 1 or less; and so on.
a payload saving throw you make.
At Higher Levels. The bonus damage a shot with
Legerdemain your Golden Gun provides increases by 1d8 for each
Light level you are above 1st.
By 20th level, your long experience handling all
kinds of weapons—as well as performing other
tricks requiring a delicate touch or a firm grip—has
endowed you with excep�onally skillful hands.
Choose either Strength or Dexterity. Your chosen

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CHAPTER 2: CLASSES

Over the Horizon The Outlaw

Also at 3rd level, you possess stupendously sharp Nomad, wanderer, lone wolf—whatever they call
aim. While you are Aiming with a firearm that has a you, as an outlaw, you know how to survive on your
medium or long range band, taking a shot against a own, and you have the skills to see yourself through.
target within the firearm’s maximum range does not You prefer to keep on the move, but like to stop to
impose disadvantage on your a�ack roll. tell a good story, even if its truthfulness depends on
the credulence of the listeners. One thing is
Sharpshooter’s Tools indisputably true, though: you carry a golden gun in
your heart that never lets you down so long as you
When you choose this style at 3rd level, you gain aim quick and sharp.
proficiency with sniper rifles and linear fusion rifles.
Whatever kinds of weapons you like best, you can Super Ability: Six-shooter
hardly call yourself a sharpshooter without knowing
your way around long-range firearms. Gained at 3rd level (see superclass descrip�on)

Weighted Knife Cas�ng Time: 1 bonus ac�on
Range: Self
At 6th level, it occurs to you your knife tricks would Cost: 1 super ability charge
be even more impressive if you could hit a target Recharge: d20, 18
from a great range. The range of your Throwing Dura�on: Concentra�on, up to 1 minute
Knife becomes 50/100. If you hit a target with your
Throwing Knife while Aiming, the damage die size of You channel your Light into your weapon of choice
your Throwing Knife increases by one. and turn it into a Six-Shooter Golden Gun. You can
take up to six shots with your Golden Gun, making a
Chain of Woe ranged firearm a�ack roll with your weapon as
normal. Add your Light level to your a�ack modifier
When you reach 10th level, you have developed a for these shots. On a hit, the damage of your shot is
feel for zeroing in on the precise point of your aim, increased by 1d6, and you always deal solar damage
and sending successive shots to exactly that spot. instead of your weapon’s normal damage.
On your turn, you can choose to begin a Chain of
Woe. Star�ng from when you choose to do this, for The effec�ve range of your weapon of choice is
every successful firearm a�ack you make while temporarily increased by half the weapon’s normal
Aiming, you increase your cri�cal hit range by 1. effec�ve range, up to the weapon’s extended range
When you roll a cri�cal hit, your cri�cal hit range (a weapon’s effec�ve range cannot be greater than
returns to its original state. its extended range). Round down to the nearest
mul�ple of 5 when you do this. For example, a
Your Chain of Woe ends if you roll a cri�cal hit or firearm with scope ranges of 35/50/90 would see its
if you roll a natural 1 on a firearm a�ack. Once you ranges become 50/50/90.
use this feature, you must complete a long rest
before using it again. Because your Golden Gun is channeled through a
firearm, a shot with your Golden Gun can benefit
Keyhole from any trait, perk, or other source that targets
ranged Light a�acks, ranged weapon a�acks, or
At 14th level, you place your shots so well that you firearm a�acks.
could send a bullet up the barrel of the gun your
enemy points at you. If a target is behind anything At Higher Levels. The bonus damage a shot with
less than full cover, it gains no benefits from its your Golden Gun provides increases by 1d6 for each
cover against your firearm a�ack rolls. Light level you are above 1st.

Grim Reaper Sixth Sense

At 18th level, landing chained precision shots is as Also at 3rd level, your sense of your surroundings
natural as breathing. You regain use of your Chain of has grown uncannily keen. If you are Blinded, but
Woe feature when you complete a short or long s�ll able to hear, creatures within 30 feet of you do
rest, and rolling a natural 1 does not end your Chain not gain advantage on their a�acks against you.
of Woe. Also, even while Blinded, you can make a�acks with
a firearm or your Golden Gun normally against
Addi�onally, you can now choose to use a bonus targets that are within 30 feet of you.
ac�on to begin your Chain of Woe. If you do, your
Chain of Woe lasts for 1 minute and does not end Proximity Explosive Knife
prematurely when you roll a cri�cal hit. However,
like normal, your cri�cal hit range returns to its At 6th level, you start thinking about all the things
original state when you roll a cri�cal hit. you could do if your throwing knives could also
explode. When you cast Throwing Knife, the knife
you create s�cks to the surface it hits and can linger
there for up to 1 minute. During this �me, if a

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CHAPTER 2: CLASSES

hos�le creature moves within 5 feet of the knife it You summon three throwing knives made of pure
will detonate. All creatures within 5 feet of the solar Light, then hurl them at one or more targets
Throwing Knife must make a Dexterity saving throw within range. Each knife causes its target to make a
against your Light save DC. They take the damage of Dexterity saving throw, taking 2d6 + your Charisma
your Throwing Knife as explosive solar damage on a modifier + your Light level in explosive solar damage
failed save, or half as much on a success. on a failed save, or half as much on a success. The
knives strike simultaneously, and you can direct
Fan The Hammer them to hit one target or several.

