DY ASHI
Wada reat A mM ava
pe Se ‘CREDITS
Creator, Director, Producer, Production Manager, and
Professional Meme Maker:
Stacy Poor (@GoodGameKitty)
Game Masters
‘Josh Killette (@Combst_Engie)
Eric W Voigt (@ConquererM)
Jack MacGregor
‘Neal (NealDaDestinw@gmailcom)
Astiste:
[Em Kief (geinkéraws.tumblrcom)
Charlie Eliasson (snakebunkertumblecom)
(@snakebunker)
Writers:
Nicholas Kirse (@SuperKamiNico)
Mothyards (themothyards.tumble.com)
Additional Contributors:
‘James McKenzie (Archive of Our Ovin: Anarchyinplasma)
an Jon Morgan (@DanfonMoron)
Additional artists and writers have had their contributions
labeled within the PDE
LEGAL
Dungeons & Destiny (2018) isa creation of Stacy
"GoodGameKitty" Poor tis a not-for-profit labor of love
produced solely for entertainment purposes that contains
‘works inspired by Bungie's video game Destiny (2014) Said
works are shared and produced under the provision for Fair
Use, No copyright infringement is intended.
Bungie, Destiny andjor other related products referenced
herein are either trademarks or registered trademarks of
‘Bungie Inc. or their suppliers. Dungeons & Destiny is in no
‘way affliated with Bungie Ine. or any oftheir suppliers
Dungeons & Destiny is published under the Open Gaming,
License, Version 1.0,
‘The original artworks within are commissioned or donated
works of fan art made possible by Patreon supporters and are
published here with permission. Patreon support covers the
‘overhead cost of ereation; everything else goes back into the
gaming community that Kitty fell in love with
‘This document is NOT for resale. Permission granted to
print or photocopy this document for personal use only
Crepir WHERE CREDIT Is DUE
‘Much of the racial information comes from Destiny's
agrimoire cards. You can read all the Destiny grimoire cards in
their original form by going to ishtar-collective.net!
‘This was created with the assistance of the Homebrewery.
Consider donating to the Homebrewery project
(patreon.com/stalksdorf) or check out the tool yourself by
going to homebrewerynaturalcritcom!PART 2 TABLE OF CONTENTS
CHAFTER 4: ee
Starting Out.
Wealth and Glimmer.
Ghost Inventory.
Guardian Armor
Firearms.
Adventuring Gear
Toolkit. :
Vehicles 5
Destiny Trinkets
SECTION 2: PLAYING 15
Carrer 5: GENERAL RULES.. 15
Light Abilities.
Technology Skill
Changes to Hit Dice.
Changes to Rests,
Light and Darkness Zones...
‘Actions in Combat.
Ghost Actions...
Conditioners
Guardian Jumps...
Character Sheets...
Modifies
CHAPTER 6: Costouszsrion Ornoxs.. 20
‘Armor Upgrades... r
Firearm Upgrades. pas sk
QHAPTER 7; WEAPON Pam 2
Ce Sepia
‘Auto Rifle...
Hand Cannon.
Palee Rifle...
‘Scout Rifle.
‘Submachine Gun...
Fusion Rifle
Shotgun.
Sidearm.
Sniper Rifle
Linear Fusion Rifle. ¥
Machine Gun
Rocket Lancet wenn
CHAPTER 8: Exorics......
Exotic Weapons.
[Exotic Armor
Exotic Ghost Shells.
DNDESTINYPROJECT.COMEQUIPMENT
he average scene of the Tower is a bustling
one: Guardians moving about in singles and in
groups, lining up atthe vaults or at Banshees
shop, visiting Tower personnel for
conversation or exchanging scavenged
resources for glimmer. Several frames act as
merchants for Guardians and civilians alike,
selling everything from highiy specialized weapons to
impractically gaudy baubles,
For a Guardian, having access to Tower equipment and
services is essential The difference between life and second
death could be the difference between having the equipment
for the job or not. Guardian gear is more than just weapons
and armor: it is engram decoders and hacked Cabal security
keys; itis glass needles and Vanguard relay beacons; iis
plasma cutters and ascendant raisins, This chapter details
the essential the mundane, and the exotic equipment that
Guardians commonly need to face the threats of Humanity
STARTING EQUIPMENT
When you create your Ghost, you also choose the equipment
that your Ghost has picked out for you during its travels. You
decide how your Ghost came across this equipment. Perhaps
it worked in the Cryptarchy for a while, earning enough
glimmer to buy i for you. Perhaps it found your equipment in
the Wilds, and may or may not have been able to repair it
before resurrecting you. A weapon or trinket could also have
been a gift from another Guardian or civilian, or all that
remains from an old friend.
WEALTH & GLIMMER
‘Wealth is measured almost unilaterally across the solar
system in terms of glimmer: white-blue, brightly shining,
programmable cubes of matter from the Golden Age that can
be turned into any non-organic substance or object. In some
far-flung, lost, or forgotten comers ofthe system, wealth may
be measured in material goods instead, but these areas are
few and far between,
‘The Golden Age civilization of Humanity left behind an
untold amount of glimmer. Sometimes Guardians can find a
few bits of glimmer here and there while rummaging through
a ruined house; other times, they may stumble across an
‘unimaginable amount ina vault deep beneath the remnants
ofa metropolitan city.
[But more often than not, Guardians will find glimmer by
taking it from the possession of others, either by force or by
trading goods or services.
Any item that was made out of glimmer, ether in part or in
‘whole, can be reduced back to however many bits of glimmer
‘was used to create the item. Parts that were not made out of
glimmer remain as physical pieces. Ghosts and the average
scanner ean easily detect if an item is glimmer-made or not,
or how much of it consists of glimmer-made materials.
Glimmer-made objects can be programmed to be
irreversible, though a very good hacker can get around this.
Glimmer is also capable of glitching and the object may
render..a bit of
DNDESTINYPROJECT.COM
GLIMMER MINING.
Itis believed that during the Golden Age, glimmer was so
abundant people rarely used any other material to create
anything non-organic. Indeed, many ofthe surviving ruins of
the Golden Age sill retain functionality because they are
made of the scemingly timeless glimmer, and despite the best
efforts of the best minds they remain unhackable, this
preventing anyone from deconstructing them back to raw
elimmer.
‘However, the Earth in particular saw so much glimmer:
usage that glimmer particles are part ofthe ecosystem, much
like how the pre-Golden Age civilization accidentally made
particles of plastica part of the planet's ecosystem. Because
ofthis, glimmer can be “mined” ina sense, if you have a
highly specialized machine and don't mind completely tearing
up the earth to doit
MEASURING GLIMMER
Glimmer, in its smallest form, is referred to as a single bit of
slimmer. Physically a bit is no bigger than the average pinkie
nail of a human. Bits can be added together to save physical
space. The Glimmer Dimensions table lists the size of perfect
cubes of glimmer, but glimmer can come in imperfect cubes,
ooking a bit like several cubes stuck within each other so
that odd angles and corners stick out.
GLIMMER DIMENSIONS
Amount Cube Size
bit ose
obits 1
100 bits 2"
1,000 bits a
10,000 bits 8"
100,000 bits 16
When it comes to mercantile transactions the price of
goods is almost always listed as how many bits it costs, or
simply how much glimmer is required to make the item in
question. A hand canon that requires 1,000 bits of glimmer to
make is often listed simply as costing 1,000 glimmer with
perhaps a bit extra, forthe service of programming the
weapon.
ENGRAMS
Engrams are encrypted dodecahedrons of glimmer that,
when decrypted turn into single, per-determined item.
Decrypting an engram is no easy task. Most Guardians rely
oon the studied Cryplarchy to decrypt their engrams rather
than their Ghosts, particularly for the more difficult engrams,
because botching a decryption attempt can result in the
cengram decaying to mere glimmer rather than whatever good
‘was worth hiding behind a code.Only items that are made completely of glimmer can be
turned into engrams.
Guost INVENTORY
Ghosts can use some wibbly-wobbly space magic stuff to turn
items into data and store them within their own memory
banks. A Ghoat’s memory bank isn't infinite, and the larger an
item is, the more memory it takes to store it
A Ghost has a number of memory slots equal to 10 ~ (7x
its Intelligence modifier) Small items, such as spinmetal, do
not need multiple memory slots to store extra quantities of
the item. These items can be compressed into the same
memory slo, an act that is often referring to as “stacking” the
item. Other items are big enough that they cannot be stacked,
and might even need to take up more than one memory slot
Regardless of size or ability to stack, every unique item.
requires its own memory slot(s) and cannot share the
‘memory slt(a) of another item,
When reading an item's memory details, the first number is
the number of slote the item requires, and the second
‘umber is the maximum amount per stack of that item.
GUARDIAN ARMOR
‘The universe of Destiny is a vast tapestry made up of many
different races and cultures, each with its own technology
levels. For this reason, adventurers have access to a variety of
armor types, ranging from basic leather to bulletproof vests
However, if Guardian wants to make the most oftheir Light,
they are best off using Guardian armor.
‘The Guardian Armor table deseribes the different kinds of
armor available to Guardians. Guardians can only use
GUARDIAN ARMOR
Armor Cost Armor Class (AC)
Hunter Armor
Fieldwire 1,000 g1 11 + Dex modifier
Light 5,500 g| 11+ Dex modifier
Medium 9,000 gl 12 + Dex modifier
Heavy 11,000 gl 17
Titan Armor
Fieldplate 1,000 1 14
Light 6,500 gl 12 + Dex modifier
Medium
Heavy
Warlock Armor
11,500 gl_15 + Dex modifier (max 2)
19,000 gl 18
Fieldweave 1,000 g1 11 + Dex modifier
she 6,000 g| 12 + Dex modifier (max 2)
Medium 10,500 gl 14+ Dex modifier (max 2)
Heavy 13,000 gl 16
armor from the class they were reborn as, even ifthey
‘multiclass. When you equip an armor set, the AC from the
armor set applies to you as a whole. But ifyou were to take
off parts of your armor, such as your helmet or chest piece,
your GM may decide to lower your AC at their discretion,
CARRIED MAGAZINES
Your Ghost can carry extra magazines or ammo synthesis
‘modules for you in its memory, but you can also carry
ammunition on your person using the pouches, clips, ete
provided by your Guardian armor. When reading the
‘magazines information in the Guardian Armor table, the
‘numbers represent the maximum amount of primary,
secondary, and heavy magazines you can carry on your
person, in order
Your Ghost must be out of ts pocket backpack in order to
give you any ofits stored magazines or ammo synthesis
modules.
