Ghost is within 5 feet of you, your Ghost can use its Certain proper�es on firearms may allow you to
ac�on to capture your Light. This removes your body use your Strength modifier for the a�ack and
from the physical world, as your Ghost uses damage rolls instead of your Dexterity modifier, and
paracausal proper�es to store your body, as well as other proper�es require the use of your Strength
all worn and carried equipment, within a dedicated modifier for the a�ack and damage rolls.
space in its memory. The effects of any condi�ons
applied to you end for you, and you recover from Automa�c fire with Heavy Weapons Expert. If
any exhaus�on you have accumulated. you make an a�ack with a weapon that benefits
from both the Automa�c Fire property and the
Ghosts cannot perform Capture Light from within Heavy Weapons Expert feature, you apply the bonus
their pocket backpack. Once your Ghost has le� its die provided by Automa�c Fire, roll, resolve Heavy
pocket backpack, it cannot re-enter the pocket Weapons Expert, and finally resolve Automa�c Fire.
backpack un�l it has performed the Resurrect
ac�on. For example, imagine such a weapon which does
1d6 damage on a hit. First you would roll 2d6. Next,
If you accumulate three failed RTL saving throws, you would reroll either d6 if it rolled as a 1 or a 2
your Ghost cannot perform the Capture Light ac�on (resolving Heavy Weapons Expert). Finally, drop the
on you. Your Light has faded away, and you have lowest from the total (resolving Automa�c Fire).
died permanently.
Payload Weapons
Resurrect
A special kind of weapon a�ack is the payload
Your Ghost can use its ac�on to spend one of its weapon a�ack. Payload weapons fire explosive or
Restora�on points in order to project your captured high-yield rounds that have a no�ceable impact
Light back into the physical world. You are reborn radius, indicated in parentheses a�er the payload
from the dead, appearing in an unoccupied space property. When you make an a�ack with this
within 5 feet of your Ghost. You recover all health weapon, instead of making an a�ack roll, you
points (but no shield points) and can immediately choose a space on a hard surface you can see within
take ac�ons, bonus ac�ons, and reac�ons on your range of the weapon. All targets within the impact
ini�a�ve like normal. Your Ghost cannot perform the radius of the space you choose must make a payload
Resurrect ac�on if it does not have a Restora�on saving throw, which is a Dexterity saving throw with
point to spend. the DC described below. For example, a payload
weapon with a 5-foot radius causes all targets within
Heal 5 feet of the impact point to make a payload saving
throw.
When your Ghost takes the Heal ac�on, it spends
one of its Restora�on points to help you recover Payload DC = 8 + your proficiency bonus + your
from injuries you have sustained. You recover all Strength or Dexterity modifier, the same as the
health points (but no shield points). Your Ghost must modifier you use for rolling damage for the
be out of its pocket backpack and within 5 feet of weapon
you in order to take the Heal ac�on, and your Ghost
cannot take the Heal ac�on if it does not have a You only add your proficiency bonus to the DC of
Restora�on point to spend. the payload saving throw if you are proficient with
the weapon. Targets take the damage of this
Attacking with Firearms weapon on a failed save, or half as much damage on
a success.
Whether it’s sniping with a linear fusion rifle or
providing covering fire with a machine gun, Though you do not make an a�ack roll, unless
a�acking with a firearm isn’t too different from specified otherwise, taking a shot with a weapon
a�acking with a melee weapon. that causes a payload saving throw is s�ll considered
to be making a weapon a�ack, and your a�ack with
Attack and Damage Rolls a payload weapon can benefit from any feature,
trait, perk, or other source that affects weapon
When you make a ranged a�ack with a firearm, you a�acks.
fire an available round from the firearm’s shot
capacity (“take a shot” with the firearm). Before Advantage and disadvantage. If, when you take
determining if your a�ack hits, you subtract 1 shot a shot with a payload weapon, you would normally
from your firearm’s shot capacity. If your firearm’s have disadvantage on an a�ack roll, such as when
shot capacity is at 0, you must reload it before you taking a shot against a target within the payload
can take a shot with it again. weapon’s maximum range, your targets have
advantage on their saving throw. If you would have
By default, you add your Dexterity modifier to advantage on the a�ack roll, such as by invoking a
the a�ack and damage roll of a firearm. If you are feature that grants you advantage on a weapon
proficient with the firearm you are a�acking with, a�ack roll, your targets have disadvantage on their
you may add your proficiency bonus to the a�ack payload saving throw.
roll. You do not add your proficiency bonus to the
damage roll of any weapon. Firearm perks. Some features, traits, Light
abili�es, and other sources grant a modifier to
Dungeons & Des�ny v1.1.2 a�ack rolls, such as a bonus +1 to an a�ack roll.
148
CHAPTER 7: COMBAT
These modifiers do not affect payload weapons, whether or not you’re Aiming may grant
because you do not actually make an a�ack roll. disadvantage on your a�ack of opportunity.
Only sources that affect impact radius, weapon
damage rolls, payload saving throws, or payload In order to take an a�ack of opportunity, a
saving throw DCs affect payload weapons. creature must move from being within your
controlled space to being outside of your controlled
Other effects. Condi�ons, features, spells, Light space. For firearms, your controlled space is the
abili�es, and other sources that affect a creature’s space within 5 feet of you. For melee weapons, your
ability to make a Dexterity saving throw also affect a controlled space is the reach of the melee weapon.
creature’s ability to make a payload saving throw. You use your reac�on whenever you make an a�ack
For example, a Restrained creature has disadvantage of opportunity.
on Dexterity saving throws, and therefore a
Restrained creature also has disadvantage on If you cannot see a creature, or if a creature
payload saving throws. teleports out of or through your controlled space,
you cannot make an a�ack of opportunity against it.
Effects on weapon a�acks. Condi�ons, features,
spells, Light abili�es, and other sources that affect Dual-wielding
weapon a�acks also affect payload weapon a�acks,
as taking a shot with a payload weapon is s�ll Dual-wielding is the act of holding two or more
considered making a weapon a�ack. While payload weapons at a �me. The number of weapons you can
weapons do not benefit from sources that affect hold is determined by the number of hands you
weapon a�ack rolls, bonuses to weapon damage do have, as well as the proper�es of the weapon. You
apply to payload weapons. cannot hold more than one weapon in a single hand.
Unseen Attackers And Targets Weapon Bulk
Combatants o�en try to escape their foes' no�ce by All weapons come with one of three proper�es
hiding, using ac�ve camouflage, or lurking in which determine its bulk, or how effec�ve the
darkness. weapon is when dual-wielding. The three weapon
bulk proper�es are, in ascending order, the agile,
When you a�ack a target you can't see, you have one-handed, and two-handed proper�es.
disadvantage on the a�ack roll. This is true whether
you're guessing the target's loca�on or targe�ng a A weapon can only have one bulk property. If for
creature you can hear but not see. If the target isn't any reason a weapon would have more than one
in the loca�on you targeted, you automa�cally miss. bulk property, the highest bulk property remains
and any lower bulk proper�es are removed from the
When a creature can't see you, you have weapon. For example, if a weapon has the agile
advantage on a�ack rolls against it. If you are hidden property and it obtains the two-handed property
(both unseen and unheard) when you make an from a weapon perk, class feature, or other source,
a�ack, you give away your loca�on when the a�ack when the weapon obtains the two-handed property
hits or misses. it also loses the Agile property while it has the two-
handed property. If the weapon were to somehow
Active Camouflage lose the two-handed property later, it would regain
its agile property.
Ac�ve camouflage is a special form of light-bending
technology that makes creatures incredibly difficult Versa�le weapons and bulk. A versa�le weapon
to detect visually. They are nearly or completely will be listed as either agile or one-handed, but you
invisible to the naked eye, depending on how can s�ll make a two-handed a�ack with it. When
advanced the creature’s ac�ve camouflage systems you make a two-handed a�ack with a versa�le
are. weapon, it is considered to have the two-handed
property for that a�ack.
A creature using ac�ve camouflage is Invisible.
However, the creature’s presence can s�ll be Attacking While Dual-wielding
detected by use of scanners, any noise the creature
makes, any tracks they leave, or by a passive When you take the A�ack ac�on and a�ack with an
Wisdom (Percep�on) score that is higher than the agile weapon that you're holding in one hand, you
creature’s Dexterity (Stealth) roll. can use a bonus ac�on to a�ack with a different
agile weapon that you're holding in the other hand.
If the creature makes an a�ack roll, damage roll, This bonus ac�on a�ack is called your o�and
or causes someone to make a saving throw, the weapon a�ack. When you make an o�and weapon
condi�on ends a�er applying any benefits. If the a�ack that hits, you do not add your ability modifier
creature can make mul�ple a�acks with an ac�on, to the damage roll, unless the modifier is nega�ve.
bonus ac�on, or reac�on, they lose their ac�ve
camouflage a�er their first a�ack. You can only make an o�and weapon a�ack
with an agile weapon. You cannot use a one-handed
Attacks of Opportunity or two-handed weapon for an o�and weapon
a�ack, and you cannot make an o�and weapon
Unlike tradi�onal ranged weapons, firearms can a�ack if you are holding a one-handed or two-
make a�acks of opportunity, also referred to as handed weapon. Though one-handed weapons
opportunity a�acks. Your firearm’s range band and
149 Dungeons & Des�ny v1.1.2
CHAPTER 7: COMBAT
don’t need two hands to hold, they s�ll require Shield recharge roll: Number of shield dice equal to
enough focus to a�ack properly that it requires a your Light level (minimum 1) + your Light ability
trained specialist to dual-wield a one-handed modifier
weapon with an agile weapon. Unless the source of your shield recharge roll
Regardless of the number of hands you have, if specifies otherwise, you do not add the amount you
you try to hold a two-handed weapon at the same roll to your health points. When you complete a
�me as any other weapon, you have disadvantage brief rest, you recover all of your shield points.
on all a�ack rolls you make.