Beginning at 10th level, you become adept at At Higher Levels. Add 1d6 to this super ability’s
popping off quick shots against mul�ple targets in base damage, as well as to its addi�onal damage for
rapid succession. You can use your ac�on to take a choosing one target mul�ple �mes, for every Light
shot with a firearm against a number of creatures level you are above 1st.
within 15 feet of a point you can see. This point
must be within the firearm’s effec�ve range, you Decisive Edge
must have enough ammuni�on in your firearm’s
magazine for each target you choose, and you Even at 3rd level, your knife skills are already
cannot benefit from the Aiming condi�on when you frighteningly impressive. Your Throwing Knife’s
do this. You make a separate a�ack roll for each recharge value is reduced by one. You can also
target you choose, and you can only choose a target choose to make your Throwing Knife your weapon of
once. choice. If you do so, you can cast Throwing Knife as
an ac�on or bonus ac�on on your turn.
If taking a shot with the firearm is normally an
ac�on, such as via the effect of a weapon perk or Fiery Fan
property, you cannot use this feature with that
firearm. Beginning at 6th level, you are finally dextrous
enough to throw mul�ple knives at once while
Gunfighter keeping all your fingers. When you cast your
Throwing Knife, you can fling a trio of knives at once.
Star�ng at 14th level, calling upon your Light Choose up to three targets in a 15-foot cone (you
strengthens the resolve and focus of your already cannot choose the same target mul�ple �mes).
unswerving aim. You cannot have disadvantage on Make separate a�ack and damage rolls for each
an a�ack roll made with your Golden Gun if you are target.
holding it in two hands.
Burning Edge
Circle of Life
At 10th level, it occurs to you that your knife tricks
At 18th level, you have learned to channel the would be more impressive if things caught fire, too.
residual solar fire of foes burned away by your Light If you hit a creature with your Throwing Knife, they
back into your Golden Gun. If you reduce a hos�le begin Burning for the next minute. Creatures
creature to 0 hit points with a shot from your Burning from your Throwing Knife can make a
Golden Gun, or if you destroy a creature with your Cons�tu�on saving throw at the end of their turn,
Golden Gun, you can make one addi�onal shot with ending the effect early on a success. Creatures who
your Golden Gun. succeed on their saving throw, or for whom the
effect ends, become immune to Burning from your
The Showman Throwing Knife for 24 hours.

People know Hunters like knives, but they expect While any creature is Burning from your
Gunslingers to focus on their guns. As a showman, Throwing Knife, you have advantage on superclass
though, you delight in delivering the unexpected. ability recharge rolls you make.
You appreciate a good shooter as much as the next
Gunslinger, but when the pressure is on, enemies Playing with Fire
box you in, and ammo runs out, you reach for your
blades—and what a show you can put on with At 14th level, you are a master showman, and you
knives in your hands. love a flawless execu�on just as much as the crowd
does. If a creature is reduced to 0 hit points while
Super Ability: Blade Barrage Burning from your Throwing Knife, you immediately
regain one melee ability charge.
Gained at 3rd level (see superclass descrip�on)
Dodge This
Cas�ng Time: 1 ac�on
Range: 60 feet When you reach 18th level, creatures can’t have
Cost: 1 super ability charge advantage on their saving throws against your Blade
Recharge: d20, 17 Barrage.
Dura�on: Instantaneous

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CHAPTER 2: CLASSES

Bladedancer semblance of peace—to wash over them.
Instead, they find only Fallen. The Fallen charge
The first �me they rose in the ruins of the old
Cosmodrome, they were alive for less than a minute at them, arc blades flashing too-bright blue in the
before a Fallen vandal put its arc blades through dusky twilight, and even a�er all this �me there is a
their middle. Their Ghost raised them again, gasping moment when they cannot move for fear of half-
in fear and at the memory of already forgo�en pain, remembered pain.
and thirty seconds later they were dead again:
without a weapon of any kind, they were no match Only a moment, though. They have learned
for the ragged sabers, flashing with the too-bright enough to keep themself alive, at least.
blue of electricity. By the �me they found their way
to the walls of the Last City they had lost track of the Perhaps, they think as they li� their knife and the
number of �mes they had been cut down. Traveler answers, understanding will come in �me.
Perhaps it won’t, and instead they will live out their
Perhaps, they think now, it is no surprise that arc second life as ignorant as they are now. Perhaps the
Light has always called to them. Perhaps they were only peace to be found lies in the current that
always meant to walk this path. They have tasted consumes their blade.
the other powers that might be theirs, but they have
not been able to shake the memory of flashing So be it. They will cut their own meanings from
blades, of the shock of pain, of the helplessness they the fabric of the world. They will whi�le away at
felt when they first learned they were Risen. reality un�l they themself become the knife, brilliant
and sharp and honed with purpose. And then, once
They have returned to the Cosmodrome, years they are keen enough, not even truth itself will be
later, to try to understand what they have become, able to turn their edge.
why the Traveler answers when they call the current.
And when at last they find the place where their Sharpened Lightning
Ghost first raised them, they wait for
comprehension and acceptance—or at least a Training �relessly in physical and mental discipline,
Hunters who embody the point and the edge of
lightning become Bladedancers, arc-wielding
combat soloists renowned for their combina�on of
elegant lethality and uncompromising style. Their
extremely precise, pa�ently perfected close combat
figh�ng styles range from stupendous displays of
electrifying acroba�cs to hard, swi�, wrathful
stealth. Whereas other Hunters o�en prefer
scou�ng from a distance, Bladedancers feel driven
to get in close and finish things decisively—whether
that means slipping in silently and unseen or making
a thunderously aggressive zig-zag charge.