SHIELDS
Guardian armor has a special fanction called energy shields
(sometimes just called shields) Unlike Old World shields,
they do not require any heavy iting on your part and are
‘managed automatically by the computer on your Guardian
armor. Your armor's energy shields also completely cover you
while they are fully functional Guardian shields do not add
any additional AC, but they do add a temporary hit point pool
determined by your class. Damage done to you while you are
wearing Guardian armor is applied to your shields first.
When your shields are depleted, damage is then applied to
your health.
‘Some damage may be able to bypass your shields and
damage your health directly.
Stealth Memory Magazines
No advantage 2/1 5/4/2
an syaja
_ ay 44/3
Disadvantage 2/1 5/4/4
No Advantage 2/1 4/4/3
ay 4/4)3
Disadvantage 3/1 4/54
Disadvantage 3/1 5/5/5
No advantage 2/1 5/4/2
zn 5/2
Disadvantage 2/1 4/4/3
Disadvantage 2/1 _5/4/4
DNDESTINYPRO|ECT.COMle
Cuass Items
When it comes to traditional class items, such as
cloaks and marks and bonds, D&Destiny does not
have any rules for who can wear what. D& Destiny
is inspired by Destiny the video game, and it has.
rules and mechanics that it follows for the sake of
its game play, but D&Destiny is meant to be a "real
‘world interpretation of the Destiny universe. And
in this "real world,” there's no reason why a Titan
couldn't wear a cloak, or why a Warlock couldn't
‘wear a mark, or why a Hunter couldn't wear a bond.
‘There are plenty of reasons why a Hunter shouldn't
‘wear a bond, but that’s neither here no there.
Sy
Shields regenerate (also referred to as recharging) up to
half of their maximum capacity, rounded up, ifyou avoid
taking any damage from the end of your current turn until the
start of your next tur. Ifyou avoid taking any damage for any’
subsequent rounds, you continue to recharge your shields in
this way until you have reached your shields! maximum
capacity for your level
OVERSHIELDS
Ian ability or condition allows it, you may be granted an
‘overshield This isa second energy shield that applies on top
‘of your regular shields. When you have an overshield, any
‘damage done to you is applied to your overshiel first. Your
regular shields can recharge as normal so long as damage is
‘only applied to your overshield and doesn't break through to
your regular shields or your health.
Overshields are always a temporary condition, Make the
‘most of them while you can, Guardian!
FIREARMS
Guardians are reborn adept in many weapons, though some
‘more than others. Whether you favor a pulse rifle or a rocket
launcher, your weapon and your ability to wield it may mean
the difference between life and second-death,
‘There are two supercategories of weapons: Simple and
Firearm. Weapons such as daggers, rapiers, and quarterstaffs
are all considered simple weapons. Firearm weapons are
‘weapons such as auto rifles, machine guns, and hand
After that come the three categories of weapons: Primary
‘Secondary, and Heavy. Primary weapons are the breadand:
‘butter of a Guardian's equipment, secondary weapons are
‘special weapons that excel in certain conditions, and heavy
‘weapons deal a great amount of damage but have a more
limited use,
‘You can have one weapon equipped from each eategory on
your person, fora total of3 weapons at most, but only one at
'a time can be considered your active weapon unless you are
‘dual-wielding. Your active is the weapon you are holding in
your hands and isthe weapon you attack with when you take
‘the Attack action.
The Firearm Weapons table shows the most common
firearms Guardians use in their adventures across the Sol
system,
It costs a bonus action to switch your active weapon from
‘one equipped weapon to another equipped weapon.
‘You can perform a melee attack as your Attack action
‘without changing your active weapon,
STOWED WEAPONS
In addition to your equipped weapons, your Ghost may have
‘weapons stowed in its memory. Retrieving a stowed weapon
requires your Ghost to take the "Use an Object” action while
‘out ofits pocket backpack. It exchanges the weapon you want
‘with the weapon you currently have equipped in the same
category:
FrrEARM PROFICIENCY
‘Your race, class, and feats can grant you proficiency with,
certain weapons or classes of firearms. Proficiency with a
‘weapon allows you to add your proficiency bonus to your
attack roll for any attack you make with that weapon. Ifyou
ddo not have proficiency with that weapon, you do not add
your proficiency bonus to your attack rollFIREARM WEAPONS.
Shot
Name Capacity Price Damage Range
Primary Weapons
Auto Rifle 1,200gI 1d6 40/50
Properties
‘Automatic fir, finesse
(medium)
Hand Cannon 1,500 gl 1410 35/65
(close)
Pulse Rifle 2,500 gl 244 60/85
Finesse
Finesse, precision frame
(medium)
Scout Rifle 2,000 gl 148
50/120
Precision frame
(medium)
Submachine Gun 144
1,000 gl
15/20
(close)
Secondary Weapons
Fusion Rifle
2,500 1 30/40
‘Automatic fire, double tap, high recoil, light,
point blank ® ®
Charging, finesse, energy projectiles
(medium)
Shotgun 3,000g1 15/20
(close)
30/50
(close)
0/200
(long)
Sidearm 1,500 gt
Sniper Rife 3,000 gl
Heavy Weapons
Linear Fusion Rifle 4,500g1
(long)
60/80
Machine Gun 3,500 gh
10/150
Bulky, high recoil, point blank
Double tap, finesse, light, precision frame
Bulky, precision frame
Bulky, charging, energy projectiles
‘Automatic fire, finesse, heavy hitter
(medium)
Rocket Launcher 5,000 gl 75
(close)
FirgARM ATTACK AND DAMAGE ROLLS
When determining ifyou hit a target with your firearms
attack rollin addition to your proficiency bonus, you add your
Dexterity modifier to the roll Furthermore, you add your
Dexterity modifier to the damage roll ofthe firearm. You do
not add your proficiency bonus to the damage roll of any
‘weapon,
Certain firearms mi
allow you to use your Strength
modifier for the attack and damage rolls instead of your
Dexterity modifier, and other firearms require the use of your
Strength modifier for the attack and damage rolls. See
Intrinsic Weapon Properties for more information.
FIREARM ACTIONS.
In addition to the regular actions in combat, D&Destiny
introduces the ADS and Reload actions, which are
specifically used in conjunction with firearms. See Playing
D&Destiny to learn more about these actions.
Bulky, finesse, payload
FirrearM RANGE BANDS
‘The range property functions the same except for range band,
indicated in parentheses after the range values, Range bands
area special property of firearms. The range band of your
firearm determines the penalty for using that firearm against
targets in close combat. Ifthe range band of your firearm is.
Close: You do not have any inherent close combat penalties,
and Aiming does not change this.
Medium: You have an inherent disadvantage for attacking &
target within 5 feet of you with this weapon, even while
Aiming,
“Long: You have an inherent disadvantage for attacking a.
target within 5 feet of you. While Aiming, this increases to
10 feet.
Certain weapon perks, class features, feats, or intrinsic
‘weapon properties may alter the way a weapon's range band
functions
DNDESTINYPROJECT.COMEFFECTIVE AND EXTENDED RANGE
In D&Destiny the numbers used to deseribe a weapon's range
have names, the first number being “effective range” and the
second being "extended range.” For example, an auto rifle's
elfective range is up to 40 feet, and its extended range is
inclusive between 45 and 80 feet, Firearms are completely
ineffective beyond their extended range, even while Aiming.
PRONE AND OPPORTUNITY ATTACKS
Firearms do not have disadvantage when attacking a prone
target at a range and, unlike other ranged weapons, can make
attacks of opportunity You still need to be within 5 feet of the
creature, and you stil suffer any disadvantages due to your
‘weapon's range band.
INTRINSIC WEAPON PROPERTIES
Every firearm has one or more properties, all of which are
detailed below.
‘There are a few universal firearm properties. All primary
firearms have the kinetic property, ll secondary and heavy
firearms have the elemental property, and al firearms have
the two-handed property unless they are listed as light.
Automatic Fire. These weapons fire so many bullets, they
have a better than average chance of dealing damage in their
‘upper ranges. When you deal damage with this weapon, roll
fan additional damage die and drop the lowest roll from your
total for that shot.
Energy Projectiles. The projectiles from this weapon are
made of raw energy and can over-penetrate, Ifyou kill a
creature with the damage from this weapon, any leftover
damage is applied to the next creature standing in the line of
your attack, up to this weapon's effective range or until you
run out of leftover damage, whichever happens first. Minion
creatures are defeated without expending this weapon's
damage. This weapon deals twice as much damage to
Finesse, When making an attack witha finesse weapon,
‘you use your choice of your Strength or Dexterity modifier for
the attack and damage rolls, You must use the same modifier
for both rolls
Bulky. Some weapons are just too heavy, cumbersome, or
ungainly (o use, and go despite proficiency with this weapon,
class, this weapon's reload cost starts as an action.
Charging. These weapons take time to charge up before
they can be fired It is always an attack to fie this weapon;
‘you cannot fire this weapon as a bonus action or a free
Double Tap. Firing this weapon is quick and easy allowing
‘you to choose to fire twice with one attack. When you hit with
this weapon, you can roll your damage twice at the cost of an
additional shot. You must have enough shots left in your
‘magazine in order todo this. You can decide to do this after
your attack roll but before you make any damage rolls
Elemental This weapon fires with one of the three
clements of Light, determined when you first obtain this
weapon.
Heavy Hitter. The rounds from this weapon hit hard,
causing all damage rolls to have an inherent +1
High Recoil. The kickback on this wespon is severe
enough that you must use your Strength modifier when
termining the attack and damage rolls ofthis weapon
DNDESTINYPROJECT.COM
instead of your Dexterity modifier.
Kinetic. This weapon deals kinetic damage.
‘Light. light firearm is small and easy to wield, s0 you
don't need both hands to hold itand can use your off hand to
hhold or interact with other objects without penalty to your
attacks.
You can also choose to dual-wield two firearms of the same
class if they both have the light property. However, you must
give up one weapon category to make room for equipping two
‘weapons of the same category for dual-wielding, For
example, to duabnield two sidearms, you would need to give
up either a primary or heavy weapon.
‘You tse your bonus action to fire with your offhand
firearm when you dual-wield them.
Payload. The rounds from this weapon are highly explosive
and as such, for this weapon's attack roll,you choose a spot
you can sce within this weapon's range to fire at. All creatures
within 5 feet ofthat spot must make a Dexterity saving throw
(DC=8 + your attack bonus) taking full damage on a failure
or half damage on a success,
Precision frame. This rounds from this weapon are built
to exploit weaknesses and so, when aimed, this weapon has a
+1 to damage ros.