Recovering Health
Wielding Objects
In order to recover health points, you need to
If you are holding a weapon and a non-weapon benefit from a source that allows you to specifically
object that requires one or more hands to use, you recover health points.
treat the non-weapon object as if it were a weapon
for the purpose of determining your ability to a�ack Recovering Hit Points
effec�vely with your weapon. In other words, you
are considered to be dual-wielding while holding When you have the op�on to recover hit points, the
two or more objects of any kind, regardless of amount you can recover is applied to your health
whether they are weapons or not. The proper�es of first, and then any remaining amount can be applied
the object are either listed in the object’s to your energy shields.
descrip�on or are determined at the discre�on of
your Architect. A rock may be considered an agile Overshields
object, while a piece of blast metal being used as a
makeshi� shield may be considered two-handed. Some�mes you may be granted an overshield. This is
a second set of energy shield points that applies on
Damage and Shields top of your regular energy shield points. When you
have an overshield, any damage done to you is
Lightbearers, being creatures forged in Light, have applied to your overshield first. If your overshield
two pools of points affected by damage: health points are reduced to 0, any further damage
points and energy shield points. How many health (including damage le� over from the a�ack that
points and energy shield points you have is reduced your overshield points to 0) is then applied
determined by your class and Cons�tu�on score. to your energy shield points. If your energy shield
Together, health points and energy shield points points are also reduced to 0 or are already at 0, and
form your total hit points. there is s�ll damage le� over from the a�ack, that
damage is applied to your health points.
Unlike physical shields, energy shields do not
require any heavy li�ing on your part. They also do When you gain an overshield, the number of
not provide any addi�onal AC against a�acks, nor do points in your overshield is equal to 5 �mes your
they inherently provide damage resistances. Light level (minimum 5 points). All overshields come
However, whenever you take damage, the damage is with a specified dura�on. If you run out of
applied to your energy shield points first. If your overshield points before the dura�on ends, the
energy shield points are reduced to 0, any further dura�on of the overshield also ends.
damage (including damage le� over from the a�ack
that reduced your shield points to 0) is then applied You can recover health and energy shield points
to your health points. like normal while you have an overshield, but
overshield points cannot be restored or healed
Recharging Shields unless you specifically receive a new overshield, or a
healing source grants overshield points.
Certain class features, racial traits, Light abili�es, or
other sources may allow you to recover lost shield Dropping to 0 Health Points
points by making a shield recharge roll. To make a
shield recharge roll, you roll a number of dice equal If damage reduces you to 0 or fewer health points,
to your Light level (minimum 1), adding the total you die. This death ends if your Ghost resurrects
from your roll to your energy shield points, up to you.
your maximum shield points. You also gain a bonus
to your shield recharge roll equal to your Light ability Instant Death
modifier.
While Risen creatures can, and o�en do, take an
The size of the dice you use for your recharge roll amount of damage that would cause them to
is stated in your class descrip�on. For example, the instantly die under normal adventuring standards,
shield die size of Gunslingers is d6, so when a immediate death does not mean the Risen creature
Gunslinger makes a shield recharge roll, they roll a is gone forever. Even if all that remains is a smear on
number of d6s equal to their Light level and add the wall or a pile of ash on the ground, the only way
their Light ability modifier (which would be their a Risen creature can truly be gone forever is if their
Charisma modifier) to the total of the roll. Ghost cannot resurrect them. This can happen if the
Ghost is killed, or if the Risen creature fails their RTL
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CHAPTER 7: COMBAT
saving throws. Damage Caused by Movement
RTL Saving Throws When you fall or are shoved, the force of the
movement has the poten�al to severely damage
Whenever you start your turn with 0 health points, you.
you are dead, and you must make a special type of
saving throw called an RTL saving throw. RTL stands Falling Damage
for Returned to Light, the term Risen creatures use
to describe someone who has died their final death, For every 10 feet you spend falling, you accumulate
who can no longer be resurrected by any means. You one falling mark. The first �me you collide with a
make an RTL saving throw even if you have no hard surface a�er falling, you take 1d6 damage per
physical body le�. RTL saving throws are to falling mark you have. The type of damage you take
determine if you hang onto your Light, or if you lose is dependent on the surface you collide with and will
your Light forever. be ruled by your Architect.
Unlike other saving throws, this one isn't �ed to You may be able to reduce the amount of falling
any ability score: it is just a roll of the d20. You are in marks you accumulate during your fall, such as by
the hands of fate now, aided only by features that making an airborne jump (see Chapter 9).
affect all types of saving throws—and your Ghost.
The maximum number of falling marks you can
Roll a d20. If the roll is 10 or higher, you succeed. accumulate is 50.
If the roll is 9 or lower, you fail.
Shoving Damage
You make a single RTL saving throw on each turn
you are at 0 health points. If you accumulate three Shoving damage occurs when an effect has the
successes before you accumulate three failures, your poten�al to forcefully move you 10 feet or more in a
Light becomes stable and you no longer need to single direc�on. When forced to move 10 feet or
make RTL saving throws. Your Ghost can capture more, if your movement is halted prematurely by a
your Light at its next opportunity. If you accumulate solid surface (such as a wall, barricade, or Fallen
three failures before you accumulate three walker), you take 1d6 damage per 10 feet the effect
successes, your Light fades away and you die your would have addi�onally moved you if you had not
final death. Your Ghost cannot capture your Light, been halted. The type of damage you take is
and you can never be resurrected again. determined by the surface you hit. For example, a
flat wall would cause bludgeoning damage, while a
The successes and failures don't need to be solid wall of Darkness would cause Darkness
consecu�ve. Keep track of both un�l you collect damage.
three of a kind. The number of both is reset to zero
when you regain any health points. Damage Point
Rolling a 1 or a 20. When you make an RTL Some targets are tough enough that they come with
saving throw and roll a 1 on the d20, it counts as a damage point. Targets with a damage point are
two failures. If you roll a 20, it counts as two usually vehicles designed for war, or par�cularly
successes. powerful creatures.
Damage at 0 health points. If you take any The value of the damage point is how much
damage while dead, nothing happens. damage the target has to take from a single source
in order for that damage to be subtracted from its
Capturing Light. If your Ghost performs the hit points. A target with a damage point of 10, for
Capture Light ac�on on you, your Light becomes example, would take no damage if the total from a
stable, and you immediately accumulate three single source was 9 or less. But if a single source
successful RTL saving throws. Though you no longer dealt 10 damage, the target would take 10 damage.
have to perform RTL saving throws, you do remain
dead un�l your Ghost is able to resurrect you. If a target’s damage point is breached, the target
takes the full damage of the source. A target’s
Healing Ghostless Creatures damage point value does not reduce or alter the
amount of damage taken, it simply states the point
A Ghostless creature is a creature who is not Risen. at which damage is taken.
Ghostless creatures follow the same rules for hit
dice, healing, instant death, and dropping to 0 hit Damage point should be taken into considera�on
points as regular adventurers in the core 5e rules. before accoun�ng for resistances and vulnerabili�es.
For example, imagine a target that has a damage
Your Ghost is considered a Ghostless creature. point of 10 and is resistant to kine�c damage. If
another creature dealt 5 kine�c damage to the
Non-lethall Damage target, the damage point would be considered first,
meaning the target would take no damage: 5
Some�mes you will just want to subdue an damage does not breach the damage point. If
opponent, rather than kill them. You can choose to another creature did 10 kine�c damage to the
do this by declaring your a�ack a non-lethal a�ack target, the target would end up taking 5 kine�c
before you make your a�ack roll. If the damage of damage total: 10 is enough to breach the damage
your a�ack reduces the target to 0 hit points, the point, but the amount of damage done is halved due
target becomes Unconscious but is stable.
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CHAPTER 7: COMBAT
to the target’s resistance to kine�c damage. hit or cri�cal miss range of your weapon. If the
If the target were vulnerable to kine�c damage, cri�cal miss range is increased, you add the next
highest number on the d20 to your weapon’s cri�cal
the target would take no damage from the first miss range. For example, a regular weapon that has
example (5 s�ll doesn’t breach the damage point), its cri�cal miss range increased by 1 will score a
and 20 kine�c damage from the second example (10 cri�cal miss on a roll of 1 or 2 on the d20, instead of
breaches the damage point, and is then doubled due only on a 1. If the cri�cal miss range is decreased,
to the target’s vulnerability). you remove the highest value from the cri�cal miss
range.
Critical Hits and Misses
If the cri�cal hit range is increased, you add the
Anything that requires an a�ack roll is able to score next lowest number on the d20 to your weapon’s
cri�cal hits and cri�cal misses. You determine cri�cal hit range. This means a regular weapon that
whether you’ve scored one of these by referencing has its cri�cal hit range increased by 1 would score a
the weapon’s cri�cal ranges. By default, a weapon’s cri�cal hit on a roll of 19 or 20 on the d20, instead of
cri�cal hit range is 20, and a weapon’s cri�cal miss only on a 20. If the cri�cal hit range is decreased,
range is 1. This means that when you make an a�ack you remove the lowest value from the cri�cal hit
roll with the weapon, you score a cri�cal hit on a roll range.
of 20 on the d20, and a cri�cal miss on a roll of 1 on
the d20. The effect of modifying cri�cal hit ranges can
stack across mul�ple sources. Add them all up to
Cri�cal hit. When you score a cri�cal hit, you determine your weapon’s final cri�cal ranges.
double the number of all damage dice you roll for
the weapon’s damage. This includes doubling the Damage Types
number of dice added from features such as a
Nightstalker’s Amplified Hits, or from a Sunbreaker’s D&Des�ny introduces the following new damage
Wrathful Smite. types.
Cri�cal miss. When you score a cri�cal miss, your Darkness. The paracausal an�thesis to the Light,
a�ack misses the target regardless of any modifiers Darkness damage is most o�en caused by creatures
you have to your a�ack roll. who worship the Darkness and have been granted
the ability to conduct its power.
Modifying cri�cal ranges. Certain features,
traits, perks, or other sources may modify the cri�cal Kine�c. Objects that move with high velocity
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CHAPTER 7: COMBAT
before striking a target, such as bullets, deal kine�c ranged weapons that do not have a medium or long
damage. range band.
Light. There are three types of Light damage: arc, A�ack rolls against the creature have
solar, and void. Only Lightbearers can create and disadvantage if the a�acker is not Aiming, or if the
control Light in its purest form, but Light energy, a a�acker is not within 5 feet of the creature. If the
lesser form of Light, exists everywhere and can be a�acker is within 5 feet of the creature, the a�acker
harnessed by anyone with the technology or magic has advantage on its a�ack roll.
to do so.