Lethal Perfection

Risen who become Bladedancers have a wide variety
of personality types, but tend to share a common
fixa�on on self-perfec�on. Although different
Bladedancers’ styles may seem greatly dissimilar, all
devote immense a�en�on and effort to cul�va�ng
and honing their combat techniques and figh�ng
ability. This impulse for improvement can manifest
in other areas of Bladedancers’ lives, some�mes
crea�ng the impression of persnicke�ness or even a
superiority complex. Li�le wonder, then, that even
when part of a team, Bladedancers feel they
perform best on their own.

Class Features

As a Bladedancer, you gain the following class
features in addi�on to the features granted by the
Hunter superclass.

Health Points and Shields

Shield Die Size: d8
Health Points at 1st level: 8 + your Cons�tu�on

modifier
Health Points at higher levels: Add your

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CHAPTER 2: CLASSES

The Bladedancer Expert Light Level
A�ack 1st
Proficiency 1st
Level Bonus Features 1d6 1st
1st +2 Tricks of the Trade, Expert A�ack 1d6 1st
2nd +2 Light Affinity, Bladedancer Way, Fast–Ac�ng 2d6 2nd
3rd +2 Bladedancer Way feature 2d6 2nd
4th +2 Ability Score Improvement 3d6 2nd
5th +3 Opportunity Strikes 3d6 2nd
6th +3 Bladedancer Way feature 4d6 3rd
7th +3 Arc Twitch 4d6 3rd
8th +3 Ability Score Improvement 5d6 3rd
9th +4 Bladedancer Way feature 5d6 3rd
10th +4 Ability Score Improvement 6d6 4th
11th +4 Field Expert 6d6 4th
12th +4 Ability Score Improvement 7d6 4th
13th +5 Strength in Flexibility 7d6 4th
14th +5 Never Not Ready 8d6 5th
15th +5 Master Tradesman 8d6 5th
16th +5 Ability Score Improvement 9d6 5th
17th +6 Bladedancer Way feature 9d6 5th
18th +6 Evasive 10d6
19th +6 Ability Score Improvement 10d6
20th +6 Perfec�onist

Cons�tu�on modifier for every level a�er 1st, of the Trade, if it does not already benefit from this
minimum 0 effect.
Shield Points at 1st level: 8
Shield Points at higher levels: 1d8 (or 5) for every When another creature makes an ability check
level a�er 1st using either of your Tricks of the Trade, you can use
your reac�on to add your proficiency bonus to the
Proficiencies creature’s roll. You can only do this if the creature
does not have a trait, feature, or other source that
Armor: Light armor allows them to double their own proficiency bonus
Weapons: Simple melee weapons, longswords, for the ability check. A creature can only benefit
from Tricks of the Trade once on their ability check.
shortswords, smallswords, combat bows, simple
firearms, fusion rifles, linear fusion rifles, sniper Expert Attack
rifles
Toolkit: Thieves’ toolkit Even at 1st level, you make your strikes carefully,
Vehicles: Jumpships, sparrows with expert precision. You can invoke this feature to
Saving Throws: Dexterity, Intelligence increase the damage you deal with a successful
Skills (Choose 4): Acroba�cs, Decep�on, Insight, a�ack by 1d6. You can only do this if you had
In�mida�on, Inves�ga�on, Percep�on, advantage on the a�ack roll and if, in the case of
Persuasion, Sleight of Hand, Stealth, Technology weapon a�acks, the a�ack used a finesse or ranged
weapon, or a firearm that doesn’t have the High
Tricks of the Trade Recoil or Payload proper�es.

Your inclina�on toward careful prac�ce has made You don't need advantage on the a�ack roll if
you quite adept in a variety of skills. You also another enemy of the target is within 5 feet of it,
recognize others don’t so readily grasp how to do that enemy is not Incapacitated, and you don't have
things best—but when it comes to whatever is in disadvantage on the a�ack roll.
your wheelhouse, you can show them how it’s done.
The amount of the extra damage increases as
Choose two of your skill proficiencies, or one of you gain levels in this class, as shown in the Expert
your skill proficiencies and your proficiency with a A�ack column of the Bladedancer table.
toolkit or a vehicle. These are your Tricks of the
Trade, and your proficiency bonus is doubled for any Once you invoke this feature, you cannot invoke
ability check you make that uses either of your Tricks it again un�l the start of your next turn.