Point blank. The rounds from these weapons lose
momentum quickly over distances, so they're better suited for
extremely close combat. This weapon gains a bonus +1 to
damage when it hits a creature within 5 feet.
‘Two-Handed This weapon requires two hands in order to
make an attack with it
WEAPON TIERS
Many of the weapons in the Destiny universe have special
stats or perks that go beyond the abilities of common
‘weapons. The four tiers are, in ascending order: common,
‘uncommon, rare, and legendary. The weapons listed in the
Firearm table are all considered common. See Weapon
Customization for an explanation of the higher weapon tiers
and the bonuses that come with them.
ky
ORGANIZING YouR WEAPON LOCKER
In the Firearm supercategory, there are three sub-
‘categories (also referred to just as "categories") of
firearms: primary, secondary, and heavy. And in
these categories, there are multiple classes of
firearms
A feature, feat, or perk affects your firearm ifit
refers to either the supercategory (ex: "all
firearms”), the category (ex: "all primary weapons")
or class of your firearm (ex: "all auto rifles")
However, your firearm does not gain any benefits if
it does not meet alf of the named firearm
denominations. So a perk that affects all primary
fusion rifles would not also affect heavy fusion
rifles, because heavy fusion rifles are of a different
category denomination.
SyADVENTURING GEAR
‘This section explains the common gear Guardians may
encounter
Ammo Synthesis Module. Contains enough raw materials,
and glimmer for a Ghost to synthesize 5 magazines of
primary ammo, 3 magazines of secondary ammo, or 1
‘magazine of heavy ammo,
Camping Cookbook. Contains many common and some
‘uncommon recipes that can be easily followed over a cooking
fire
Cooking Utensil Set. Contains a few different sizes of
pots, pans, and several sets of silverware, as well as eco-
friendly disinfectant to wash everything with. Goad for
cooking almost any recipe.
Composition C-4 Usually simply referred to as C-4, this
plastic explosive has a texture similar to modeling clay and
can be molded into any desired shape, C-4 is meta-stable and
an explosion can only be initiated by a shock wave from a
detonator. IFC-t is molded into specific shapes, it can cause
directed explosions.
Engram Decrypter. Small device capable of decrypting an
lengram ofits rarity or lower by assimilating itself with the
lengram, making it a one-time use device.
Ether Container. Special contain for carrying ether.
Destiny ADVENTURING GEAR
Item Memory Cost
‘Ammo Synthesis Module
Primary wie
yo
yo
100 gl
25061
950
Secondary
Heavy
‘Camping Cookbook Ww
Cooking Utensil Set 2
‘Composition C-4 (1/4 Ibs) yo
Engram Decrypter
108!
75 el
500 gl
Uncommon yo
Rare Ws
150 gl
400 gl
750 gl
Legendary yw
Ether Container
Small ww
Medium yi
Lage 1 90g!
yo 10g!
yo sgl
LED Light (Flashlight/Torch) Wn togl
wio 250g!
Lock, biometric yl 7501
3081
60g!
Fire Starter Kit
Firewood Bundle
Lock, key
Plasma Cutter. Good for cutting through up to 3 inches of
steel or weaker metals. Loud and bright when used Burns
wood melts plastic.
(Quantum Relay Beacon, Advanced relzy beacon that
connects to the Tower on a quantum level Ignores distance.
Creatures within 6 miles of the beacon can connect to it.
Royal Amethyst. A particularly rare and sought after gem
that is laced with glimmer. Worth exorbitant amounts when
in good condition, though poor-quality royal amethysts are
Signal Detonator. A wo-part device consisting of a
handheld trigger and blasting caps. When the blasting caps
are attached to C-4, the handheld trigger can activate them
and cause the C-4 to explode ifit is within 120 feet.
Signal Jammer. Device that spams junk signals,
corrupting all local signals and making it dificult to
impossible to communicate via signal-based devices.
Skeleton Key. A type of glimmer-made key that programs
itself to fit whatever lock itis inserted into. One-time use.
‘Surveillance Drone. Those who don't have Ghosts to sean
the local area, or Guardians who don't want t risk the use of
their Ghost, will often use a surveillance drone to do so.
Surveillance drones can connect to tablet computer and be
used to gather visual information within a 500-foot radius of
the controller.
Item Cost
150¢l
5,000 gl
Ration Sel
Plasma Cutter
Quantum Relay Beacon
Royal Amethyst
(eal Condition)
Small
Medium
200g!
2,200 gl
Lage 5,000 gl
Selfie Stick
Signal Detonator 7501
200 gl
sogl
1,000 gl
500 gl
50¢l
el
Sogl
Skeleton Key
Surveillance Drone
Tablet Computer
Vanguard Relay Beacon
Vanguard Comms Device
Water Bottle
Wire Cable, 50 ft
Weapon Telemetry
Basic - 50XP
‘Advanced - 500 XP
Royal - 5000 XP
25el
sogl
75el
DNDESTINYPROJECT.COMTablet Computer. Portable computer with sulicient specs
for most daily tasks.
Vanguard Relay Beacon. When activated this beacon can
connect anyone within 6 miles to the Vanguard network. This
beacon can be used for communication or to transmat items
toand from a Guardian’ vault ifthe beacon, through one
connection after the other, is able to link back to the Tower,
‘These beacons ean be blocked by things like dense physical
terrain and signal jammers.
Vanguard Comme Device. Connects you to the Vanguatd
communication network if within 6 miles of any Vanguard
relay beacon, This can be used for communication purposes
only, Ghosts inherently have access to this functionality. The
quality ofthe connection can degrade based on the
surroundings.
Water bottle. Holds 4 day’s worth of water. Selffilters
‘most common contaminants. Dentproof, heatproof,
bulletproof
Weapon Telemetry. Used for gathering usage data from a
‘weapon. Interested parties, such as Banshee-44 and the
various Foundaries, will pay greatly for filled weapon
telemetries. Attaches to the weapon on use, (Players earn an
equal amount of XP for their weapon telemetries as they do
for their character)
RESOURCES
‘You may need more than items or gear while adventuring in
the Sol system. This section explains the various resources
Guardians may encounter and how they may be used
Resources, unless otherwise stated, take up 1 memory slot
and can stack up to 99 times.
“Armor Parts, Hadronic essence, sapphire wire, and sheets
of plasteel are used in various combinations to repair
Guardian armor. A single unit of armor parts is comprised of
all three materials and is enough to fix basic damage to
Guardian armor
DNDESTINYPROJECT.COM
Ether. Source of nutrition for Fallen creatures. Guardians
often collect it from the reservoirs in defeated servitors and
sel tt interested parties.
Helium Filaments. Filaments of helium fusion fuel
gathered from the lunar regolith by a helium coil In addition
to providing spotenergy much like a battery, helium filaments
are often an additional component required to fix or upgrade
solas-based Guardian equipment.
Relic Iron. A postCollapse material of extraordinary
density and only naturally occurring on Mars, relic iron is
‘mostly used to create heavy armor for Titans and vehicles. It
is also often associated with void Light and can be a required
‘component for fixing or upgrading void-based Guardian
equipmentSpinmetal A single branch of spinmetal is «filigree of,
bubbled metal grown by wild colonies of Golden Age
cytoconstructors, It is used in almost everything that requires
‘metal components, and quantities of it may be needed to fix
or upgrade arc-based Guardian equipment.
Spirit Bloom. Shavings from lower-shaped crystals with
pharmaceutical and chemical applications. Spirit bloom is
highly sought after by hospitals and the Cryptarchy alike
Weapon Parts, Screws, nuts, bolts, fring pins, old
magazines, raw alloys - bits and pieces that can be used to
repair firearm weapons. A single unit of weapon parts is
enough to fix most problems that occur with firearms.
Wormspore. A concentrated transmutation catalyst that
reacts to both the Light and the Darkness. Often found
around Hive infestations. A necessary component in some
exotic pieces of Guardian equipment.
TOOLKITS
In addition to resources, Guardians often need the aid of
toolkits to complete tasks. There are two toolkits in particular
that Guardians may choose to invest in: an armorsmithing kit
and a weaponsmithing kit. Additional toolkits are also listed.
Armorsmithing toolkit (5/1 memory, 1,200 glimmer) A
\ypical armorsmithing iit is comprised of tools such as a
screwdriver set, sewing needles of various sizes, a handheld
spot welder, soldering rod, clamps, superglue, and
replacement parts for circuit boards. When used in
conjunction with armor parts and other resources, these kits
are diverse enough that they can fx and upgrade most armor,
Camping toolkit (3/1 memory, 1,000 glimmer) Comes
‘with a weatherproof sleeping bag, two-person tent (one if
you're a Titan) anchoring stakes, tarp, cooking utensil, and a
‘small nest for a Ghost.
Vehicle toolkit (10/1 memory, 10,000 glimmer) Often
called a portable garage, a vehicle repair toolkit has
everything from a basie monkey wrench to a glimmer-made
engine hoist. Considered a must for Guardians who own a
jumpship.
Weaponsmithing toolkit (9/1 memory, 2500 glimmer)
Not to diasiiar fora an srmoranathing Kya
‘weaponamithing kt has one vital diference: a portable CNC
machine and matching program fora tablet computer though
eee ceatecen aces aercticie Reet
interface with the CNC machine direct A CNC machine is
patticulary required for weaponsmithing because, while
frmor parts ate generally universal despite the vast
differences in assembly, Guardian weapons tend to be highly
specialized and unique from Guardian to Guardian, and thet
Darts are just as specialized
‘VEHICLES
Guardians are nearimmortal warriors ofthe Light, but their
powers mean litte if they can't actually reach the enemies
they need to destroy. The vehicles of D&Destiny help them do
just that
Vehicles other than those listed here may be available
uring your adventures, We are currently testing & gathering
information on vehicle usage in D&Destiny campaigns, and
‘will expand/revise this section as we develop a better sense of
"average game play? for lack of better term.
Bulk Freighter. Large transport vehicles that hover
roughly a foot off the ground, bulk freighters are also simply
called "trains" due to their resemblance to Old World vehicles
of the same name. Bulk freighters can be outfitted for any’
‘number of needs, from mere cargo transport to a portable
restaurant.
Jumpships. A jumpship is a space-grade aircraft capable of
being upgraded with a warp drive, allowing the ship to travel
at nearlight speeds (‘NLS"} This makes interplanetary travel
tivial; a matter of minutes at most, instead of decades,
Jumpships come in many shapes, styles, and speci
Jumpships can be used to transport or store goods, and ean
be outfitted with weapons, stealth drives, or highly advanced
scanners for scouting.