• Arc: An expression of elemental Light arising To move while Combat-Prone, you must crawl or
use alterna�ve methods such as teleporta�on. Every
from the fundamental forces that bind ma�er foot of movement while crawling costs 1 extra foot.
together. At macroscopic scales, arc discharges For example, crawling 1 foot in difficult terrain costs
resemble lightning. Like electrical current, arc 3 feet of movement: one extra foot for the difficult
energy is used to power advanced technology— terrain, and one extra foot for crawling.
including sophis�cated weapons.
• Solar: An expression of elemental Light arising Cover
from the fundamental forces that communicate
energy. Solar bursts large enough to see and This sec�on has been taken from the 5th Edi�on SRD
resembles fire. Like fire in days of old, solar and edited for D&Des�ny
energy is devasta�ng and all-consuming in its
destruc�ve aspect. Derelict vehicles, trees, chest-high walls, and
• Void: An expression of elemental Light arising other obstacles can provide cover during combat,
from the fundamental forces of the vacuum. making a target more difficult to harm. A target can
When visible, void phenomena are u�erly benefit from cover only when an a�ack or other
unearthly. Although rooted in apparent effect originates on the opposite side of the cover.
nothingness, void energy is fearsome and
ravenous when weaponized. There are four degrees of cover which are, in
ascending order: par�al, half, three-quarters, and
Explosive Damage full. If a target is behind mul�ple sources of cover,
only the highest degree of cover applies; the
Explosive is a type of damage modifier that indicates degrees aren't added together.
a damage type, such as kine�c or necro�c, is being
dealt suddenly and swi�ly to a target, and usually in A target with par�al cover has a +1 bonus to AC
an area of effect. For example, the flux grenade and Dexterity saving throws. A target has par�al
deals explosive arc damage, and the Nova Bomb cover if an obstacle covers a por�on of it, but not
super ability deals explosive void damage. Not all quite half of it. This obstacle might be a moderate
explosive damages affect an area, and not all areas piece of furniture, or rubble that doesn’t cover a
of effect are explosive. notable por�on of the target.
The damage modifier only comes into effect to A target with half cover has a +2 bonus to AC and
determine the damage done to a creature that has a Dexterity saving throws. A target has half cover if an
resistance, immunity, or vulnerability to explosive obstacle blocks at least half of its body. The obstacle
damage. For example, if a creature has a resistance might be a low wall, a large piece of furniture, or a
to explosive damage, it treats explosive kine�c, narrow tree trunk.
explosive solar, or explosive cold damage all equally
(halving the damage, as one does with all A target with three-quarters cover has a +5
resistances). bonus to AC and Dexterity saving throws. A target
has three-quarters cover if about three quarters of it
Combat-prone is covered by an obstacle. The obstacle might be an
armored vehicle, a bunker slit, or a thick tree trunk.
Combat-Prone is a separate condi�on from the
Prone condi�on. A Combat-Prone creature has A target with full cover can't be targeted directly
willingly hunkered down close to the ground, either by an a�ack or ability, although some abili�es can
lying on their stomach or crouched on one knee. It reach such a target by including it in an area of
costs half your speed to become Combat-Prone, or effect. A target has full cover if it is completely
to stand from being Combat-Prone. For example, if concealed by an obstacle.
your speed is 30 feet, you must spend 15 feet of
movement to become Combat-Prone. You can't Concentration
become Combat-Prone if you don't have enough
movement le� or if your speed is 0. Some�mes you have the ability to focus on an effect
that lasts for an extended period of �me, such as
It costs no movement for a Combat-Prone focusing on a Light ability that lasts for a minute, or
creature to begin Aiming with a firearm that has a by focusing on an ar�fact that requires your
medium or long range band. Combat-Prone a�en�on to func�on. When an effect requires you
creatures have disadvantage on a�ack rolls they to focus on it in order to maintain its dura�on, that
make with melee weapons, close-range firearms, or effect is said to require concentra�on.
153 If an effect requires concentra�on, its descrip�on
will say so, and the effect will specify how long you
CHAPTER 7: COMBAT can concentrate on it. You can end concentra�on at
any �me (no ac�on cost).
Dungeons & Des�ny v1.1.2
Normal ac�vity, such as moving and a�acking,
doesn't interfere with concentra�on. The following
factors can break concentra�on:
• Invoking another effect that requires
concentra�on. You lose concentra�on on an
effect if you choose to invoke another effect that
also requires concentra�on. You can only focus
on one effect that requires concentra�on at a
�me.
• Taking damage. Whenever you take damage
while you are concentra�ng, you must make a
Cons�tu�on saving throw to maintain your
concentra�on. The DC equals 10 or half the
damage you take, whichever number is higher. If
you take damage from mul�ple sources, you
make a separate saving throw for each source of
damage.
• Being Incapacitated or killed. You lose
concentra�on if you are Incapacitated or if you
die.
Your Architect might also decide that certain
environmental phenomena, such as a shockwave
knocking you over, require you to succeed on a DC
10 Cons�tu�on saving throw to maintain
concentra�on.
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CHAPTER 7: COMBAT
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155 Dungeons & Des�ny v1.1.2
CHAPTER 8: LIGHT ABILITIES
CHAPTER 8: LIGHT ABILITIES
T he influence of the paracausal power called informa�on, including the ability’s name, cas�ng
Light extends across the whole universe, but it �me, recharge, reach or range or scope, cost, and
wasn’t un�l the arrival of the Traveler that dura�on. Some Light abili�es have special
humanity discovered its existence. Humans from the proper�es, which are also listed. The rest of the
Golden Age had only barely begun to explore the Light ability’s entry describes the effect of the Light
nature of Light and its uses before the Collapse. ability.
Even now, both the Light and its an�the�cal
counterpart, the Darkness, remain largely Cas�ng a Light ability is not the same as taking
mysterious, and even the Risen who wield the Light the A�ack ac�on, even if the Light ability calls for an
struggle to understand what exactly using it does. a�ack roll. When you cast a Light ability you are
taking the Cast a Light Ability ac�on.
The informa�on in this chapter has been taken
from the 5th Edi�on SRD's sec�on on spellcas�ng, Casting Time
and then either modified or expanded to fit the
needs of D&Des�ny. All Light abili�es have a listed cas�ng �me. By
default, cas�ng a Light ability is an ac�on, but some
What is a Light Ability? Light abili�es can be cast as a bonus ac�on or
reac�on.
Light abili�es are paracausal effects, a reshaping of
the fundamental forces of the universe to break the A Light ability that costs a bonus ac�on to cast
effect-cause rela�onship and create downright requires you to use a bonus ac�on on your turn to
magical results. Light abili�es can be physical or cast the Light ability, provided you haven’t used a
intangible. Light can take the form of weapons that bonus ac�on already. You cannot choose to cast a
can break the most stout of defenses, or a fire that Light ability as an ac�on if it costs a bonus ac�on to
sparks from no source. Light can even be used to cast it.
shield and protect a creature, crea�ng a constant,
invisible barrier. Reach, Range, or Scope
There are four core Light abili�es: the melee The target of a Light ability must be within the Light
ability, the grenade ability, the super ability, and the ability’s reach, range, or scope. For a Light ability like
superclass ability. These abili�es are cast using Light Nova Warp, the target is the Risen creature cas�ng
ability charges. How you obtain each Light ability, the Light ability. For a Light ability like the Incendiary
how many Light ability charges you have, and the Grenade, the target is a point in space within the
effects of each Light ability are described by your grenade’s range. This point is where the grenade
class and superclass features, as well as other detonates.
sources such as any exo�c equipment you are
a�uned to. Most Light abili�es have ranges expressed in feet.
Some Light abili�es can target only a creature
Some classes have auxiliary Light abili�es. For (including you) that you touch. Other Light abili�es
example, the Sunbreaker also has the Inner Flame affect only you. These Light abili�es have a range of
Light ability, and the Stormcaller has the Arc Charges ‘self.’
Light ability. Like the core Light abili�es, these are
described in your class or superclass features. If a Light abili�es that create cones or lines of effect
feature men�ons that you gain its effects due to an that originate from you also have a range of ‘self,’
interac�on with your Light, it is a Light ability, no indica�ng that the origin point of the Light ability’s
ma�er how mundane or spectacular its effects. effect must be you. Abili�es that create cones or
lines of effect from the point where you cast them
Light Level have a range that expresses the distance within
which you can cast the Light ability. The origin point
Your Light level is a measure of the strength of your of the cone or line of effect is the point where you
Light and is separate from your class level. Your Light cast the Light ability.
level increases as your class level increases. You can
determine what your Light level is by referring to the Mortar
rightmost column in your class table.
This characteris�c means a Light ability can be
Casting a Light Ability hurled in an upwards arc, allowing you to reach
spots you may not be able to see due to obstacles
When a Risen casts a Light ability, the same basic such as walls, cliffs, or other obstruc�ons blocking
rules are used regardless of the Risen’s class level, your line of sight or path to the target. When you
Light level, or what the effects of the Light ability throw the object in this way, each foot of height of
are. the obstruc�on you are a�emp�ng to throw it over
reduces the range of the object by twice as much.
Each Light ability comes with a list of For example, if you are a�emp�ng to throw a
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CHAPTER 8: LIGHT ABILITIES
grenade with a range of 40 feet over a 10-foot wall, Limitations
the range of your grenade becomes 20 feet.
You can only make a recharge roll once per Light
Cost ability. For example, if a feature, perk, or other
source gave you a second melee ability charge, and
A Light ability’s cost is the type and amount of you were missing both at the start of your turn, you
resource you must spend to cast that Light ability. If would s�ll only make one melee recharge roll. If you
you do not have enough resources to cast a Light rolled your recharge value or higher, you would
ability, you cannot cast the Light ability. regain only one melee ability charge.