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CHAPTER 2: CLASSES

Light Affinity sensi�vity to the narrow openings created by
enemies’ mistakes in combat. Your skill and
When you reach 2nd level, you learn to harness the quickness enable you to seize the opportuni�es
Light you possess, and you shape it in the form of created by their imprecision. If a creature you can
arc Light. Intelligence is your Light ability score, and see misses with an a�ack, you can choose to use
your Intelligence modifier is your Light ability your reac�on to make an a�ack of opportunity
modifier. You use your Intelligence modifier to against it, even if you’re Aiming. The creature must
determine your Light a�ack modifier and to set the be within range of your currently held weapon in
save DC against your Light abili�es, as shown below. order for you to do this.
When you are told to make a Light ability saving
throw, you make an Intelligence saving throw. Arc Twitch

For more informa�on on Light abili�es, including Beginning at 7th level, you can use your arc Light to
how recharge rolls work, see Chapter 8. grant yourself certain reflexive bonuses, helping you
to nimbly dodge out of the way of area effects, such
Light ability modifier = your Intelligence as a walker’s main cannon or a colossus’ missile
modifier swarm. Whenever you are subjected to an effect
that allows you to make a Dexterity saving throw
Light save DC = 8 + your proficiency bonus and you aren’t Restrained, you can grant yourself
+ your Intelligence modifier one of the following benefits for that saving throw.
You must choose a benefit before you make your
Light a�ack modifier = your proficiency saving throw.
bonus + your Intelligence modifier
Elegant Maneuver. Arc Light surges through your
Fast-acting body in an a�empt to help you completely dodge
the effect. If you succeed on your Dexterity saving
At 2nd level, you are light on your feet and move throw, you take no damage from the effect, and if
with precision and alacrity. You can use the Aim, you fail, you only take half damage.
Dash, or Hide ac�on as a bonus ac�on on each of
your turns. If you begin Aiming as a bonus ac�on Lightning Strike. A�er resolving your Dexterity
with this feature, you spend no movement to begin saving throw, you can use your reac�on to
Aiming, and you grant yourself the ability to invoke immediately make an a�ack of opportunity against
Expert A�ack on the next shot you take with a the source of the effect, if the source is within range
firearm or ranged weapon even if you don’t have of your currently held weapon.
advantage on the a�ack roll. However, you must
take that shot before the start of your next turn and Field Expert
you must meet all other requirements of Expert
A�ack. By 11th level, experience has taught you much, and
diligently prac�cing skills that interest you has
Bladedancer Ways expanded your exper�se. You can choose two
addi�onal skills, toolkit proficiencies, or vehicle
At 2nd level, you commit yourself to a Bladedancer proficiencies you have to add to your Tricks of the
methodology: the Way of the Swi�cu�er, the Way of Trade. If you make an ability check with one of your
the Arcstrider, or the Way of the Whisper, all Tricks of the Trade and roll a 9 or lower on the d20,
detailed at the end of this class descrip�on. The you can treat your roll as a 10 instead.
path you choose grants you features at 2nd level,
and again at 3rd, 6th, 9th, 13th, and 17th levels. Strength in Flexibility

Ability Score Improvement Beginning at 13th level, your capacity for flexible
movement enables you to perform feats beyond the
When you reach 4th level, and again at 8th, 10th, normal extent of your physical strength. If you are
12th, 16th, and 19th level, you can increase one forced to make a Strength saving throw, you can
ability score of your choice by 2, or you can increase make a Dexterity saving throw instead.
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using Never Not Ready
this feature.
Star�ng at 14th level, you abide in a constant state
Opportunity Strikes of keen readiness. You have advantage on ini�a�ve
rolls.
Star�ng at 5th level, you gain a heightened
Master Tradesman

At 15th level, you are a true master of the skills in
which you’ve chosen to specialize. If you invoke
Tricks of the Trade to assist another creature with
their ability check and they roll a 9 or lower on the