[Both Ghosts and Guardians can interact with a jumpship's|
autopilot functionality, but Ghosts can do so over distances,
so long as their signal can reach the jumpship.
Sparrows. Sparrows are ground-based, highly mobile
vehicles that are basically suicide for a non-Guardian to use.
‘They have nearly no form of armor or protection for their
rider. Like bulk freighters, sparrows hover roughly afoot off
the ground
Vehicle Proficiency. I you have proficiency with a vehicle,
you can add your proficiency bonus to any check you make to
attack with, control, or repair that vehicle in various
situations, at your GM's discretion,
Venicues
Type Cost
Bulk Freighter 13,000 g!
Jurnpship 112,000 g!
Watp Drive 17,800 el
Machine Gun 15,500 gl
15,000 gl
11,250 gl
Plastna Drive 11,2501
Stealth Drive 12,200 g!
Void Drive 11,2501
VEHICLE UPGRADES
‘Some vehicles can be upgraded with various different
‘modifications, of which are detailed below. Additional
‘modifications and their result on the vehicle may also be
available at your GM's determination. Only one engine or
drive modification may be installed on a vehicle at atime.
Emerald Drive (Sparrow) Provides a moderate boost to
both speed and durability, Turns the contrail ofthe sparrow
green.
‘Machine Gun (Jumpship) Allows the vehicle to make an
attack with a machine gun, dealing 5420 kinetic damage on a
hit Jumpship machine guns have a shot capacity of 8 and
cost 3,000 gl to replace a spent magazine
Plasma Drive (Sparrow) Provides a great boost to speed,
‘Turns the contrail Blue
‘Stealth Drive (Sparrow) High frequency suppression
ccauses this drive to appear red under boost. Provides no
benefit to speed or durability but makes the vehicle nearly
silent when not boosting, and significantly reduces the noise
from boosting
DNDESTINYPRO|ECT.COM‘TRINKETS
4100 Trinket
1. Asshard of an unknown Ghost
2 Abul shell with a name carved into it
3 Empty lipstick case with the relief of a hibiscus
flower
4 Well.worn gloves made from unhackable glimmer;
age unknown,
5. Silver flask with six tally marks etched into it
6 Apiece of colored glass.
Apiece of leather with an embroidered emblem of
avwolfon it
8 Jewelry box shaped like an engrar, no obvious
eyholes
9 Small cat statue that has a persistent, faint chime,
and smells vaguely of mint.
10. Anancient piece of technology with the word
"NOKIA" sil embossed on the back
11 Apackage of Twinkies
12 Anexpired coupon fora spicy ramen shop.
13. Abox of raisins.
14 stick of celery.
15 Acarefully preserved movie ticket from the year
26. ”
16 Ametal pin in the shape of a cartoon mouse.
17 Adeck of old playing cards that are missing the
ace of spades,
18 Acopy of Hunter ofthe Heart signed by the
author
19 Ahand-knitted, blue hat with the letters "AK" in
gold
20. A strange coin made of a bronze-like metal with a
green gem in the center, warm to the touch,
21 A photo of a woman sitting at the edge of a lake,
{Brinning at the camera,
22 Abottlecap.
23. Akeychain photo with a picture ofa kitten clingin
to the edge withthe wores*hang in there!" in =
curly font
24 An ultrarare Shaxx card from the Guardian trading
card gare.
4100 Trinket
25 Asma nautilus fossil that came from lo.
26 ragged doll made from llama wool, and filed
with font pine fiigrees.
27 Abox of glimmer-shaped sweets.
28 Anecklace made from war beast scales and teeth,
29° Awhistle with the word "CALE" etched into it,
next to an etching of a kale leaf.
30 A travel mug with the Crucible logo on it.
31. spent airhom that an only make apathetic toot
32 Arainbow rubber bracelet,
33. Ametal slinky.
34 Arubicks cube but all the colored stickers are
missing,
35. Atyedye t-shirt
36 blue plastic card with a magnetic strip on the
back and "BLOCKBUSTERS" writen in yellow on
the front.
37 A small jar of sourdough starter, estimated to be
over 2,000 years old.
38 Aclear plastic bag full of pogs.
39 Amarble that looks like the Traveler.
40 An old memory stick that cannot be accessed by
ary modern technology, including your Ghost.
41 Astrange piece of black plastic with the words
"AWESOME MIX VOL 1" written on the outside.
Inside, there is a dark brown magnetic tape
wrapped around two cylinders.
42 Apicture of an ancient astronaut with the letters
"asiou" drawn into a speech bubble nex: to it
43. Fingerless gloves that look like an animal's paw.
44 rock with seven numbers carved into it, with a
space between the third and fourth numbers
45. A1:5 scale model of a Gjllarhorn that shoots
foam darts
46 A vial of rainbow glitter
47 Assmall plastic igurine of a mouse-like creature
with a lightning Bolt for a tal
48 A glass bottle with a toy colony ship inside.
DNDESTINYPROJECT.COM4100 Trinket
49. An outdated work order forthe installation and
calibration of a cascade dever ara.
50 Slivers of glass used by the Vex. Isotopic dating
suggests their age ranges across billions of years
past and future
51 Anancient recording device. There is no film, but
the Crytarchs say you can sil se the past when
you look through it
52 An avocado with an unusual amount of radiation
coming from it.
53. Anartichoke that has been exposed to a Hive
surmmoning ritual, Glows green,
54 _Aclearrubber bal with a plastic toy inside
55 _AStyrofoam head.
56 Astuffed cat
57 Apolished rock that has an uncanny resemblance
‘to jupiter
58 Asmall toy green helmet with an orange visor.
59 A package of Zavala Snacks.
60 Aplastic name tag with a name that is not yours
printed on it. The name tag is blue with a yellow
asterisk in the corner.
61 A.small plastic circular device with a long-dead
display screen and a cute pixelated animal on the
62 Ared flower that never wilts
63 Ared, green, and white card with text from an
ancient language inside.
64 Abelt buckle that says "BAMF.”
65 Amembroidered patch with a single red and white
stripe and the text "N7" on it.
66 container of exo polish
67 Shredded remains ofa Fallen house banner.
68 The Cryptarchy's best guess for this item is "magic
Vex tettis block.”
69 Asoft knit Ghost-sized hat.
70 A pearl that shows signs of having been in the
vacuum of space, Dated to be roughly $0,000
years ol
71 Atiny shard of the Traveler, cold.
72 Anold page of sheet music. The only parts still
legible read "HOPE FOR THE FUTURE.”
DNDESTINYPROJECT.COM
4100 Trinket
73. Abroken controller for a video game console.
74 Asmall bone that seems to whisper to you if you
hold it right next to your ear.
75. Aconch shell
76 Anunfinished blueprint for a weapon.
77 Asticker book.
78 Abunny keychain
79 Asmall green crystal that becomes darker the
longer you look a it
80 A shard from a sunbreaker's hammer that is always
hot to the touch,
81 Anold Swiss army knife, still good
82. Asilver locket with only abit of ash inside
83. Aplastic purple unicorn.
84 Astuffed white cat attached to a par of plastic
bongos.
85. Aring that hosts an unknown symbol.
86 Amap ofa word that seems tobe on the back of
87 _ Feathers from a yellow bir.
88 Any goat made out of straw, wth bronze bell
89. Apamphlet for the Cult of Osiris.
90 piece of metal with the numbers 1-1-7 on it.
91. An invitation to a lecture by Master Rahool.
92. Anancient recipe for so-called "buffalo" chicken
wings.
93. Abhat with the SRL logo on it
94 Abriefcase filled with black and white circular
chips.
95 Ablue collar for a domesticated animal, the name
itonce bore now illegible due to time.
96 Atoy car with a bat-shaped symbol on it.
97 Ahat made out of spinmetal
98 scarf that has pockets at the ends.
99 Amask from a previous Festival of the Lost.
100. A book about how to play a game called Dragons
in Dungeons.PLAYING D&DESTINY
hen you play the game of D&Destiny and take
fon the role of a Guardian, you are playing
‘more than just a person in a suit of space
armor. There are entire new classes, new
ARTF weapons, new armor sets, new enemies, and
new core game mechanics to reflect the
function ofthe Destiny the universe— to name
afew things.
‘The rules for game play are expancled or modified as noted
throughout the Dungeons & Destiny Player's Guidebook.
Here is where you will find the most general application of
Da&Destiny’s new rules and systems.
TERMS TO KNow
‘We've taken the time to explain a few terms here that you
may be confusing when you first read about them. Whether
‘you are new to tabletops, the Destiny franchise, or to
‘Dungeons & Destiny, you may find a benefit in reading over
this ist.
If there's anything not discussed here that you're confused
about, please let us know via the Contact Us page on our
website!
SHIELDS
Unless you're reading the phalanx stat block, you can assume
"shields" refers specifically to a creature's energy shields.
"BECOME READy-To-Usk"
When one or more of your Light abilities are said to become
ready-touse, it means their cooldown score is set to be equal
‘with its ready-to-use score
RESPAWNED/REVIVED
‘This refers to a Guardian who has recently been subject to
the Reform Guardian action; that they “respawned” or
“revived" isthe shorthand for the action.
‘Tyres OF MELRES
‘An unarmed strike isan attack not using your class’ melee
ability. A melee ability attack is using your class! melee ability,
Amelee attack is using either,
LiGuT ABILITIES
‘You have three Light abilities: your grenade ability, your
melee ability, and your super ability. These abilities operate
‘on a cooldown system, which means each ability has a ready-
toxase score and a cooldown score, The ready-to-use score of
an ability is included in the ability’ description,
TRACKING COOLDOWNS
‘Your cooldown score is a dynamie numbers that fluctuates
between 0 and your ready-to-use score. At the start of your
turn in combat, you add 1 point to every Light ability's
cooldown score. Ifa Light abilty's cooldown score is equal to
its ready-to-use score, that ability can be used on your turn if
you have met the prerequisites for it. After you use a Light
ability, that ability’s cooldown is reduced to O as described by
the abiligy
'No abiliy's cooldown score can be greater than ite ready-
touuse score or less than 0.
You also add 1 point to your super cooldown score for
every hostile creature you kill,
OstAINING LIGHT ABILITIES
Av 2nd level you start with access to your grenade abilities,
detailed at the end of your class description. Once you have
‘met the prerequisites fora grenade ability, you may use it
when you choose to cast a grenade ability.