Duration If you cast a Light ability that has a dura�on, you
cannot make a recharge roll for that Light ability
A Light ability’s dura�on is the length of �me the while it has dura�on.
ability persists. A dura�on can be expressed in
rounds, minutes, hours, or even years. These Light You cannot make a recharge roll if you or your
abili�es usually require concentra�on. If you ever Ghost are Incapacitated at the start of your turn.
fall to 0 health points, all your ongoing Light abili�es
end. Recharges Outside Initiative
Instantaneous If you are not in ini�a�ve against a hos�le creature,
you automa�cally fail all recharge rolls. However,
Light abili�es are instantaneous unless stated you regain all melee, grenade, and class ability
otherwise. The Light ability harms, heals, creates, or charges when you complete a brief rest, and you
alters a creature or an object in a way that can't be regain all super ability charges when you complete a
disrupted, because its effect exists only for an short rest.
instant.
Light-constructed Weapons
Recharge
Some Light abili�es, for their effect, conjure
Risen creatures are constantly collec�ng residual weapons that you can hold in your hands and make
Light in the local area, channeled through their a�acks with. Though such weapons made of Light
Ghosts. This means that, unlike tradi�onal spells, may have proper�es similar to the weapons they
you can regain the use of your Light abili�es more resemble, weapons you summon with your Light are
quickly. This phenomenon is represented as the not considered weapons as defined in Chapter 5. A
Light ability’s recharge die and recharge value. The Light-constructed weapon does not benefit from any
recharge die is listed first, followed by the recharge traits, features, or other sources that do not include
value. Light-constructed weapons in the effect. The only
excep�on is the Golden Gun, which specifically
If you are in ini�a�ve against a hos�le creature, states in its descrip�on what sources can benefit it.
at the start of your turn you can roll the listed
recharge dice for your melee, grenade, and super Targets
ability. You roll each recharge die once. If you roll
your recharge value or higher, you regain one charge A typical Light ability requires you to pick one or
of that Light ability, up to the maximum number of more targets to be affected by the Light ability. A
charges you can have for that ability. You can do this Light ability’s descrip�on tells you whether it targets
once for each Light ability for which you are missing creatures, objects, or a point of origin for an area of
at least one charge. For example, if you start your effect (described below).
turn missing your grenade ability charge and your
melee ability charge, you can make one grenade Unless a Light ability has a percep�ble effect, a
recharge roll and one melee recharge roll. creature might not know it was targeted by a Light
ability at all. An effect like crackling lightning is
Other sources, such as a weapon perk or class obvious, but a more subtle effect, such as an
feature, may allow you to make addi�onal recharge a�empt to read a creature's thoughts, typically goes
rolls under different condi�ons. unno�ced, unless a Light ability says otherwise.
Bonuses to Recharge Rolls A Clear Path to the Target
Some features, perks, or other sources may give you To target something, you must have a clear path to
posi�ve or nega�ve bonuses to a Light ability’s it, so it can't be behind total cover. If you place an
recharge roll. Add these bonuses to the result of area of effect at a point that you can't see and an
your recharge roll to determine if you meet or obstruc�on, such as a wall, is between you and that
exceed your recharge value. point, the point of origin comes into being on the
near side of that obstruc�on.
If you have advantage on a recharge roll, you roll
your recharge die twice and take the higher result. If Targeting Yourself
you have disadvantage on a recharge roll, you roll
your recharge die twice and take the lower result. If a Light ability targets a creature of your choice,
you can choose yourself, unless it must specifically
157
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CHAPTER 8: LIGHT ABILITIES
be a creature other than you. If you are in the area which the Light ability’s energy erupts. The rules for
of effect of a Light ability you cast, you can target each shape specify how you posi�on its point of
yourself. origin. Typically, a point of origin is a point in space,
but some Light abili�es have an area whose origin is
Overlapping Areas a creature or an object.
The effects of the same Light abili�es on the same A Light ability’s effect expands in straight lines
space or target don't combine. Instead, the most from the point of origin. If no unblocked straight line
potent effect—such as the highest damage roll— extends from the point of origin to a loca�on within
from those cas�ngs applies while their areas the area of effect, that loca�on isn't included in the
overlap, or the most recent effect applies if the ability’s area. To block one of these imaginary lines,
cas�ngs are equally potent and their areas overlap. an obstruc�on must provide full cover.
For example, if a 13th-level Stormcaller casts a Cone
pulse grenade on the same space that a 5th-level
Stormcaller’s pulse grenade occupies, any creature A cone extends in a direc�on you choose from its
affected by the grenades would only take the point of origin. A cone's width at a given point along
damage of the 13th-level Stormcaller’s grenade. its length is equal to that point's distance from the
point of origin. A cone's area of effect specifies its
Areas of Effect maximum length.
Light abili�es such as Vortex and Ward of Dawn A cone's point of origin is not included in the
cover an area, allowing them to affect mul�ple cone's area of effect, unless you decide otherwise.
creatures at once.
Cube
A Light ability’s descrip�on specifies its area of
effect, which typically has one of five different You select a cube's point of origin, which lies
shapes: cone, cube, cylinder, line, or sphere. Every anywhere on a face of the cubic effect. The cube's
area of effect has a point of origin, a loca�on from size is expressed as the length of each side.
Drawing On A Grid
How you draw an area of effect on a grid differs depending on if the effect describes its area with a radius, such as
the storm grenade, or if it declares the area as a diameter, such as the vortex grenade. The diagram below shows
how to draw both of these areas assuming you have a tradi�onal 5-foot grid. If an effect’s area touches a gridspace,
all targets in that gridspace are affected by it.
Radius. You draw the area of the effect star�ng from the center of a gridspace and measuring outward in all
direc�ons. Effects with a radius must be centered on a gridspace; you cannot posi�on them along a gridline, or at
the intersec�on of two gridlines.
Diameter. The effect’s area must fit wholly within a square that has been drawn star�ng from the intersec�on of
two gridlines. The length of all the square’s sides must be equal in length to the diameter of the effect.
Dungeons & Des�ny v1.1.2 158
CHAPTER 8: LIGHT ABILITIES
A cube's point of origin is not included in the the height of the Light effect. The energy in a
cube's area of effect, unless you decide otherwise. cylinder expands in straight lines from the point of
origin to the perimeter of the circle, forming the
Cylinder base of the cylinder. The Light ability’s effect then
shoots up from the base or down from the top, to a
A cylinder's point of origin is the center of a circle of distance equal to the height of the cylinder.
a par�cular radius, as given in the Light ability desc-
rip�on. The circle must either be on the ground or at A cylinder's point of origin is included in the
cylinder's area of effect.
Line
A line extends from its point of origin in a
straight path up to its length and covers an area
defined by its width.
A line's point of origin is not included in the
line's area of effect, unless you decide
otherwise.
Sphere
You select a sphere's point of origin, and the
sphere extends outward from that point. The
sphere's size is expressed as a radius in feet that
extends from the point.
A sphere's point of origin is included in the
sphere's area of effect.
Sweeping Line
A sweeping line extends from its point of origin in a
path up to its length. The path of the sweeping line
does not need to be straight, you can alter the
direc�on of the path at any point. The area of the
sweeping line then extends from every point on the
path back to the sweeping line’s point of origin.
A sweeping line's point of origin is not included
in the sweeping line's area of effect, unless you
decide otherwise.
Saving Throws
Many Light abili�es specify that a target can make a
saving throw to avoid some or all of its effects. The
Light ability specifies the ability the target uses for
the save and what happens on a success or failure.
The DC to resist one of your Light abili�es equals
8 + your Light ability modifier + your proficiency
bonus. Some Light abili�es have special modifiers
they get to add to their saving throw DC, which will
be indicated in the Light ability’s descrip�on, if there
are any.
Attack Rolls
Some Light abili�es require the caster to make an
a�ack roll to determine whether the effect hits the
intended target. Your a�ack bonus with a Light
ability a�ack equals your Light ability modifier +
your proficiency bonus. Some Light abili�es have
addi�onal, special modifiers they get to add to their
a�ack rolls, which will be indicated in the Light
ability’s descrip�on, if there are any.
159 Dungeons & Des�ny v1.1.2
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Sweeping line examples
Dungeons & Des�ny v1.1.2 160
CHAPTER 8: LIGHT ABILITIES
161 Dungeons & Des�ny v1.1.2
CHAPTER 9: ADVENTURING
CHAPTER 9: ADVENTURING
A dventuring through the universe of Des�ny retroac�ve bonus. You need to recalculate your
means undertaking missions and pursuing health for every level you have, using your new
other objec�ves both big and small. modifier.
Some�mes, you’ll be on a straigh�orward patrol in
the Cosmodrome, picking through the wreckage of The Character Advancement table summarizes
the Golden Age in search of resources and treasure the experience points you need to advance in levels
to support the City. Other �mes, you’ll be sent on a from level 1 through level 20, and the proficiency
strike to defeat a powerful enemy of humanity with bonus for a character of that level. Consult the
only a few hours to mount your a�ack. You might informa�on in your character’s class and superclass
also find yourself entangled in a coup against the descrip�ons to see what other improvements you
Consensus government, lost in a Hive-infested pit, or gain at each level.
Lightless and on your own, your Ghost sha�ered and
your fireteam gone. Skills
This chapter covers the basics of adventuring life D&Des�ny defines the available set of skills
in D&Des�ny, from character advancement to how differently from base 5e. The following is the
Guardians regain Light abili�es. D&Des�ny skill list, and examples for how they
might be used. This sec�on has been modified from
Character Advancement the 5e SRD.
This sec�on is from the 5th edi�on SRD and has been Strength
edited for Dungeons & Des�ny.
Strength is a measure of your physical ap�tude, or
As your character goes on adventures and the physical power of your body. A high Strength
overcomes challenges, they gain experience, means you can li� more, run longer, and jump
represented by experience points. A character who higher. You can also use your Strength to break
reaches a specified experience point total advances objects or resist force being exerted on you.
in capability. This advancement is called gaining a
level. Athle�cs. Jumping over an obstacle, running long
distances, or forcing open a rusted door might all
When your character gains a level, their class call for a Strength (Athle�cs) check.
o�en grants addi�onal features, as detailed in the
class descrip�on. Your superclass might also grant Dexterity
addi�onal features. Some of these features allow
you to increase your ability scores, either increasing Dexterity is a measure of your fine motor skill. It is
two scores by 1 each or increasing one score by 2. how quickly and how accurately you can move your
You can’t increase an ability score above 20. In body, and how prepared you are to physically react
addi�on, every character's proficiency bonus to something. You don’t have to be strong to be
increases at certain levels. dextrous, and being dextrous is not always a sign of
physical strength.