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CHAPTER 2: CLASSES

d20, they can treat the roll as a 10 instead. the effect early. A creature who succeeds on their
saving throw, or for which the effect ends, becomes
Evasive immune to being Electrified for 24 hours. The
maximum number of creatures you can have
By 18th level, your reac�on �mes are so fast as to Electrified at a �me is equal to your Light level.
appear like well-honed natural reflexes. No a�ack
roll can have advantage against you if you aren't At Higher Levels. The damage of this Light ability
Incapacitated. increases by 1d6 at 5th level (3d6), 11th level (4d6),
and 17th level (5d6).
Perfectionist
Super Ability: Razor’s Edge
At 20th level, you simply do not allow yourself to
make mistakes in cri�cal moments. If you make an Gained at 3rd level (see superclass descrip�on)
a�ack roll or ability check, you can treat the d20 roll Cas�ng Time: 1 bonus ac�on
as a 20. You can do this before or a�er rolling the Range: Self
d20, but it must always be before you learn the Cost: 1 super ability charge
result of your roll. Once you use this feature, you Recharge: d20, 18
must complete a long rest before you can use it Dura�on: Concentra�on, up to 1 minute
again. You summon a one-handed shortsword of pure arc
Light into an empty hand. While concentra�ng on
Bladedancer Ways this Light ability, your base walking speed increases
by 10 feet, and you cannot hold any other objects in
Bladedancers harness the sparking quickness of arc your hands (any objects you are holding when you
Light to invigorate their movements and empower cast this super ability are immediately dropped).
their close-combat techniques. Each perfects this
applica�on of Light in their own way, developing a Arc Blade. As an ac�on, you can make an a�ack
methodology of prac�ce that reflects a figh�ng with your Light shortsword (reach: 5 feet). Make a
philosophy and shapes the advancement of skills melee Light a�ack roll, and add a bonus to your
and abili�es. Light a�ack modifier equal to your Light level. On a
hit, the target takes 3d6 + your Intelligence modifier
Way of the Swiftcutter + your Light level in arc damage. Arc Blade can be
used for Opportunity Strikes.
It does not ma�er that your foes can see you coming
if you are too fast for them to do anything to stop Arc Wave. As an ac�on, you can send out a wave
you. As a swi�cu�er, you charge directly into the of arc energy in a 15-foot cone. All creatures in the
fray with unmatched quickness to cut down enemies area must make a Cons�tu�on saving throw against
with your trenchant blade of Light. your Light save DC (add a bonus to your DC equal to
your Light level). They take 4d6 + your Intelligence
Melee Ability modifier + your Light level in arc damage on a failed
save, or half as much on a success.
Star�ng at 2nd level, your prac�ce harnessing the
flow of your Light endows you with the ability to At Higher Levels. When you cast this super ability
channel it into an overcharged strike. You have the at 2nd Light level or higher, the damage of Arc Blade
Electrifying Strike melee ability, which you cast using increases by 1d6 for each Light level you are above
melee ability charges. You have a single melee ability
charge. If you spend your melee ability charge, you 42
regain it when you make a successful recharge roll or
complete a brief rest. CHAPTER 2: CLASSES

Electrifying Strike

Cas�ng Time: 1 ac�on
Reach: 5 feet
Cost: 1 melee ability charge
Recharge: d6, 5
Dura�on: Instantaneous
You strike out against a target you can touch. Make a
melee Light a�ack roll. On a hit, the target takes 2d6
arc damage and becomes Electrified (see
Condi�ons) for the next minute. You only spend
your melee ability charge if you successfully hit a
target.

An Electrified creature can make a Cons�tu�on
saving throw at the end of each of their turns to end

Dungeons & Des�ny v1.1.2

1st, and the damage of Arc Wave increases by 2d6 Cost: 1 melee ability charge
for each Light level you are above 1st. Recharge: d6, 5
Dura�on: Instantaneous
The More the Merrier
You punch a target that you can touch. Make a
At 3rd level, you see being outnumbered as an melee Light a�ack roll. On a hit, the target takes 2d6
opportunity to test your skill. You don’t need arc damage and must make a Cons�tu�on saving
advantage on your a�ack roll to invoke Expert A�ack throw. On a failed save, they are Incapacitated un�l
if two or more hos�le creatures are within 15 feet of the end of their next turn. You only spend your
you, and you don’t have disadvantage on the a�ack melee ability charge if you successfully hit a target.
roll. All other rules for Expert A�ack s�ll apply.
At Higher Levels. The damage of this Light ability
Relentless Style increases by 1d6 at 5th level (3d6), 11th level (4d6),
and 17th level (5d6).
At 6th level, your �reless pursuit of perfec�on in
your training has imbued your physicality with an Open-hand Techniques
impressive grace. Even your regular movements
cannot help but show a stylish flair. If you make an Also at 2nd level, you are adept in specialized
ability check that uses your Charisma modifier, you unarmed figh�ng techniques for close-quarters
can add a bonus to your ability check equal to your combat. Your unarmed strikes are considered to
Dexterity modifier (minimum bonus +1). have the Finesse property, and you can roll a d4 in
place of the normal damage die of your unarmed
Ebb and Flow strikes. The damage die you can use increases to a
d6 at 5th level, d8 at 11th level, and d10 at 17th
At 9th level, you perfect your awareness of the level. In addi�on, when you make an unarmed
currents of Light within you. The recharge value of strike, you can choose to deal bludgeoning or arc
your melee ability is reduced by one. In addi�on, damage on a hit.
while a creature is Electrified, you have advantage
on melee, grenade, and superclass ability recharge Super Ability: Arc Staff
rolls you make.
Gained at 3rd level (see superclass descrip�on)
Overflow
Cas�ng Time: 1 bonus ac�on
At 17th level, your crackling Light is strong enough Range: Self
to leap from one foe to the next. If a hos�le creature Cost: 1 super ability charge
is reduced to 0 hit points while Electrified from one Recharge: d20, 18
of your features or core Light abili�es, all other Dura�on: Concentra�on, up to 1 minute
creatures within 5 feet must make a Cons�tu�on
saving throw against your Light save DC. A creature You summon a quarterstaff of pure arc Light into
becomes Electrified on a failed save. your hands. For the dura�on, your base walking
speed increases by 10 feet, and you cannot hold any
Way of the Arcstrider other objects in your hands (any objects you are
holding when you cast this super ability are
Arcstriders operate on the tension between delicacy immediately dropped).
and force, elegance and might, flexibility and
implacability. You recognize these apparent Arc Staff. As an ac�on, you can make an a�ack
opposites merely represent spectra, and you know with this staff. Choose either one target within 10
how to fight most effec�vely by occupying the feet of you, or two targets within 5 feet of you.
spaces between, gracefully adap�ng to the situa�on Make a melee Light a�ack roll against each target,
at hand. and add a bonus to your Light a�ack modifier equal
to your Light level. A target takes 3d6 + your
Melee Ability Intelligence modifier + your Light level in arc damage
on a hit. Arc Staff can be used for Opportunity
Star�ng at 2nd level, your understanding of the Strikes, but only against a single target.
Light’s current allows you to incapacitate those you
strike with it. You have the Disorien�ng Blow melee At Higher Levels. When you cast this super ability
ability, which you cast using melee ability charges. at 2nd Light level or higher, the damage of Arc Staff
You have a single melee ability charge. If you spend increases by 1d6 for each Light level you are above
your melee ability charge, you regain it when you 1st.
make a successful recharge roll or complete a brief
rest. Fleet-footed