‘Other Light abilities are obtained as you progress in levels
in your cla
Licut Asitrry Savinc THROWS:
‘Sometimes you may be required to make a Light ability
saving throw. Ifyou are asked to make a Light ability saving
throw, but you are not proficient in saving throws for your
Light ability, you can consider yourself proficient for that roll
ADDITIONAL ABILITY CHARGES
‘Some class features or item perks may grant you an
additional grenade or melee ability charge. This additional
charge has the same ready-to-use score as your normal
arenade or melee ability, ut operates on its own cooldown
score. When adding cooldown points to an ability with
multiple charges, you add all points to the charge that is
closest to being ready-to-use first, only adding cooldawn
points to the second charge after the first has become ready-
touuse,
You can never have more than two charges for one ability
ata time, even if you have multiple class features or item
perks that grant additional charges.
‘TECHNOLOGY SKILL
D&Destiny introduces the Technology skill governed by
Intelligence. The Technology skill is used when interacting
with technology, whether it be trying to find hidden files on a
‘computer, or programming glimmer
substance.
to an object or
CHANGES TO Hit Dice
‘Your Ghost is the conduit through which you access your hit
dice, Without your Ghost you cannot use your hit dice, even
during rests
‘You can regenerate hit dice via resting go long as your
Ghost is in a Light zone that allows for hit die regeneration.
You do not need to be alive to regenerate hit dice.
Your Ghost can use its action to spend 1 hit die to either
completely heal your hit points (not shields) or, ifyou are
dead and they have captured your form, to resurrect you via,
the Reform Guardian action. The Light zone that you are in
affects the specifics of when and how revival can happen.
Ifyou have no hit dice let, your Ghost cannot heal or revive
you until you have regained hit dice.
DNDESTINYPROJECT.COM16
CHANGES TO RESTS
‘Though Guardians may come across as demigods to the
common people, they can't spend every hour of every day in
the depths of some Darkness.infected pt, fighting wave after
‘wave of putrid evil They do need to rest, though how a
Guardian defines a rest is very different from your average
civilian or adventurer,
‘The benefits Guardians gain from rests are further
Aescribed in the Light Zone section,
Brier Rest
Abrief rest isa very short period of downtime that lasts for
approximately 5 minutes. During a brief rest, Guardians can
perform quick actions, such as reloading their weapons or
consuming a ration, and Ghosts may choose to perform
ammo synthesis, heal their Guardian, or resurrect their
Guardian, When a Guardian completes a brief rest, all of
their Light abilities become readysto-use.
Brief rests can be completed while traveling to another,
location if the travel time is approximately 5 minutes or
greater, So long as the Guardian does not engage in combat,
their travel can be considered a brief rest
SHort Rest
[A short rest is period of downtime that lasts atleast 1 hour,
daring which your character does nothing more strenuous
than eating, drinking, reloading weapons, reading, or poking
around in the dirt
Your Ghost may choose to spend one of your hit dice at the
beginning or end of a short rest to heal of revive you, and
depending on the Light zone you are in, you may regain some
or all of your spent hit dice when you complete a short rest. If
‘your Ghost spends a hit die at the end of your short rest, you
subtract that hit die from what you regained.
Lone Rest
Along rest is an extended period of downtime that lasts for at
least 8 hours, during which your Guardian may sleep or
perform extended actions, such as fixing broken equipment,
spending glimmer to program a new gun, or standing watch
for no more than 2 hours. Ifthe rest is interrupted by
strenuous activity — combat, 1 hour of walking, casting Light
abilities, or similar adventuring activity - the Guardian must
begin the rest again to gain any benefit from it.
Like short rests, your Ghost may choose to spend a hit die
at the beginning or end of a long rest to heal or revive you,
and depending on the Light zone you are in, you may regain
some oral of your spent hit dice. Ifyour Ghost spends hit
die atthe end of your long rest, you subtract that hit die from
‘what you regained.
You cannot benefit from more th
hour period
one Jong restin a 24-
DNDESTINYPROJECT.COM
A
wasn
LIGHT AND DARKNESS ZONES
Light zones govern most of what a you and your Ghost can
do, When you are in an area that doesn't have a large supply
of Light, you or your Ghost may struggle to perform actions
that come easily in areas where there is.
‘The natural flow of the Light and the Darkness may
corrupt, alter, or bolster your Light abilities. Whenever such a
phenomena occurs it is often referred to, colloquially, as &
“modifier” detailed at the end of this chapter.
Individual creatures may further alter the way Light zones,
Darkness zones, and oppressive Darkness zones function,
Licut ZONE
A basic Light zone is described as an area where the Light
flows freely and in equal if not greater, amounts to the
Darkness. Guardians are at their strongest in a Light zone:
their Ghosts can resurrect them easily, and they have little to
‘worry about in the way of mortal injuries. While ina Light
zone, the following mechanics apply:
Revival Starting from the turn your Ghost performs the
Capture Form action on you, ifyou are ina Light zone, your
Ghost can perform the Reform Guardian action as a free
action on your turn, You cannot take any actions of use any
‘movement on the turn that you are revived.
Resting & Hit Dice. When you complete any form of rest
in a Light zone, you regain all ofyour health and spent hit
dice,
Example Locations. The Tower, the Last City, and much
of the Cosmodrome is a Light Zone.
DARKNESS ZONE
‘A Darkness zone is an area where the flow of Light is
hindered or blocked in some way. The Light may be stile, or
a creature may be siphoning the Light away, leaving only
Darkaess behind No matter the case, while ina Darkness
zone, the following mechanics apply:Revival Starting from the turn your Ghost performs the
Capture Form action, your Ghost must wait 3 rounds before
it ean spend a hit die to perform the Reform Guardian action.
Alternatively, another Guardian can use the Channel Light
action on your Ghost to revive you earlier.
Resting & Hit Dice. You do not regain hit dice from a brief
rest or a short rest that is completed in a Darkness zone.
When you complete a fong rest in a Darkness zone, your
Ghost regains half of your total hit dice (minimum 1), up to
the hit dice maximum for your level
Example Locations. The area around a Prime Servitor, an
active SIVA site, and most of the Dreadnought is considered
tobe a Darkness zone
OPPRESSIVE DARKNESS ZONE
‘An oppressive Darkness zone is an area where the Light is
neatly, ifnot completely shut out or gone, Rarely, these zones
exist as natural phenomena; usually, they are caused by some
powerful entity. While in an oppressive Darkness zone, the
following mechanics apply:
Revival Your Ghost cannot perform the Reform Guardian
action while in an oppressive Darkness zone. Guardians.
cannot perform the Channel Light action while in an on
oppressive Darkness zone.
Resting & Hit Dice. You do not regenerate any hit dice
from completing a brief or short rest in an oppressive
Darkness zone.
‘At the end of «long rest in an oppressive Darkness zone,
you regain a number of hit dice equal to your Light ability
‘modifier. These hit dice can only be used to heal you as long
as your are in an oppressive Darkness zone.
Example Locations. An oppressive Darkness zone usually
refers to locations as dangerous as an Ascendant realm, the
throne of Atheon in the Vault of Glass, or the SIVA
Replication Complex.
ACTIONS IN COMBAT
In addition to the normal actions available, D&Destiny
introduces the ADS action, Reload action, and Channel Light
action. There is also a new skill the Technology skill.
ADS
During your turn, you can choose to exchange half of your
movement in order to aim down the sights of your firearm,
granting yourself the Aiming condition. Creatures who are
[Aiming have the following effects applied to them:
+ You do not have an inherent disadvantage for targeting a
part of a multipart creature
* You do not have an inherent disadvantage when fring
your weapon in its extended range
+ Melee attacks have advantage against you, and you have
disadvantage on Deaterty saving throws
‘The Aiming condition ends when you move more than 5
feet, or you take an action other than Attack with your
firearm, Ifyou end your turn Aiming, you will start your next
turn already Aiming.
RELOAD
‘The reload action allows you to refill the shot capacity of your
active firearm,
‘When you make an attack roll with your active firearm,
before determining if your attack hits, you subtract 1 shot
from your firearms shot capacity. When your fiearm’s shot
capacity reaches 0, vou need to perform a reloading action on
your firearm in order to make a ranged attack with it again,
You expend 1 magazine of the weapon's class from your
carried magazine when you do this.
‘You can choose to reload a firearm before ite shot capacity
reaches 0, Ifyou do, you still expend 1 full magazine to
reload.
Having proficiency in a firearm class allows you to reload
the firearm as an action or bonus action, your choice.
Cast A LicuT ABILITY
Casting a Light ability either your grenade, melee, or super
ability - is a separate action from the Attack action, Some
class features or item perks may allow you to cast a Light
ability in place of one of your attacks if you have the option to
attack multiple times.
CHANNEL LicHT
You channel your Ligh into a willing Ghost who has captured
their Guardian's form. When you do this, the Ghost ofthe
Guardian also performs the Reform Guardian action,
spending a hit die as normal Both you and the respawned
Guardian gain an overshield equal in strength to your
‘maximum shield capacity that lasts until the end of your next,
turn or until it is depleted, whichever happens first.
‘The respawned Guardian can take their next turn as,
normal,
EMOTE
Guardians can perform an emote as a free action.
Guost ACTIONS
Ghosts can perform two special actions called Cs
and Reform Guardian
CAPTURE FORM
Ifyou are on death saving throws and your Ghost is within 10
fect of you, as an action they ean capture your Light and
create a copy of you, This copy is stored in the Ghost and isa
perfect copy of you, including all memories and equipment
(worn and carried) So long as your Ghost has this copy of
you, they can take the Reform Guardian action.
Ghosts cannot perform Capture Form from within the
pocket backpack. Ghosts have until their Guardian fails 3
death saving throws to perform the Capture Form action on
their Guardian. Ifa Guardian fails 3 death saving throws,
their Light is lost, and they cannot be reformed again.
your Ghost is in its pocket backpack when you are
reduced to 0 health, it does not have to immediately leave the
pocket backpack. However, ifit leaves the packet backpack, it
‘cannot re-enter the pocket backpack until it has performed
the Reform Guardian action.
ture Light
DNDESTINYPRO|ECT.COMREFORM GUARDIAN
Your Ghost uses its copy of you and some wibbly-wobbly
Light magic to reform your body in the same space the Ghost
is occupying. Guardians recreated in this way are said to have
"revived" of “respawned.” and you have all of your hit points
restored and your shields are set to maximum capacity. Your
active weapon is the weapon you were holding when you
died Any broken equipment may or may not remain broken at
the GM's diseretion,
When you are recreated your old body, now nothing more
than photons of light, disappears.
‘To perform the Reform Guardian actions, you must have at
least I hit die remaining.