When your Cons�tu�on modifier increases by 1,
your health point maximum increases by 1 for each Acroba�cs. Whenever you call upon your ability
level you have a�ained. In other words, it is a to maintain your balance or use precise movements,
your Architect might have you make a Dexterity
Character Advancement (as shown in the 5th Edition SRD)
Experience Points Level Proficiency Bonus Experience Points Level Proficiency Bonus
11 +4
0 1 +2 85,000 12 +4
13 +5
300 2 +2 100,000 14 +5
15 +5
900 3 +2 120,000 16 +5
17 +6
2,700 4 +2 140,000 18 +6
19 +6
6,500 5 +3 165,000 20 +6
14,000 6 +3 195,000
23,000 7 +3 225,000
34,000 8 +3 265,000
48,000 9 +4 305,000
64,000 10 +4 355,000
Dungeons & Des�ny v1.1.2 162
CHAPTER 9: ADVENTURING
Optional Rule: Invoking Passive Skills Wisdom
All skills have a passive score equal to 10 + any Wisdom is a measure of your intui�on, your ability
modifiers you have to the skill. When you have to to work with nuance, and how well you can
make a skill check, your Architect may allow you to understand perspec�ves other than your own.
invoke your passive in the skill instead of making a Wisdom is called for when there is no clear answer,
roll. or when the answer can change based on the
details of the situa�on. Your ability to perceive
(Acroba�cs) check. This could be for walking a those details is your Wisdom.
�ghtrope, slipping through a small opening quickly,
or naviga�ng around security lasers. Animal Handling. You may need to make a
Wisdom (Animal Handling) check to calm a
Sleight of Hand. Your Architect might have you frightened dog, or to determine what a meowing
make a Dexterity (Sleight of Hand) check to cat wants from you.
determine how well you perform a card trick, pick a
lock, or slip an item from someone else’s pocket. Insight. If you think someone is trying to decieve
Ghosts might need to make a Dexterity (Sleight of you, or if you’re trying to predict what someone will
Hand) check to transmat items. do next, your Architect may have you make a
Wisdom (Insight) check to determine how well you
Stealth. Obscuring your presence or the read the situa�on.
presence of another person or object would call for
a Dexterity (Stealth) check. Percep�on. The Wisdom (Percep�on) skill may
be used whenever you’re using your senses of sight,
Intelligence smell, hearing, taste, or touch to learn something,
such as where a creature is hiding, or if a secret
Intelligence is a measure of your mental acuity. It ingredient is present in a food you’re tas�ng.
reflects how quickly and accurately you can store
and recall informa�on, and your ability to reason. Religion. Wisdom (Religion) checks might be
Highly intelligent characters tend to do well in called for if you’re a�emp�ng to iden�fy the site of
academics, but scholarliness is not the only ritual ac�vity, perform a religious ceremony, or
measurement of intelligence. iden�fy the prac�ces of a secret cult.
Arcana. A�emp�ng to detect the Light affinity of Survival. You may be asked to make a Wisdom
a creature, iden�fying ar�facts, or interac�ng with (Survival) check if you’re a�emp�ng to navigate a
Hive spells all might call for an Intelligence (Arcana) ra� down a stream, read an old-fashioned map,
check. cook food, or iden�fy safe drinking water.
History. Whether you’re recalling details of your Charisma
previous mission or recollec�ng the history of an
en�re race, an Intelligence (History) check can be Charisma is your force of self, how strongly and how
used to determine how much you can remember, effec�vely you can interact with others, and how
and how accurate the informa�on you recall is. you exert your presence on the world.
Inves�ga�on. If you are trying to use deduc�ve Decep�on. Remaining inconspicuous in a crowd,
reasoning to determine details of a situa�on, such as lying to your superior officer, or trying to convince
where someone hid their sparrow keys or which someone that hugging a cursed thrall is a good idea
beam, if broken, would collapse a building, you would all be appropriate situa�ons for a Charisma
might be told to make an Intelligence (Inves�ga�on) (Decep�on) check.
check.
In�mida�on. A Charisma (In�mida�on) check
Medicine. Your Architect could have you make an can be used to scare someone into giving up
Intelligence (Medicine) check if you a�empt to informa�on or ac�ng on your behalf, or otherwise
diagnose a sickness or administer a drug to using fear to affect someone’s decision.
someone. Intelligence (Medicine) is also used for
such things as stabilizing creatures, se�ng bones, or Performance. Your Architect might call for a
crea�ng a vaccine. Charisma (Performance) check to determine how
well you play an instrument, act in a movie, or tell a
Nature. Whenever you have a need for story to a crowd.
knowledge of the natural world, your Architect
might have you make an Intelligence (Nature) check Persuasion. If you are trying to convince
to recall or learn that knowledge. This goes for someone to see things your way, your Architect
everything from iden�fying a plant to studying a might call for a Charisma (Persuasion) check.
newly discovered species of animal. Typically Persuasion isn’t used to convince someone
of something untrue, but to bring someone into
Technology. The Intelligence (Technology) skill agreement with something you actually believe
can be used whenever you’re dealing with any sort yourself.
of device or living machine, such as when building a
computer, wri�ng a program, or opera�ng a camera. Transmat
163 Transmat, or ma�er transloca�on, refers to any
technology of ma�er-energy conversion or spa�al
CHAPTER 9: ADVENTURING displacement used to effec�vely teleport material
or people. Humanity developed transmat a�er the
Traveler’s arrival using advancements made possible
Dungeons & Des�ny v1.1.2
by its paracausal phenomena, and Guardians s�ll receive objects from within their range, and can
use those Golden Age systems and transmat more easily boost their bandwidth to accommodate
protocols. Other races, like the Eliksni and Cabal, larger objects.
have similar technologies, while the Vex and Hive
achieve similar effects with varie�es of dimensional Scanners
manipula�on.
‘Scanner’ is a catch-all term for any piece of
When a�emp�ng to transmat a person or object, technology that can detect and interpret another
the bandwidth of the local network determines the object or its surroundings. A medical scanner, for
maximum size that can be transma�ed. A Large example, could interpret the structure of a creature
bandwidth allows for objects of a Large size or and cross-reference it with a database to report
smaller to be transma�ed, for example. Most findings such as a high fever, a broken bone, or a
networks, par�cularly those in patrol zones, are only tumorous growth; a radio scanner could iden�fy and
Small or Medium networks. It takes a significant interpret radio signals; an infrared scanner could
investment in resources for a Large or greater interpret the local heat readings of the environment
transmat bandwidth. and possibly iden�fy creatures a�emp�ng to hide
from visual sight.
There are two main types of transmat network
structures: mul�-node networks and single-node Scanners typically have a reliable range, and
networks. Mul�-node networks are quantum- scans outside that range become exponen�ally less
capable, able to transmat almost any number of reliable the farther away the target is. They are also
objects at a �me to any loca�on within the network, prone to false readings and general equipment
but they need at least two nodes—one to send, one failure. This is especially true with mul�purpose
to receive—in order to func�on. Mul�-node scanners, or scanners with a very wide range.
networks are also limited to certain loca�ons where
they may send or receive from, typically a An�-scanning equipment—equipment designed
predetermined spot within range of the node. to cause false readings in certain types of scanners—
also needs to be kept in mind. Such equipment may
The range of the node will vary from node to not even be par�cularly sophis�cated. For example,
node. The larger the range, the more valuable and an infrared scanner can be easily fooled with any
resource-intensive the construc�on of the node is. warm, human-shaped object. A very large burrito
The average quantum node can transmat objects could accomplish this.
within 10 feet of it.
Scanners As A Creature Sense
Single-node transmat networks have a limited
range and a much smaller maximum number of Scanners, when listed in a creature’s senses, indicate
objects they can move at a �me. Typically, a single- the creature has the ability to use technology to
node network cannot reach a distance greater than interpret its surroundings. A creature with scanners
a few hundred feet from the node. However, they
are more versa�le in terms of where they send or 164
Dungeons & Des�ny v1.1.2
CHAPTER 9: ADVENTURING
can detect objects and creatures within the range of Long Jump. When you make a running long
its scanners without the need for visual sight. jump, you perform a horizontal movement that
Scanners can penetrate most barriers, but scanners covers a number of feet up to your Strength score.
are blocked by 1 foot of stone, 1 inch of metals or When you make a standing long jump, you can only
alloys, or 3 feet of wood or dirt. Creatures with the cover half that distance. Either way, each foot you
living machine trait or feature are detected by clear on the jump costs 1 foot of movement.
scanners as living creatures.
Your Architect may decide your long jump
Movement requires a Strength (Athle�cs) check to not hit a low-
lying obstacle, such as a fallen log or parked
Swimming across a rushing river, sneaking down a sparrow, that is in the way of your long jump. The
ketch corridor, scaling a treacherous mountain standard DC for this is 10, though circumstances
slope—all sorts of movement plays a key role in your may call for a higher or lower DC. If your Architect
adventures. calls for this ability check and you fail, you hit the
obstacle and you land Prone at the end of your
Grounded and Airborne jump.
A creature or object that is flying, falling, hovering, High Jump. When you make a running high jump,
or mounted in the air (such as a shrieker) is you perform a ver�cal movement that has a
airborne. If a creature is not airborne, it is grounded. maximum distance equal to 3 + your Strength
modifier. When you make a standing high jump, you
If a creature is airborne but it does not have a only move half that distance. Either way, each foot
flying speed, or is unable to use or benefit from its you clear on the jump costs 1 foot of movement.
flying speed, a�ack rolls against it are made with
advantage. In some situa�ons, your Architect might allow
you to make a Strength (Athle�cs) check to jump
Creatures who are airborne but are not flying, higher than you normally can. The standard DC for
hovering, or mounted in the air have disadvantage this is 11, though circumstances may call for a higher
on Strength and Dexterity saving throws they make, or lower DC. If you succeed, the maximum distance
and on all a�ack rolls they make. you can cover with a running high jump becomes
equal to 5 + your Strength modifier, and the
Creatures who are flying or hovering have maximum distance of a standing high jump is half
advantage on Dexterity saving throws they make. that.