Disorienting Blow Star�ng at 3rd level, you learn to apply the
principles underlying your combat stances to your
Cas�ng Time: 1 ac�on regular walking gait. Your base walking speed
Range: 5 feet increases by 5 feet, and the first 5 feet of movement
on your turn doesn’t provoke a�acks of opportunity.
43
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CHAPTER 2: CLASSES

Combat Flow this Light ability, your base walking speed increases
by 10 feet, and you cannot hold any other objects in
At 6th level, you move freely from one strike to the your hands (any objects you are holding when you
next, allowing your momentum to carry you cast this super ability are immediately dropped).
through. Killing a creature with an unarmed strike or
Disorien�ng Blow allows you to regain a superclass Arc Blade. As an ac�on, you can make an a�ack
ability charge. If you kill a creature with Disorien�ng with your Light shortsword (reach: 5 feet). Make a
Blow, you can also make a shield recharge roll. melee Light a�ack roll, and add a bonus to your
Light a�ack modifier equal to your Light level. On a
Combat Meditation hit, the target takes 3d6 + your Intelligence modifier
+ your Light level in arc damage. Arc Blade can be
At 9th level, your focus is sharpest in the most used for Opportunity Strikes.
heated moment of a fight. If you take an amount of
damage that reduces you to half your shield points Phantom Cloak. When you cast this Light ability,
or less, you can immediately regain one melee you immediately gain ac�ve camouflage that
ability charge and one superclass ability charge. You persists while concentra�ng on Vanishing Act.
must regain at least 1 shield point before you can Making an a�ack roll or causing another creature to
invoke this feature again. make a saving throw does not end the ac�ve
camouflage granted by this feature.
Whirlwind Guard
At Higher Levels. When you cast this super ability
At 17th level, you have learned or devised new staff at 2nd Light level or higher, the damage of Arc Blade
moves. While concentra�ng on your Arc Staff super increases by 1d6 for each Light level you are above
ability, the following effects apply: 1st.
• Your AC increases by 4.
• Your concentra�on on Arc Staff can’t be broken Infiltrator

as a result of taking damage. At 3rd level, you are already capable of fast, nimble
movement, no ma�er the direc�on. You have a
Way of the Whisper climbing speed equal to your base walking speed.
When traveling alone, you can move stealthily at a
You are the shadow of death, and your foes fall normal pace. It costs 10 less feet of movement for
without even no�cing the killing blow—much less you to become Combat-Prone, or to stand from
who delivered it. To achieve this perfect stealth, you being Combat-Prone.
are devoted to constant improvement and
refinement of your techniques, �ll you move as a Escape Artist
whisper on the wind.
When you reach 6th level, you develop an effec�ve
Blink method to induce Light-actuated paracausal
invisibility from the ac�on of stabbing someone.
Star�ng at 2nd level, your prac�ce a�uning your When you hit with a melee a�ack, you can spend a
movements to your Light endows you with the grenade ability charge to gain ac�ve camouflage
ability to close into melee range not merely by that lasts un�l the end of your next turn.
moving through space, but instantaneously
transloca�ng across it. As a bonus ac�on you can Enhanced Blink
spend your melee ability charge to teleport up to 10
feet to an unoccupied space you can see, taking all At 9th level, you become capable of focusing your
carried and worn equipment of your choice with you Light to teleport longer distances. The range of your
when you do. Blink feature increases to 15 feet. If you cast Blink,
you also gain ac�ve camouflage for the next minute.
You have a single melee ability charge. If you
spend your melee ability charge, you regain it when Backstab
you make a successful recharge roll (d6, 5–6) or
complete a brief rest. At 17th level, you combine your skill at sensing and
exploi�ng your enemies’ tac�cal weaknesses with
Super Ability: Vanishing Act your paracausal ability to suddenly be where you
weren’t. When you use your Blink feature and
Gained at 3rd level (see superclass descrip�on) immediately make a successful a�ack against a
target that is Surprised, you can double the damage
Cas�ng Time: 1 bonus ac�on of your a�ack.
Range: Self
Cost: 1 super ability charge 44
Recharge: d20, 17
Dura�on: Concentra�on, up to 1 minute CHAPTER 2: CLASSES