CONDITIONS
‘There are several new conditions introduced in D&Destiny.
‘These conditions alter a creature's capabilities in a variety of
‘ways and can arise as a result of Light ability a class
feature, a monster's attack, or other effect.
Active CAMOUFLAGE
+ Acreature using active camouflage is impossible to see
‘without the aid of scanners or a special sense. For the
purpose of hiding, the creature is heavily obscured The
‘creature's location can be detected by any noise it makes
‘or any tracks it leaves.
Attack rolls against the creature have disadvantage, and
the creature's attack rolls have advantage.
+ Ifacreature using active camouflage takes any action,
reaction, or bonus action to do anything other than move,
their active camouflage ends, regardless of duration, after
they take their action, reaction, or bonus action. Ifthe
‘creature can make multiple attacks with one action,
reaction, or bonus action, they loge their active
‘camouflage after their first attack.
BurNING
+ Aburning creature takes 1d6 solar damage at the start of
‘their turn and cannot regenerate shields or health on their
+ Burning creatures have disadvantage on their attack rolls,
‘TETHERED
+ Atethered creature is incapacitated blinded, and
restrained Creatures immune to being incapacitated
blinded, andjor restrained can stil be tethered, though
they will not suffer the effects of being incapacitated
blinded, and/or restrained
+ All damage done to the creature is doubled while it is
tethered,
DNDESTINYPROJECT.COM
GUARDIAN JUMPS
Guardians can use the Light to give them a boost while
airborne, allowing them to traverse difficult terrain or climb
walls with ease. Your superclass determines how you do this.
You calculate your initial jump like normal, and also like
normal each foot you clear on a Light boosted jump costs,
‘one foot of movement speed.
All Guardians can use their jump to negate falling damage
with a successful Dexterity (Acrobatics) check.
Guardians can only use a Light-boosted jump once while
airborne, and must touch the ground before using it again.
Hanter. Hunters can make a long jump or high jump in a
ditection of their choosing, using their Light ability modifier
to calculate their airborne jump instead of Strength.
Titan. When making a jump boosted by their Light, Titans
can move a number of feet equal to 5 x their Light ability
‘modifier in the same direction as their initial jump,
Warlock. Warlocks jamping wit their Light can move a
number of feet equal to 5 x their Light ability modifier.
Changing direction, either from their initial jump or during
their jump, costs 5 additional feet of movement.
CHARACTER SHEETS
The biggest change you will need to make is to rename
‘Temporary Hit Points as Shields, and perhaps cut itin half
with a black pen so one side ean keep track of your normal
shields, and the other can keep track of any potential
overshields you may obtain.
‘You will need a second character sheet to keep track of
your Ghost’s ability scores and inventory, but not much else.
You can easily use the back of your character sheet or a
scratch piece of paper to keep track of your Light ability
cooldown scores.
Yes, we are designing a custom D&Destiny character shect,
wwe just need to finish making the game so we know what to
put on the sheet first}MODIFIERS
you delve into strange and untamed Light and
Darkness zones, you may come across an area
where the Light and the Darkness is actively
clashing with each other, creating what is
colloquially referred to as a "modifier" to the
‘Sometimes, creatures, class abilities, or even the strange
Gun of Many Bullets may call upon a modifier at.will These
modifiers affect all creatures in the area unless stated
otherwise. Your GM may decide to determine what the
modifier is themselves, or they may elect to roll on the
Modifier table below.
Successful attacks from a creature that i inthe air have the total from their damage roll doubled,
Successful attacks that deal arc damage have the total from their damage roll tripled
Minions of the Darkness are immune to the Stunned condition, have disadvantage on Wisdom saving
Guardians that make sucessful melee attacks have the total from their damage roll doubled
Perception) checks, and thei Perception score is equal to
eure, ably, or perk tat may gran advantage.
[At the start of a Guardian's turn, Grenade cooldown scores gain a +3, melee ability cooldown scores gain
All creatures that are not considered Minions to the highest-level Guardian inthe fireteam have energy
shields equal to 5 x their Constitution modifier. Creatures that already have energy shields have this,
x
MODIFIERS
Modifier
420 Name Effect
1 Airborne
2 Arc Burn
3 Berserk
throws, and are more likely to decide to rush at creatures hostile to them.
4 Brawler
5 Catapult Grenade cooldown scores gain +3 on the start of a Guardian's turn instead of +1
6 Chaff All creatures have disadvantage on Wisdom
their Perception bonus. This overwrites any
7 Daybreak
+2, and super cooldown scores gain a +7.
8 Epic
number added onto their existing energy shields
9 Exposure
resurrects,
Guardian maximum shield capacity is tripled, but they do not regenerate unless the Guardian dies and
10 Grounded Player characters take twice as much damage if they are hit while airborne.
11 Juggler
‘Your Ghost cannot synthesize ammo for your currently equipped weapons.
12. Lightswitch Minions of the Darkness that make successful melee attacks have the total ftom their damage roll tripled
13. Match
Came
14 Nightfall
Energy shields are resistant to all forms of damage that does not match the element of the shield.
Ifa Guardian dies in a Nightfall modified zone, they immediately fal 3 death saving throws.
15. Small Arms Successful attacks with primary firearms have the total from their damage roll doubled.
16 Solar Burn Successful attacks that deal solar damage have the total from their damage roll tripled.
1. Specialist
18 Trickle
Successful attacks with secondary firearms have the total from their damage roll doubled.
The ready-to-use score of Light abilities is doubled.
19 Void Burn Successful attacks that deal void damage have the total from their damage roll tripled
20 Burning
Guardians take twice as much damage from all sources while their super ability is ready-to-use. Super
Light abilities can be cast as a free action on the Guardian's turn. At the start of a Guardian's tur, their super
ability cooldown score gains +7 points.
DNDESTINYPROJECT.COMCHAPTER 6: CUSTOMIZATION OPTIONS
he power of your Light abilities isnt the only
thing that grows with you. As you grow in
strength, knowledge, and wealth, certain
weapon and armor upgrades will become
available to you. This section explains how
these armor and weapon upgrades work.
ARMOR UPGRADES
[As you grow in power, so does your ability to utilize more
advanced functions of Guardian armor, These functions are
colloquially referred to as "perks." The more perks a piece of
armor can have, the higher the tier of armor itis. The armor
tiers ate, in ascending order: common, uncommon, rare, and
legendary
ARMOR TIERS
Tier Cost AC Bonus Slots Available
Common See Guardian ~ .
Armortable
Uncommon +2,000g +1 ‘st
Rare 47000g +2 Vseand
Legendary +13,000 3 Vst-3rd
Guardian armor can be found or bought at higher tiers, rit
can be upgraded via an armorsmith. The cost of upgrading
your Guardian armor is detailed in the Armor Tiers table, You
pay the full cost of upgrading your armor from the tier itis at
to the tier you wish to upgrade it to. For example, if you
wanted to upgrade a Fieldweave armor set from common to
rare, it would cost 9,000 glimmer (2000 + 7,000) to do so.
‘The armor perks you can choose from are shown in the
Armor Perks table, This table is the same for all armor types.
Ifa perk slot has more than one section, you gain one perk
from each section when you unlock that slot
ARMOR PERKS
Skt LA Slot 2 Sbot3
Fastball Innervation Elemental Armor
Impact Induction Invigoration _ Elemental Defense
Momentum Heavy Lifting Angel of Mercy
Transfer
Slot 1-8 Second Thoughts Ashes to Assets
Primary Ammo Hands-On
Secondary Ammo Inverse Shadow
Heavy Ammo
DNDESTINYPROJECT.COM
PERK DESCRIPTIONS
Descriptions of the armor perks are listed below.
‘Angel of Mercy. Add 7 points to your super cooldown
score when you revive a teammate
Ashes to Assets. Add 2 to your super cooldown for every
enemy you kil witha grenade ability
Elemental Armor. Choose an element of Light. This armor
now grants a bonus +1 AC to Guardians who ate proficient
with this armor and have a Light Affinity ofthe same clement.
Ttcosts 2000 glimmer to change which element of ight this
perk affects
‘Elemental Defease. Choose an clement of Light. This
armor now resists damage ofthat clement. It costs 2000
flimmer to change which element of Light this perk affects.
Fastball Increase grenade throw distance by 10 feet.
Hands-On. Add 2 to your super cooldown for every enemy
you kill with an unarmed strike of melee ability attack.
Heavy Ammo. You can carry | more magazine of heavy
‘ammunition on your person.
Heavy Lifting. Add 2to your sup
enemy you kil witha heavy firearm.
Impact Induction. Causing damage with a melee attack
‘dds 1 point to your grenade ability cooldown score.
Innervation. Ald 1 to your grenade cooldown score for
very super cooldown point withdrawn from a Well of Light.
Tnvigoration, Add 1 to your melee cooldown score for
every super cooldown point withdrawn from a Well of Light.
Inverse Shadow Add 2to your super cooldown instead of
1 for kiling a hostile creature
‘Momentum Transfer. Causing damage with a grenade
adds 1 point to your melee ability cooldown score for every
creature hit
Primary Ammo. You can carry 3 extra magazines of
primary ammo on your person.
Second Thoughts. Add 2 to your super cooldown for every
cencmy you kill with a secondary fresrm,
‘Secondary Ammo, You can cary 2 more magazines of
secondary ammunition on your person,
ooldawn for everyFIREARM UPGRADES
You can choose (o upgrade your common firearms toa higher
tier following the pricing in the Weapon Tiers table. You can
nly upgrade weapons one tier at atime, but you can pay for
multiple upgrades at once.
Because of the way weapons are built, not all weapon.
classes have access to all weapon perks, and not all weapon
perks can be used in conjunction with each other. Refer to
the tables under Weapon Perk Combinations o sce which
perks and combinations of perks are available for your
‘weapon
WEAPON Tiers
Ter Cost Slots
Common See Firearm Weapons table
Uncommon +1,000 gl 1st
Rare 42,000 gl Astand
Legendary +4,000 gl Ise3rd
PURCHASING PERKS
‘You must pay forthe perk(s) on weapons of uncommon tier
and above, and due to the way uncommon and above
‘weapons are configured, you must buy at least one perk for
every slot available on the weapon or it will not be a complete
weapon and will not function.