If a creature or object is standing on a significant Airborne Jumping
structure that is airborne, but the airborne structure
provides a means for a creature or object on it to Risen creatures can use their Light to give them a
anchor its movement, the structure itself is boost while airborne, allowing them to do things like
considered airborne but the creatures and objects cross over difficult terrain or reach higher ledges
on the structure are not considered airborne. An with ease. There are many ways a Risen may
example of this is being aboard a jumpship in flight: become airborne. They might choose to make a high
the jumpship is airborne, but the crew and jump, they might jump off a cliff, or they might be
equipment aboard the jumpship are all not pushed skyward as a result of a hos�le creature’s
considered airborne. ac�on. Once airborne, the movement op�ons
provided by the Risen’s Light are determined by the
Jumping superclass of the Risen.
There are two types of jumps: the long jump and the Hunter
high jump. Each jump is then further modified by
whether you were running or standing as you made Star�ng from the moment a Hunter becomes
your jump. In order for your jump to qualify as a airborne, the Hunter can choose to make up to two
running jump, you must have moved at least 10 feet addi�onal jumps, both of which are always
on foot immediately before the jump. Otherwise, considered to be standing jumps unless the Hunter
your jump is a standing jump. becomes airborne by means of a running jump. In
that case, both jumps are always considered to be
You can extend your arms to help you grab onto running jumps.
objects or creatures you are jumping toward. The
length of your arms is half your body’s height. If you If the Hunter is falling when they choose to make
make a jump that puts you within arm’s length of a an airborne high jump, the number of falling
creature, you can perform a grapple, following all damage marks they have accumulated becomes 0.
the rules of a grapple like normal, to grab onto the Any addi�onal distance they fall a�er making their
creature. airborne high jump accumulates marks of falling
damage like normal.
If performing your jump causes you to land in
difficult terrain, you must succeed on a DC 10 Whether airborne or not, a Hunter can always
Dexterity (Acroba�cs) check to land on your feet. choose to use either their Strength or Dexterity
Otherwise, you land Prone. At your Architect’s score to determine the distance they can cover with
discre�on, the DC for this ability check may increase a jump. When performing a jump that calls for a
or decrease depending on the specifics of the Strength (Athle�cs) check, a Hunter can make a
situa�on.
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CHAPTER 9: ADVENTURING
Dexterity (Acroba�cs) check instead. Teleportation
Titan Various character traits, class features, and other
sources may allow you to teleport. The distance and
Star�ng from the moment a Titan becomes condi�ons under which you are allowed to teleport
airborne, the Titan can make a special kind of jump will be described by the source, but in addi�on to
called a boost. While boos�ng, the Titan can move those condi�ons, by default you cannot teleport if
in any direc�on, but the direc�on they move you would have to move through a space you could
determines the amount of movement speed each not normally squeeze through to reach your
foot spent boos�ng costs. While moving in a teleporta�on des�na�on. For example, you cannot
horizontal direc�on, each foot a Titan clears while teleport through a chainlink fence as a Medium
boos�ng costs 1 foot of movement speed; while creature, because you are too big to squeeze
moving ver�cally, each foot spent boos�ng costs 2 through the openings in the fence, nor could you
feet of movement speed; and while moving teleport through the keyhole of a door. At the GM’s
downward, each foot spent boos�ng costs half a discre�on a Tiny creature could teleport through a
foot of movement speed. chainlink fence, because the openings in the fence
are usually just big enough for a Tiny creature to
Titans cannot alter the direc�on of their boost normally squeeze through.
while boos�ng, and they can only move a maximum
distance equal to their base walking speed while Some forms of teleporta�on do allow you to
boos�ng, which is measured from the moment the teleport to any des�na�on within range. This will be
Titan begins boos�ng and carries over from one indicated in the descrip�on of that specific form of
round to the next. For example, if a Titan with a teleporta�on.
speed of 30 feet spent 20 feet of their movement on
one turn to boost, and then ended their turn s�ll Zero-gravity Movement
boos�ng, they would only be able to spend 10 feet
of their movement to boost on their following turn. Guardians will o�en find themselves traversing the
vacuum of space. They might be traveling in a space-
If the Titan runs out boost distance on a turn, capable ship or exploring the boundaries of the Reef,
they begin falling and must become grounded or, if they're par�cularly unlucky, floa�ng free in
before they can choose to boost again. space, wai�ng for someone or something to pass by.
If the Titan is falling when they choose to boost, Movement in zero-gravity condi�ons requires a
the number of falling damage marks the Titan has certain degree of finesse and prac�ce to do well. It's
accumulated is halved. Any addi�onal distance they one thing to push yourself along a corridor, but
fall a�er they end their boost accumulates marks of another to take advantage of every aspect of the
falling damage like normal. environment to move in a dynamic manner.
Warlock Speed
Star�ng from the moment a Warlock becomes Your speed in zero-gravity or microgravity condi�ons
airborne, the Warlock can make a special kind of is determined by the amount of force exerted on
jump called a glide. While gliding, the Warlock can you. When pushing off a hard surface, your speed is
move in a horizontal or downward direc�on, but equal to your Strength score. Objects such as fire
they cannot increase their ver�cal height. Warlocks ex�nguishers and jumpships can push you faster, at
can alter the direc�on of their glide while gliding. the discre�on of your Architect. The theore�cal
maximum speed of an object is the speed of light.
Each foot a Warlock clears while gliding costs 1
foot of movement speed. The Warlock can only Collisions
move a maximum distance equal to their base
walking speed while gliding, which is measured from If you collide with a hard surface, you must succeed
the moment the Warlock begins gliding and carries on a Strength (Athle�cs) or Dexterity (Acroba�cs)
over from one round to the next. For example, if a check, or you take 1d6 bludgeoning damage for
Warlock with a speed of 30 feet spends 20 feet of every 10 feet of movement speed you have. The DC
their movement on one turn to glide, and then ends of this check is equal to 10, and increases by 1 for
their turn gliding, they would only be able to spend every 10 feet of movement speed you have. This is
10 feet of their movement to glide on their following not dependent on distance traveled: if your speed in
turn. zero gravity is 50 feet, and you moved 5 feet before
colliding with a hard surface, you would need to
If the Warlock runs out of glide distance on a succeed on a DC 14 Athle�cs or Acroba�cs check, or
turn, they begin falling and must become grounded take 5d6 bludgeoning damage.
before they can choose to glide again.
Changing Direction
If the Warlock is falling when they choose to
glide, the number of falling damage marks they have When moving in zero gravity, you can only travel in
accumulated becomes 0. Any addi�onal distance straight lines. You cannot change direc�on mid-
they fall a�er they end their glide accumulates movement without a level of force equal to your
marks of falling damage like normal.
166
Dungeons & Des�ny v1.1.2
CHAPTER 9: ADVENTURING
speed to alter your trajectory. If you are moving at a in combat, a forced march, or other strenuous
rela�vely gentle speed (40 or less feet of movement ac�vity, their travel can be considered a brief rest.
speed), this can be accomplished with a Light-
boosted jump, but you must touch a hard, anchored When a Risen creature completes a brief rest,
surface before you can use a Light-boosted jump they recover all their energy shield points.
again.
Short Rest
The faster your movement speed in zero gravity,
the more force is required to alter your path. A short rest is a period of down�me that lasts at
least 1 hour, during which your character does
Resting nothing more strenuous than ea�ng, drinking,
reloading weapons, reading, or any other idle
Though Risen may come across as demigods to ac�vi�es.
Lightless people, they can’t spend every hour of
every day in the depths of some pit of Darkness, Long Rest
figh�ng wave a�er wave of putrid evil. They do need
to rest, though how a Guardian defines a rest is very A long rest is an extended period of down�me that
different from your typical Ghostless adventurer. The lasts for at least 8 hours, during which you may sleep
terms below describe the types of rests Guardians or perform extended ac�ons, such as fixing broken
perform. The short rest and long rest sec�ons are equipment, spending glimmer to program a new
taken from the 5th Edi�on SRD. gun, or standing watch for no more than 2 hours. If
the rest is interrupted by strenuous ac�vity—
Keep in mind that for any non-Risen creature, combat, 1 hour of walking, or similar adventuring
including your Ghost, the rules for res�ng and ac�vity—the Guardian must begin the rest again to
recovering hit points during the rest are exactly as gain any benefit from it.
described by the core 5th edi�on rules.
You cannot benefit from more than one long rest
Brief Rest in a 24-hour period.
A brief rest is a very short period of down�me that Paracausal Force
lasts approximately 5 minutes. During a brief rest,
your character can perform quick ac�ons such as The Light and the Darkness are in constant flux in
reloading their firearms or consuming a ra�on. Brief the universe, a con�nuous ebb and flow like the
rests can be completed while traveling to another �des of the sea. How you interact with your Light,
loca�on if the travel �me is approximately 5 minutes and your Ghost’s ability to heal or resurrect you
or longer. So long as your character does not engage from death, may be affected by the type of
paracausal force surrounding you.
Paracausal force is not a linear scale in which one
167 Dungeons & Des�ny v1.1.2
CHAPTER 9: ADVENTURING
effect always leads directly into another, nor is the Special Effects
list of possible paracausal forces finite. The forces
listed below are simply the most commonly • A Risen creature must perform the Revive ac�on
encountered. on your Ghost, a�er your Ghost has captured
your Light, in order for your Ghost to be able to
Abundant Light Zone resurrect you.
An abundant Light zone is an area where the Light is Oppressive Darkness Zone
so strong it is almost overwhelming, making Light
ability regenera�on easy. Risen are at their absolute An oppressive Darkness zone is an area where the
best in an abundant Light zone. Most abundant Light Light is nearly or completely shut out or gone.
zones are ar�ficially created for Mayhem-style Rarely, these zones exist as natural phenomena, but
Crucible matches. usually they are caused by some powerful en�ty.
Defea�ng that en�ty may mean destroying the
Special Effects Darkness in the area.