You summon a one-handed shortsword of pure arc
Light into an empty hand. While concentra�ng on

Dungeons & Des�ny v1.1.2

Nightstalker

Solitary. Distant. Strange. All words leveled against
him in the past. All true: the void isn’t as kind to
everyone as it has been to him. When he first
walked this path, he was warned that only a few
stare into the abyss and survive—and that none
emerge unscathed.

Perhaps that is why he speaks less and listens
more than the other Hunters do. Perhaps that is why
the pilgrims who trail behind him whisper in hushed,
some�mes fearful tones. Perhaps that is why he
ignores their specula�on—if their words reach him,
he shows no sign, because in between his ragtag
group of refugees and the Last City lies a greater
danger.

He leads the pilgrims between roving bands of
Fallen pikes, disappearing whenever he embraces
the void and steps through shadows, reappearing to

place a whispering knife in a sentry’s back or to
lead the refugees in a new direc�on. He knows
the ruins of the Collapse as well as he knows
himself, and he threads a path through them
that at �mes seems reckless, almost mad. But
his scou�ng never errs and his nerve never
falters, despite the enemies that surround
them.

Once the group is safe within the walls he’ll
be gone again, flickering out of the City like the
shadows that cling to his dusky armor, tracking
humanity’s enemies, hun�ng them like the
predator he is. Good cheer may be found in
the City, but the void is always close, and
beyond the safety of the walls, there’s work to
be done.

Become the Night

All Hunters serve as advance scouts, and share a
thirst to lay eyes upon the unknown. Yet
Nightstalkers scout farther, look deeper, and step
into the void, where few dare to venture—let alone
reside. Of all Hunters, Nightstalkers tend to be the
most solitary, the most far-ranging, and the most
aloof. However, contrary to their reputa�on as
loners, many Nightstalkers develop abili�es and
tac�cs specifically to benefit and support allies.
Their essen�al ethic is not simply to go farther than
anyone else as lone wolves, but to go where others
cannot, into the dark, to harness the void for the
sake of the pack.

Running Beside the Pack

Of Risen drawn to become Hunters, the shadowy
profession of the Nightstalker a�racts those with the
keenest hunger to explore, and the strongest
inclina�on to self-reliance. They may be introverted
or reserved, yet they are not necessarily an�social.
Although they usually hold themselves somewhat
apart, Nightstalkers o�en choose to join fireteams.
When they do, they are prized for their superla�ve
scou�ng skill and masterful use of void energies to
bind and weaken enemies.

45 Dungeons & Des�ny v1.1.2

CHAPTER 2: CLASSES

The Nightstalker Max Focus Light Level
2 1st
Proficiency 2 1st
Level Bonus Features 4 1st
1st +2 Nightstalker’s Focus, Born of the Wild 4 1st
2nd +2 Light Affinity, Melee Ability, Draw From the Void 6 2nd
3rd +2 Nightstalker Profession 6 2nd
4th +2 Ability Score Improvement 8 2nd
5th +3 Extra A�ack 8 2nd
6th +3 Nightstalker Profession feature 8 3rd
7th +3 Stalwart 10 3rd
8th +3 Ability Score Improvement 10 3rd
9th +4 — 10 3rd
10th +4 Specter's Skills 12 4th
11th +4 Sure Strikes, Nightstalker Profession feature 12 4th
12th +4 Ability Score Improvement 12 4th
13th +5 — 14 4th
14th +5 Silent Step 14 5th
15th +5 Nightstalker Profession feature 14 5th
16th +5 Ability Score Improvement 16 5th
17th +6 — 16 5th
18th +6 Unearthly Senses
19th +6 Ability Score Improvement
20th +6 Lucid Hunter

Class Features Nightstalker’s Focus

As a Nightstalker, you gain the following class Even at 1st level, your preternatural focus grants you
features in addi�on to the features granted by the heightened awareness, including keen sensi�vity to
Hunter superclass. the weaknesses of your enemies. Once on your turn,
you may spend focus to perform one of the focus
Health Points and Shields ac�ons detailed at the end of this class descrip�on.

Shield Die Size: d8 You cannot perform a focus ac�on if you don’t
Health Points at 1st level: 8 + your Cons�tu�on have enough focus points, or if you don’t meet the
level prerequisite. Unless the focus ac�on describes
modifier otherwise, you spend focus immediately when you
Health Points at higher levels: Add your perform the focus ac�on.