For example ifyou wanted to buy a rare hand cannon, you
would need to buy atleast one perk from both Slot I and Slot
2 before you could use it
RANDOM FIREARMS
You may find firearms during your adventures. The GM could
construct these weapons themselves, or they can use the die
listed in the lefthand column ofthe perk combination tables
toroll a random perk for each slot option on your found
weapons,
The tier of the weapon also reflects its rarity. A legendary
firearm both costs more and is harder to find than an
‘uncommon firearm,
PERK ORDER OF OPERATION
You may end up with a weapon that applies both bonuses and
etriments to the same property ofthe weapon, such as a
weapon with one perk that grants *2 to atack rolls and a.
second perk that grants-I to attack rolls. When these
situations occur, you calculate the final outcome by applying
any perk bonuses or positives tothe weapon first, and you
apply perk negatives or detriments to the weapon last
[No matter what, a weapon's range can never be less than 0.
PERK DESCRIPTIONS
Descriptions of the various weapon perks are listed below:
Accelerated Coils. The battery in this weapon can build
and project energy faster than the standard. This perk.
negates the Charging intrinsic weapon property.
Ambusher Sights. The sights on this weapon are built to
reduce visual clutter and make syncing to HUDs quick and
snappy. This weapon's effective range is reduced by 10 fect
(minimum 0} its maximum range is reduced by 30 feet
(minimum 0), and it gains a-+2 to hit while Aiming,
Appended Magazine. This weapon's shot capacity
increases by 3 shots, and it gains the Bulky intrinsic property
ifit did not already have it If another perk on this weapon
negates the Bulky property, the Bulky effects of the two perks
are canceled out, and whether of not the weapon has Bulky is
determined by the weapon's intrinsic properties.
Armor piercing Rounds. This weapon overcomes a
creature's resistances or immunities to the damage it deals, If
a creature is resistant to the type of damage this weapon
deals, this wespon deals normal damage instead Ifa creature
is immune to the type of damage this weapon deal, this
weapon deals damage asf the creature were resistant
instead.
Army of One. Ifyou kill a hostile creature with this
‘weapon, you add up to 1 point to both your grenade cooldown
score and melee ability cooldown score.
Battle Runner. Kills with this weapon grant a bonus 10
feet of movement speed until the end of your next turn.
Braced Frame. This weapon is built for stability and has a
bonus +2 to hit on all attacks, but has 2 less shots in its shot
capaci
Cascade. Ifyou get a melee kill while this weapon is your
active weapon, you can reload this wespon as a bonus action,
If reloading this weapon was already a bonus action for yo,
it becomes a free action instead,
Close and/or Personal When you successfully hit 3
hostile creature within the effective range of this weapon, you
ccan add an additional damage die to any melee attacks you
‘make until the end of your next turn.
Clown Cartridge. When you reload this weapon, you can
choose to roll a d6. On 5.6, add 1 temporary extra shot to this
‘weapor's shot capacity: This shot is lost when you fire this
‘weapon or reload and you don't roll a 5-6 for this perk.
Cluster Bomb. In additional to normal damage, this
weapon drops cluster bombs that deal any additional half
damage to any creatures standing within the payloads radius
at the end of their next turn,
Crowd Control Killing a creature with this weapon grants
+1 damage to it for the next 2 rounds. Does not stack
‘Custom Options. While Aiming, this weapon's maximum
range is increased by 10 feet.
Danger Close. When this is your active weapon and two or
more enemies are within 5 feet of you, you can reload this
‘weapon as a bonus action, If reloading this weapon was,
already a bonus action for you, it becomes a free action
instead
Energy Weapon (swords only) This weapon has been
infused with Light energy, which draws from its shot capacity
when used asa versatile weapon. If this weapon's shot
capacity is 0, you can only make melee weapon attacks with
it
Enhanced Battery. This weapon's shot capacity increases
by
Elongated Barrel Tis weapon's effective range increa
by 30 feet, and its maximum range increases by 20 feet, but
at the cost of adding -1 to its attack rolls,
DNDESTINYPRO|ECT.COMExhumed You can either Reload this weapon or Attack
once with it on the initiative that you are revived.
Explosive Rounds. This wespon deals twice as much
damage to swarms and has a bonus +1 to attack.
Extended Mag. This weapon's shot capacity increases by
2
Eye of the Storm. The whirlwind of battle spurs you on. If
‘your shields have half or less of your maximum shield.
capacity remaining, you gain a +2 to hit with this weapon.
‘Feather Mag. Reloading this weapon is a bonus action. If
reloading this weapon was already a bonus action, it
becomes a free action. Additionally, this weapon's shot
capacity is reduced by 2 (On sidearms, this weapon's shot
capacity is reduced by 3)
Feeding Frenzy. Killing a creature with this weapon spurs
‘you on, making reloading this weapon a bonus action. If
reloading this weapon was already a bonus action, it
becomes a free action, Ths effect lasts until the end of your
next tur,
Field Scout. You can cacty up to 2 additional magazines,
for this weapon on your person regardless of your armor's
‘magazine capacity. These additional magazines can only be
used for this weapon,
‘Final Round Ifyou hit a creature with the final shot in this
weapon, itis a critical hit.
Firefly I'you land the killing blow on a creature with an
attack roll of 18-20, not including modifiers, the creature
explodes, dealing this weapon's damage to all other creatures
within 5 feet
Fitted Stock. This weapon has a bonus +1 to hit.
Flared Magwell. This perk negates the effects ofthe Bulky
property, ifyour weapon has it, but causes this weapon to add
‘4-1 to hit. If another perk on this weapon negates the Bulky
property, the Bulky effects of the two perks are canceled out,
and whether or not the weapon has Bulky is determined by
the weapon's intrinsic properties.
Focused Fire. This weapon adds an extra damage die to
all successful attacks you make with it while Aiming.
Glass Half Full. When this weapon's current shot count is
equal to or less than half of its total shot capacity, add an
extra damage die to this weapon's damage rolls.
Grave Robber. Ifyou kill a creature with a melee attack,
‘you can rola d6. On 5-6, you refill this weapon's shot capacity
‘without expending any magazines to do so. Alternatively,
‘without rolling a d6, you can choose to have your Ghost use
the opportunity to reload this weapon using a carried
‘magazine while remaining in your pocket backpack.
Grenades and Horseshoes. The shells {rom this weapon
‘will detonate early along its line of fire ifthe scanners on it
detects a creature within 5 feet of it, The creature does not
need to be the target of your attack for the shell fo detonate.
‘Scanners can detect all living creatures or creatures with the
living machine wait.
Grenadier. Landing the killing blow on a creature with this
‘weapon allows you to add up to 2 points to your grenade
cooldown score.
Guerrilla Fighter. When you fire this weapon behind
partial half or three-quarters cover, taking the ADS action
“with this weapon costs 10 less feet of movement, and you
have a bonus +1 to your attack rolls,
‘Hair Trigger. You can fire this weapon as your bonus
action once on each of your turns.
DNDESTINYPROJECT.COM
Hammer Forged This weapon's effective range increase
by 10 feet and its maximum range increases by 5 feet.
Hand-Forged This weapon is of your own creation. You
are considered proficient with it
Hand-laid Stock. This weapon has a bonus +2 to hit, but
its effective range is reduced by 10 feet (minimum 0) and its
‘maximum range is reduced by 10 feet (minimum 0
Hand Loaded The effective range of this weapon
increases by 10 feet.
Headseeker. Ifyou hit a creature with this weapon while
Aiming, add 144 to your damage roll
Heavy Payload. This weapon adds an additional damage
die to its damage roll
Hidden Hand A mysterious force seems to automatically
aim this weapon, While Aiming this weapon, you gain a
bonus +2 to hit
High Caliber Rounds, This weapon has an additional +2
toll damage rolls and gains the Bulky property. If another
perk on this weapon negates the Bulky property, the Bulky
effects of the two perks are canceled out, and whether oF not
the weapon has Bulky is determined by the weapon's intrinsic
properties.
Hip Fire. While you are not Aiming, you have a bons *1
to hit with this wespon.
Hot Swap. If this weapon is one of your equipped weapons
and you switch from your active to it, you gain a *2 to your
attack rolls with this weapon until the start of your next tur.
Tearus, You do not suffer disadvantage for fring this
‘weapon while in the air.
Injection Mold. This weapon gains a bonus +1 to hit, but
its effective range is reduced by 5 feet, and its maximum is
reduced by 5 feet.
Last Resort. Ifyou are aware of atleast one sllied creature
that ison death saving throws, reloading this weapon is a free
action, and taking the ADS aetion costs no movement.
Life Support. Ifyou land the killing blow against « hostile
creature with this weapon and have half or less of your
shields let, you regain up to half of your shields.
Lightweight. While this weapon is your active weapon, you
sain a bonus 10 feet of movement speed.
Luck in the Chamber. When you make you attack with
this weapon, add a special 8 to your d20 roll called a Lucky
48 If this Lucky d8 lands on 8, you can add a bonus “8 to
your damage roll ifyou hit with your 420 attack roll Hit or
iss, once this Lucky d8 is used, you remave it from your
attack rolls until you reload this weapon. On yout final sho, if
you still have a Lucky d8 remaining, you consider its roll to
automatically be an 8
‘Malligan. Ifyou miss your shot, you can choose to roll a
46, On 56, you can refund your spent shot
Oiled Frame. You can reload this weapon as a bonus
action. IFit was already a bonus action, it becomes a free
action instead In exchange, its effective range decreases by 5
feet, and its maximum range decreases by 5 feet. Weapon
ranges cannot be less than 0.
Outlaw. This weapons has a bonus +2 to hit while Aiming,
Ifyou kil a creature while Aiming, you can reload this,
‘weapon as a bonus action. If reloading this weapon was:
already a bonus action for you, it becomes a free action.Partial Refund Ifyou damage a creature with this weapon
and an ally kills that creature before your next turn, you can
roll a d6. On 4-6, you can return up to 1 shot to this weapon's
magazine capacity.
Perfect Balance. This weapon has a bonus +1 to its attack
rolls
Perfectionist. If all shots in this weapon hit, this weapon's
shot capacity is refilled with a carried magazine without
having to reload
Performance Bonus. If you killa hostile creature with a
base attack roll of 18-20, you can add 1 magazine to your
inventory, if you have the capacity to hold it. Once you have
earned this magazine, you cannot earn another until you
reload your weapon,
Persistence. After your first attack with this weapon, ifyou
o not take any other action, reaction, or bonus action
besides attacking with it, and you do not move more than half
‘your movement speed between attacks, you gain a +1 to hit
for every shot spent during attacks you make in this way.
Quickdraw It is a free action to switch to this weapon if it
i one of your equipped weapons.
‘Rangefinder. While Aiming, this weapon's maximum range
increases by 15 feet.
‘Reactive Reload Reloading this weapon after killing a
creature with it grants you a bonus +2 to your damage rolls
with this weapon for the next 2 rounds.