• It does not cost a Restora�on point for your Special Effects
Ghost to resurrect or heal you.
• Your Ghost can capture your Light in an
• You are granted advantage on Light ability Oppressive Darkness zone, but it cannot revive
recharge rolls. you, even if another creature uses the Revive
ac�on on your Ghost.
Light Zone
Skill Challenges
A basic Light zone is an area where the Light flows
freely and with at least equal, if not greater, Your Architect might u�lize a special kind of
influence than the Darkness. Risen are quite strong encounter called a skill challenge. A skill challenge is
in Light zones: their Ghosts can resurrect them a complex, non-combat situa�on that engages the
easily, and they have li�le to fear in the way of skills of player characters. Each challenge has a goal
mortal injuries. and a DC. The goal could be something such as
persuading a diplomat to advocate for the group, or
Darkness Zone chasing down an adversary in a busy market street,
or to get out of a collapsing building before it falls on
A Darkness zone is an area where the flow of Light is you.
hindered or blocked in some way. The Light may be
s�fled, or a creature may be siphoning the Light
away, leaving only Darkness behind.
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CHAPTER 9: ADVENTURING
The Process Skill Limits
Skill challenges start with the players being told Once a character makes a check with a skill, that
what their goal is, what the ideal checks for the goal character cannot use that skill again for the
are, and how many skill check successes they need remainder of the skill challenge.
to accumulate in order to complete their goal. Some
Architects may choose to reveal the DC of the skill Getting Help
challenge as well.
On your turn, you can forgo making a skill check and
Roll ini�a�ve using Intelligence as the modifier take the Help ac�on to assist another character’s
applied to your d20, instead of Dexterity. Go through skill check instead. In order to do this, the character
the turn order like normal. On your turn, it’s up to taking the Help ac�on must be proficient in the skill
you to decide which skill, tool, or toolkit you want themself. For example, if you are not proficient in
your character to use, then it is your job to explain the Survival skill, you cannot take the Help ac�on to
to your Architect how your character is using that grant another character advantage on their Survival
skill, tool, or toolkit in rela�on to comple�ng the check.
goal. If the Architect approves, make your check,
and if the check beats the DC of the skill challenge, Using Your Ghost
the group gains one success. If the check fails, the
group gains one failure. Most of the �me, Ghosts can par�cipate in a skill
challenge with you if they are outside the pocket
Regardless of difficulty, if the group accumulates backpack. A Ghost makes their skill check, or takes
three failures before accumula�ng the number of the Help ac�on, on the same turn as their Guardian.
successes they need, the skill challenge is failed. All other rules apply as normal.
Ideal Checks Forgoing Your Turn
Each skill challenge comes with a list of ideal skills or If you do not make a skill, tool, or toolkit check on
toolkits for the challenge. For example, if the your turn, or if you forgo your turn in a skill
challenge is for the party to navigate through a challenge (willingly or not), you cause the group to
forest, the Architect may decide that the ideal accumulate one failure in the skill challenge.
checks are the Inves�ga�on skill, the Nature skill,
and the Survival skill. However, for a skill challenge Rolling a 1 or a 20 in a Skill
that requires the fireteam to fix a derelict vehicle, Challenge
the Architect may state the ideal checks are the
Technology skill, the History skill, and a vehicle If you roll a natural 20 on your skill check, you
toolkit. accumulate two successes instead of only one. If
you roll a natural 1, the skill check fails regardless of
A minimum of three ideal checks are needed for any modifiers.
every challenge, but there is no maximum. Any skill
or toolkit you a�empt to use that is not on the ideal Modified Skill Challenges
check list is granted disadvantage in the skill
challenge. Some�mes, the rules for a skill challenge are
modified for individual challenges. Your Architect
Architect’s Law. As with all things, your Architect will discuss any special rules or modifica�ons at the
has the authority to decide if a non-ideal check you �me of the challenge. Some common modifica�ons
make should not be granted disadvantage due to include:
outside factors or a par�cularly though�ul or • Only Ghosts can par�cipate in the challenge.
crea�ve use of the skill or toolkit. Similarly, your • Failing a skill check results in taking an amount of
Architect can decide if an ideal check you make will
have disadvantage due to outside factors or poor damage.
applica�on of the skill or toolkit. • Forgoing your turn does not cause the group to
Discussing the Ideal Check List. Talk to your accumulate a failure.
Architect if you think a skill, tool, or toolkit should be • There is no limit to the number of failures you
on the ideal check list, but really consider what it is
you’re doing first. For example, imagine a skill can accumulate, but each failure causes a
challenge where you are a�emp�ng to rebuild the drawback of some kind.
cockpit of your jumpship a�er an unfortunate • There is no limit to the number of successes you
accident with a very large burrito. Your Architect has can accumulate, and what you earn from the
stated the ideal checks are using a vehicle toolkit, an challenge is determined by how many successes
electronics toolkit, or the Technology skill. One you have when you finally accumulate three
might argue Decep�on should be used without failures.
disadvantage because you want to build a hidden
compartment into your dashboard. However, while Dungeons & Des�ny v1.1.2
a hidden compartment is something decep�ve, the
act of actually building such a compartment requires
knowledge of jumpships and expert engineering
skills, not Decep�on.
169
CHAPTER 9: ADVENTURING
Conditions Incapacitated
This sec�on is taken from the 5e SRD and has been • An Incapacitated creature can't take ac�ons or
modified to fit D&Des�ny. reac�ons.
Condi�ons alter a creature's capabili�es in a variety Invisible
of ways and can arise as a result of a spell, a class
feature, a monster's a�ack, or other effect. Most • An Invisible creature is impossible to see without
condi�ons, such as Blinded, are impairments, but a the aid of magic or a special sense. For the
few, such as Invisible, can be advantageous. purpose of hiding, the creature is heavily
obscured. The creature's loca�on can be
A condi�on lasts either un�l it is countered (the detected by any noise they make, any tracks they
Prone condi�on is countered by standing up, for leave, by scent, or by scanners.
example) or for a dura�on specified by the effect
that imposed the condi�on. • A�ack rolls against the creature have
disadvantage, and the creature's a�ack rolls have
If mul�ple effects impose the same condi�on on advantage.
a creature, each instance of the condi�on has its
own dura�on, but the condi�on's effects don't get Paralyzed
worse. A creature either has a condi�on or doesn't.
• A Paralyzed creature is Incapacitated (see the
The following defini�ons specify what happens to condi�on) and can't move or speak.
a creature while it is subjected to a condi�on.
• The creature automa�cally fails Strength and
Blinded Dexterity saving throws. A�ack rolls against the
creature have advantage.
• A Blinded creature can’t see, can’t begin Aiming
(see the condi�on), and automa�cally fails any • Any a�ack that hits the creature is a cri�cal hit if
ability check that requires sight. the a�acker is within 5 feet of the creature.
• If a creature is Blinded while Aiming, the Aiming Petrified
condi�on immediately ends for them.
• A Petrified creature is transformed, along with all
• A�ack rolls against the creature have advantage, objects they are wearing or carrying, into a solid,
and the creature’s a�ack rolls have disadvantage. inanimate substance (usually stone). Their weight
increases by a factor of ten, and they cease
Charmed aging.
• A Charmed creature can't a�ack the charmer or • The creature is Incapacitated (see the condi�on),
target the charmer with harmful abili�es or can't move or speak, and is unaware of their
magical effects. surroundings.
• The charmer has advantage on any ability check • A�ack rolls against the creature have advantage.
to interact socially with the creature. • The creature automa�cally fails Strength and
Deafened Dexterity saving throws.
• The creature has resistance to all damage.
• A Deafened creature can't hear and automa�cally • The creature is immune to poison and disease,
fails any ability check that requires hearing.
although a poison or disease already in their
Frightened system is suspended, not neutralized.
• A Frightened creature has disadvantage on ability Poisoned
checks and a�ack rolls while the source of their
fear is within line of sight. • A Poisoned creature has disadvantage on a�ack
rolls and ability checks.
• The creature can't willingly move closer to the
source of its fear. Prone
Grappled • A Prone creature’s only movement op�on is to
crawl, unless they stand up and end the
• A Grappled creature's speed becomes 0, and they condi�on.
can't benefit from any bonus to their speed.
• The creature has disadvantage on a�ack rolls.
• The condi�on ends if the grappler is • A�ack rolls against the creature have
Incapacitated (see the condi�on).
disadvantage if the a�acker is not Aiming, or if
• The condi�on also ends if an effect removes the the a�acker is not within 5 feet of the creature. If
Grappled creature from the reach of the grappler the a�acker is within 5 feet of the creature, the
or grappling effect, such as when a creature is a�acker has advantage on its a�ack roll.
hurled away.
Dungeons & Des�ny v1.1.2 170
CHAPTER 9: ADVENTURING
Restrained • Burning creatures have disadvantage on their
a�ack rolls.
• A Restrained creature's speed becomes 0, and
they can't benefit from any bonus to its speed. Combat-prone
• A�ack rolls against the creature have advantage, • A Combat-Prone creature’s only movement
and the creature's a�ack rolls have disadvantage. op�on is to crawl, unless they stand up and end
the condi�on.
• The creature has disadvantage on Dexterity
saving throws. • It costs no movement for a Combat-Prone
creature to begin Aiming with a medium- or long-
Stunned range firearm.
• A Stunned creature is Incapacitated (see the • Combat-Prone creatures have disadvantage on
condi�on), can't move, and can speak only a�ack rolls they make, unless the a�ack is with a
falteringly. firearm or ranged weapon with a medium- or
long-range scope.
• The creature automa�cally fails Strength and
Dexterity saving throws. • A�ack rolls against the creature have
disadvantage if the a�acker is not Aiming, or if
• A�ack rolls against the creature have advantage. the a�acker is not within 5 feet of the creature. If
the a�acker is within 5 feet of the creature, the
Unconscious a�acker has advantage on its a�ack roll.
• An Unconscious creature is Incapacitated (see Electrified
the condi�on), can't move or speak, and is
unaware of their surroundings • An Electrified creature has their speed halved.