Cons�tu�on modifier for every level a�er 1st, You have a maximum amount of focus
minimum 0 determined by your Nightstalker class level, as
Shield Points at 1st level: 8 shown in the Max Focus column of the Nightstalker
Shield Points at higher levels: 1d8 (or 5) for every table. At the start of each of your turns, you regain
level a�er 1st one point of focus. If you end your turn without
having spent any focus, you regain one addi�onal
Proficiencies point of focus. You regain all focus when you
complete a brief rest.
Armor: Light armor, medium armor
Weapons: Simple melee weapons, longswords, If you use a focus ac�on that requires
concentra�on, you do not gain any focus while
shortswords, smallswords, combat bows, simple concentra�ng on that focus ac�on. You cannot begin
firearms, fusion rifles, linear fusion rifles, sniper concentra�on on a focus ac�on if doing so would
rifles reduce you to 0 focus, and if you fall to 0 focus while
Vehicles: Jumpships, sparrows concentra�ng on a focus ac�on, you immediately
Saving Throws: Strength, Dexterity lose concentra�on.
Skills (Choose 3): Acroba�cs, Animal Handling,
Arcana, Athle�cs, Insight, Inves�ga�on, Nature, Born of the Wild
Percep�on, and Stealth
The void calls to you, drawing you to the quietude of
Dungeons & Des�ny v1.1.2
46

CHAPTER 2: CLASSES

Case Study: Nightstalker’s Smoke Light ability modifier = your Wisdom
modifier
The effects of the Nightstalker’s smoke may not be
readily apparent, so we’ve put together this case Light save DC = 8 + your proficiency bonus
study to help explain what happens. For this, we’ll + your Wisdom modifier
assume you are the Nightstalker, and you have
decided all enemies are affected by your Smoke, Light a�ack modifier = your proficiency
while all your allies are not. bonus + your Wisdom modifier

While an enemy is inside the cloud of the Smoke, Melee Ability
it is considered Blinded, so you and your allies have
advantage against them whether you are inside the At 2nd level you gain your melee ability op�on,
Smoke or not. Smoke, which you cast using melee ability charges.
You have a single melee ability charge. You regain
Enemies outside the Smoke cannot see into it, so spent melee ability charges when you complete a
they make a�acks against all creatures inside the brief rest.
Smoke with disadvantage.
Smoke
If an enemy wants to make an a�ack against a
target beyond the area of the Smoke cloud, and the Cas�ng Time: 1 ac�on
area of the Smoke cloud blocks line of sight, the Range: 40 feet, mortar
a�ack has disadvantage because the enemy cannot Cost: 1 melee ability charge
see through the cloud. Recharge: d6, 6
Dura�on: Instantaneous
While you or an ally is standing inside the Smoke
cloud, or while the area of the Smoke cloud is You devise a clever, compact smoke bomb infused
between you and the enemy, you have advantage on with a pinch of void Light, which you throw at a hard
a�acks against the enemy because they cannot see surface you can see within range. Upon impact, the
you, but you can s�ll see them. puck breaks apart and releases an opaque cloud of
green-black smoke that spreads to fill a sphere with
empty spaces. You typically feel more at home in the a 10-foot radius. The cloud spreads around corners,
wilds than within the confines of the City walls, and and the area of the cloud is considered heavily
as such you are par�cularly familiar with natural obscured. A creature with darkvision can’t see
environments. You have the following benefits: through the cloud, and nonmagical/non-paracausal
• You become proficient in the Nature skill if you sources of light can’t illuminate it. Creatures of your
choice can see through the cloud as if it were only a
weren’t already. lightly obscured area. The cloud disperses at the
• You gain a climbing speed and swimming speed start of your next turn.

equal to your base walking speed. Draw From The Void
• You have superior vision in dim and dark
At 2nd level, your communion with the void gives
condi�ons, gran�ng you darkvision. You can see you an atypical perspec�ve on things, and a
in dim light within 60 feet of you as if it were tendency to see what others do not. You can always
bright light, and in darkness as if it were dim choose to use your Wisdom ability score when
light. If you already had darkvision, the range of determining your modifiers for Arcana, Inves�ga�on,
your darkvision increases by 30 feet. and Nature checks.
• Nonmagical and non-paracausal difficult terrain
doesn't slow your movement. Nightstalker Profession
• If you are traveling alone, you can move stealthily
at a normal pace. At 3rd level, you choose to focus on and train in a
Nightstalker profession: the Trapper, the Pathfinder,
Light Affinity or the Wraith, all detailed at the end of this class
descrip�on. Your choice grants you features at 3rd
When you reach 2nd level, you know how to level and again at 6th, 11th, and 15th levels.
harness the Light you possess, and you shape it in
the form of void Light. Wisdom is your Light ability Ability Score Improvement
score, and your Wisdom modifier is your Light ability
modifier. You use your Wisdom modifier to When you reach 4th level, and again at 8th, 12th,
determine your Light a�ack modifier and to set the
save DC against your Light abili�es, as shown below.
When you are told to make a Light ability saving
throw, you make a Wisdom saving throw.

For more informa�on on Light abili�es, including
how recharge rolls work, see Chapter 8.

47 Dungeons & Des�ny v1.1.2

CHAPTER 2: CLASSES


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