• At the start of the creature’s turn, they must roll
• The creature drops whatever they are holding
and falls Prone. a d6. On a roll of 3 or lower, the creature
becomes Paralyzed un�l the start of their next
• The creature automa�cally fails Strength and turn, or un�l the Electrified condi�on ends for
Dexterity saving throws. them, whichever happens first.
• A�ack rolls against the creature have advantage. Empowered
• Any a�ack that hits the creature is a cri�cal hit if
• Empowered comes in one of three stages: Stage
the a�acker is within 5 feet of the creature. 1, Stage 2, or Stage 3. You only take into
considera�on the highest stage of empowerment
D&Destiny Conditions you have at any given �me. Empowerment stages
do not stack.
Several addi�onal condi�ons are unique to
D&Des�ny. These condi�ons alter a creature’s • An Empowered (Stage 1) creature can increase
capabili�es in a variety of ways and can arise as a the damage of weapon a�acks they make for
result of a Light ability, a class feature, a monster’s their A�ack ac�on by 1d4. At Stage 2 this
a�ack, or other methods. becomes an increase of 1d6, and at Stage 3 it
becomes an increase of 1d8.
Active Camouflage
Suppressed
• A creature under the effects of ac�ve camouflage
is Invisible (see the condi�on). • A Suppressed creature cannot cast a Light ability,
cannot cast a spell, and cannot make recharge
• If the creature makes an a�ack roll, damage roll, rolls.
or causes a target to make a saving throw, the
condi�on immediately ends a�er applying • If a creature is Suppressed while concentra�ng,
relevant effects to the a�ack roll, damage throw, their concentra�on immediately ends.
or saving throw.
• Creatures cannot begin concentra�ng on
Aiming anything while Suppressed.
• A creature that is Aiming when they take a shot Tethered
with a weapon with scope ranges can take that
shot normally up to the weapon’s extended • A Tethered creature is Suppressed and Weakened
range. They can also take a shot against a target (see the condi�ons).
within the weapon’s maximum range, but that
a�ack is granted disadvantage. • If a creature is moved out of range of the source
of the effect, they are no longer Tethered.
• A creature that is Aiming cannot make
opportunity a�acks. Weakened
Burning • If a creature has a resistance to a damage type, it
loses that resistance while Weakened.
• A Burning creature cannot recover health points
or energy shield points. Dungeons & Des�ny v1.1.2
171
CHAPTER 9: ADVENTURING
• The creature makes a�ack rolls and ability checks
with disadvantage.
Exhaustion
Some special abili�es and environmental hazards,
such as starva�on and the long-term effects of
freezing or scorching temperatures, can lead to a
special condi�on called exhaus�on. Exhaus�on is
measured in six levels. An effect can give a creature
one or more levels of Exhaus�on, as specified in the
effect's descrip�on.
If an already exhausted creature suffers another
effect that causes Exhaus�on, their current level of
Exhaus�on increases by the amount specified in the
effect's descrip�on.
A creature suffers the effect of their current level
of Exhaus�on as well as all lower levels. For
example, a creature suffering level 2 Exhaus�on has
their speed halved and has disadvantage on ability
checks.
An effect that removes Exhaus�on reduces its
level as specified in the effect's descrip�on, and all
exhaus�on effects end if a creature's Exhaus�on
level is reduced below 1.
Finishing a long rest reduces a creature's
Exhaus�on level by 1, provided the creature has
also ingested some form of sustenance appropriate
for their species.
Effects of Exhaustion
Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on a�ack rolls and saving
4 Health and shield point maximums halved
5 Speed reduced to 0
6 Death
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Modifiers
As you delve into strange and untamed Light and Darkness zones, you may come across an area where the
forces of Light and Darkness are ac�vely clashing with each other, crea�ng what is colloquially referred to as a
‘modifier’ to the area. These paracausal effects can be both beneficial and harmful, and some�mes
astounding—or terrifying.
Modifiers only apply to creatures while they are in the area of those modifiers’ effects.
d100 Modifier Effect
1–3 Airborne
4–6 Aligned Creatures that deal damage while airborne deal twice as much damage.
7–9 Arc Burn All Risen creatures must roll a d6 to determine the alignment their energy shields become
10–12 A�ri�on (1–2: arc; 3–4: solar; 5–6: void).
13–15 Berserk
Double the amount of arc or lightning damage dealt.
16–18 Big Bang
19–21 Blood Bound Halve the amount of healing from any source.
22–24 Burdened All creatures become immune to being Stunned, have disadvantage on Wisdom saving
throws, and must succeed on a DC 12 Wisdom saving throw at the start of their turn or
25–27 Buzzkill they become enraged, a�acking the nearest living target they can see un�l they or the
target dies. Each creature can repeat the saving throw at the end of each of their turns,
28–30 Catapult ending the effect on themself early on a success. Creatures who succeed on their saving
31–33 Endless throw, or who kill their target, become immune to this modifier for the next 24 hours.
34–36 Exposure
37–39 Fa�gue Firearms with the Payload property have the radius of their payload increased by 5 feet.
40–42 Grounded If a creature has an ally within 30 feet of it, and that ally takes damage, the amount of
43–45 Heavyweight damage dealt is halved, but both the creature and its ally take the damage. This damage
46–48 Hide and Seek overcomes resistances.
49–51 Juggler Creatures accumulate one level of exhaus�on every hour. This exhaus�on can only be
removed by res�ng outside the effect of this modifier.
52–54 Light's Out
55–57 Lightswitch An enraged swarm of bees forms of Light and Darkness, and will a�ack the nearest
58–60 Match Game creature it can see. All creatures are considered allergic to its s�ngs.
61–63 Musical Chairs All creatures have advantage on grenade recharge rolls.
64–64 Nigh�all Creatures gain advantage on any concentra�on checks they make.
65–67 Powercut Creatures take 1d6 force damage at the start of each of their turns.
68–70 Prism
If a creature moves more than 15 feet on their turn, or teleports more than 15 feet on their
71–73 Rainbow Burn turn, they must make a DC 13 Cons�tu�on saving throw. On a failed save, they gain one
level of exhaus�on.
Creatures that take damage while airborne have the damage they take doubled.
All creatures are granted advantage on Strength (Athle�cs) checks.
All creatures gain the effects of ac�ve camouflage at the end of their turn, which lasts un�l
the start of their next turn.
If a creature makes two or more a�acks with the same weapon on their turn, they must
roll a d20 at the end of their turn. On a roll of 9 or less, the weapon is disabled for the next
minute.
Halve the amount of arc, solar, or void damage dealt.
Double the damage dealt with melee weapon a�acks and melee Light abili�es.
Creatures with elemental-aligned energy shields (arc, solar, or void) are resistant to all
damage except the alignment type of their energy shields. In addi�on, they are not
vulnerable to damage matching the alignment type of their energy shields.
If a creature physically moves more than half their movement on their turn, they must
succeed on a DC 12 Dexterity saving throw or fall Prone at the end of their turn.
Creatures that are reduced to 0 hit points immediately accumulate 3 failed death saving
throws or RTL saving throws.
Halve the amount of arc or lightning damage dealt.
On ini�a�ve 20, losing all �es, roll a d6 to determine the benefit creatures gain for the next
round. 1–2: solar burn, 3–4: arc burn, 5–6: void burn.
The area gains the effects of the arc burn, solar burn, and void burn modifiers
simultaneously.
173 Dungeons & Des�ny v1.1.2
CHAPTER 9: ADVENTURING
d100 Modifier Effect
71–73 Rainbow Burn
The area gains the effects of the arc burn, solar burn, and void burn modifiers
74–76 Replete simultaneously.
77–79 Solar Burn
80–82 Specialist Halve the amount of necro�c or void damage dealt.
83–85 Sundown Double the amount of fire or solar damage dealt.
86–88 Time Warp
The first �me a creature starts their turn within this modifier, they must choose one
89–91 Trick Room weapon. This is the only weapon they are considered proficient with while affected by this
92–94 Trickle modifier.
95–97 Unfocused
98–100 Void Burn Halve the amount of solar or fire damage dealt.
Roll a d6. On 1–3, the speed of all creatures is halved. On 4–6, the speed of all creatures is
doubled.
Invert the ini�a�ve order.
All Light ability recharge rolls are granted disadvantage.
No creature can benefit from the Aiming condi�on.
Double the amount of necro�c or void damage dealt.
Dungeons & Des�ny v1.1.2 174
CHAPTER 9: ADVENTURING
OPEN GAME LICENSE Version 1.0a exact text of the COPYRIGHT NOTICE of any Open Game
The following text is the property of Wizards of the Content You are copying, modifying or distribu�ng, and You
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc must add the �tle, the copyright date, and the copyright
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which an exis�ng work may be recast, transformed or or co-adaptability with any Trademark or Registered
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Game Content may only be Used under and in terms of this automa�cally if You fail to comply with all terms herein and
License. You must affix such a no�ce to any Open Game fail to cure such breach within 30 days of becoming aware of
Content that you Use. No terms may be added to or the breach. All sublicenses shall survive the termina�on of
subtracted from this License except as described by the this License.
License itself. No other terms or condi�ons may be applied
to any Open Game Content distributed using this License. 14. Reforma�on: If any provision of this License is held to
3.Offer and Acceptance: By Using the Open Game be unenforceable, such provision shall be reformed only to
Content You indicate Your acceptance of the terms of this the extent necessary to make it enforceable.
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4. Grant and Considera�on: In considera�on for agreeing 15. COPYRIGHT NOTICE Open Game License v 1.0a
to use this License, the Contributors grant You a perpetual, Copyright 2000, Wizards of the Coast, LLC.
worldwide, royalty-free, nonexclusive license with the exact
terms of this License to Use, the Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards
5.Representa�on of Authority to Contribute: If You are of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
contribu�ng original material as Open Game Content, You Chris Perkins, Rodney Thompson, Peter Lee, James Wya�,
represent that Your Contribu�ons are Your original crea�on Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
and/or You have sufficient rights to grant the rights conveyed Townshend, based on original material by E. Gary Gygax and
by this License. Dave Arneson.
6.No�ce of License Copyright: You must update the
COPYRIGHT NOTICE por�on of this License to include the END OF LICENSE
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Dungeons & Des�ny v1.1.2