Reinforced Barrel This weapon's effective range
increases by 10 fect and its maximum range increases by 10
feet, but has a1 added to its attack rolls
Relentless Tracker. When you damage a creature with this
‘weapon, your Ghost is able to tell you the exact location of|
the creature if itis within 60 feet of you for the next 30
seconds,
Replenish, This weapon's shot capacity is refilled when
you east your super abliy
‘Rescue Mag. If you take health damage, your Ghost ean
refi this weapon's shot capacity using one of your earried
magazines without having to leave the pocket backpack.
Rifled Barrel The effective range of this weapon increases
by 10 feet and its maximum range also increases by 10 feet.
However, reloading it becomes an action fit was a bonus
action. Ifit was a free action for you to reload this weapon, it
becomes a honus action or action; it cannot be a free action
toreload this weapon. The reloading detriment of this perk is
applied after applying any reloading bonuses from class
features or other perks.
‘Scabbard (swords only) This weapon's shot capacity
increases by 5
‘Secret Round This weapon adds an additional damage
die to every successful attack
‘Send It. This weapon's effective range increases by 5 feet
and its maximum range increases by 5 feet. Additionally, itis
granted a bonus “1 to hit, but removes 2 shots from its shot
capacity
‘Shoot to Loot, Your Ghost can transmat small items that
yo hit into its inventory using the smart rounds inthis
‘weapon, It can only transfer one item per shot. This weapon
requires special ammunition that costs an additional 500
glimmer to purchase per ammo synthesis module.
‘Shot Package. This weapon's effective range is increased
by 5 feet, its maximum range is increased by 5 feet, and it
gains a bonus +1 to hit ts shot eapacity is reduced by 1.
Single Point Sling. You can switch to this weapon as a
free action ifit is one of your equipped weapons, and you can
‘move up to 10 feet while Aiming without ending the Aiming
condition,
‘Smallbore, This weapon's effective range increases by 10
feet, its maximum range increases by 5 feet, and it gains a +2
to its attack rolls, bt it loses 1 shot from its shot capacity
Additionally, if reloading this weapon was a bonus action, it
becomes an action, Ifit was a fre action for you to reload,
this weapon, it becomes a bonus action or action; it cannot be
a free action to reload this weapon. The reloading detriment
of this perk is applied after applying any reloading bonuses
from class features or other perks.
‘Speed Reload You can reload this weapon as a bonus
action, and you can do so even if you are not proficient with it
Spray and Play. When this weapon's shot capacity is 0,
reloading its a bonus action, Ift was already a bonus action
to.reload this weapon, it becomes a free action instead.
Snapshot. Tie ADS action costs 10 less feet of movement
for this weapon,
‘Surplus. Your Ghost synthesizes 1 extra magazine for this
‘weapon for every 1 it synthesizes normally.
‘Surrounded Add an extra damage die to this weapon's
damage rolls when 2 or more enemies are within 5 feet of
Take a Knee. While this is your active weapon, going
prone or recovering from being prone costs 5 less feet of
‘movement. While prone, the ADS action costs no movement,
you do not have disadvantage on this firearms attacks, and
firing this weapon gives you a bonus +2 to hit
‘Tempered Light (swords only) You have a bonus +1 to AC
while this is your active weapon.
Third Bye. I this weapon is your active weapon, creatures
do not have advantage on their melee attack rolls against you.
while you are Aiming, and you do not have disadvantage on
Dexterity saving throws while Aiming.
Threat Detector Sights. The smart sights on this weapon,
help identity enemies, granting you a bonis +2 to attack rolls,
However, the effective range of the weapon is decreased by
30 feet, and its maximum range is decreased by 50 feet.
Weapon ranges cannot be less than 0.
‘Tracking. Creatures that attempt to use a reaction to
negate the damage of this weapon but move 10 feet or less
‘and do not end up behind full eaver as part oftheir reaction
are still hit as the target of your attack,
‘Triple Tap. Ifyou hit three times in a row with this
‘weapon, 1 shot is refunded to your shot capacity, and on the
‘umn that you hit your third shot, you can fire this weapon as a
bonus action,
‘Tripod This weapon's shot capacity is 3
Underdog. Ifyou have half or less shields remaining, this
weaponis effective range increases by 10 feet, the ADS action
costs 10 feet less of movement, and you have advantage on
Dexterity and Strength saving throws.
Unflinching. You cannot have disadvantage on Dexterity
saving throws while this weapon is your active weapon.
Warrior of Light (swords only) This weapon has a bonus
+2 toll damage it deals.
Zen Moment. Hitting hostile cresture with this weapon
grants a bonus +1 to hit on your next attack. Stacks up 3
times, You lose your stack whenever you miss with an attack
or ifyou go a turn without causing damage with this weapon.
DNDESTINYPRO|ECT.COMCHAPTER 7: WEAPON PERK COMBINATIONS
Auto RIFLES
In this section, you will notice that weapon perks are listed as
d12 Slot 1 Perk Cost (gf) information on usage rates and perk effectiveness before we
5 Grenadier 500
8 — Rangefinder 500
‘11 Surrounded 500
12 Underdog. 500
RARE
d10— Slot 1 Perk Cost d8 Slot 2 Perk ‘Cost
1 Focused Fe 5001 Ewended Mag 500
3 Perfect Balance 500 3. Harmer Forged 500
4 HipFre COO me eed tse 500
6 Partial Refund 500 6 Lightweight 500
7 Persistence 500, 7 Quickdraw: 500
10 Take aKnee 500
DNDESTINYPROJECT.COMAvro RirLes CONTINUED
Lecenpary Tyre 1
10 Slot 1 Perk Cost 48 Slot 2 Perk Cost _d4 Slot 3 Perk Cost
1. Battle Runner 500 1 Appended Magazine 500 1 Glass Half Full 500
2 Close andjor Personal 500 2 Armorpiercing Rounds 500 2 Perfect Balance 500
3 Crowd Control 500 3 Braced Frame 500 3 Persistence 500
4 Danger Close 500 4 Feather Mag 500 4 Third Eye 500
5 Eye of the Storm 5005 Hand-laid Stock 500
6 Focused Fire 500 6 High Caliber Rounds 500
7 Grenadier 500 7 Rifled Barrel 500
8 Hip Fire 500 8 Smallbore 500
9 Icarus 500
10. Spray and Play 500
LEGENDARY AUTO RIFLES: TYPE 2
410 Slot 1 Perk Cost d12 Slot 2 Perk Cost d12 Shot 3 Perk Cost
1. Battle Runner 500 1 Appended Magazine 500 1 Glass Half Full 500
2 Crowd Control 500 2 Armor-piercing Rounds 500 2 Danger Close 500
3° Focused Fire 500 3 Feather Mag 5003 Exhumed 500
4 Grave Robber 500 4 Fitted Stock 500 4 Eye of the Storm 500
5 Hip Fire 500 5 Hand Loaded 500 5 Field Scout 500
6 Hot Swap 500 6 Hand-laid Stock 500 6 Glass Half Full 500
7 Persistence 500 7 Injection Mold 500 7 Grenadier 500
8 Rangefinder 500 8 Lightweight 500 8 Icarus 500
9 Replenish 500 9 Oiled Frame 500 9 Life Support 500
10 Spray and Play 500 10 Reinforced Barrel 500 10 Perfect Balance 500
11 Rifled Barrel 500 11. Surrounded 500
12. Smallbore 500 12 Third Eye 500
DNDESTINYPRO|ECT.COMHAND CANNONS
UNcoMMON
12 Skt 1 Perk
1 Cascade
2 Final Round
3 Grenadier
4 Hair Tigger
5 Hip Fire
6 — Luckin the Chamber
7 Mulligan
8 Outlaw
9 Rangefinder
10 Reactive Reload
11 Spray and Play
12 Zen Moment
RARE
d12_ Slot 1 Perk
1 Feeding Frenzy
2 Final Round
3. Grenadier
4 Hip Fire
5 Life Support
6 _ Luckin the Chamber
7 Mulligan
8 Outlaw
9 Rangefinder
10 Reactive Reload
11 Spray and Play
12 Zen Moment.
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
Slot 2 Perk.
‘Armor-piercing Rounds
Explosive Rounds
Extended Mag.
Hand Loaded
Lightweight
Quickdraw
Send It
Snapshot
500
500
500
500
500
500
500
500HAND CANNONS CONTINUED
Lecenpary Tyre 1
d8 Slot 1 Perk
1
Army of One
Crowd Control
Danger Close
Hot Swap
Last Resort
‘Surrounded
Triple Tap
Eye of the Storm
Lecenpary Tyre 2
d6 Slot 1 Perk
1
‘Army of One
Grenadier
Luck in the Chamber
Mulligan
Third Eye
Zen Moment
Cost 8 Slot 2 Perk
500
500
500
500
500
500
500
500
1
Feeding Frenzy
2 Final Round
3. Outlaw
4. Rangefinder
5 Reactive Reload
6 Spray and Play
7 Field Scout
8 Zen Moment
500
500
500
500
500
500
Slot 2 Perk
Braced Frame
Extended Mag
Injection Mold
Lightweight
Quickdraw
Reinforced Barrel
Rifled Barrel
Snapshot
Cost
500
500
500
500
500
500
500
500
8 Slot 3 Perk
‘Armor piercing Rounds
Explosive Rounds
Hand Loaded
High Caliber Rounds
Oiled Frame
Reinforced Barcel
ween
Smallbore
Snapshot
Cost d12 Slot 3 Perk
500 1 Danger Close
500 2 exhumed
500 3 Eyeof the Storm
500 4 Feeding Frenzy
500 5 Firefly
500 6 Icarus
500 7 Life Support
500 8 Outlaw
9 Rescue Mag
10. Surrounded
11 Triple Tap
12. Underdog
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMPULSE RIFLES
UNCOMMON
412 Slot 1 Perk Cost
1 Army of One 500
2 Danger Close 500
3 Guerrilla Fighter 500
4 Headseeker 500
5 Hidden Hand 500
6 Life Support 500
7 Outlaw 500
8 Rangefinder 500
9 Rescue Mag 500
10 Secret Round 500
11 Spray and Play 500
12 Surrounded 500
RARE
412 Slot 1 Perk Cost 410 Slot 2 Perk Cost
1 Army of One 500 1 Ambusher Sights 500
2 Eye of the Storm 500 2 Fitted Stock 500
3 Guerilla Fighter 500 3 Hand Loaded 500
4 Headsecker 500 4 Hand-taid Stock 500
5 Life Support 500 5 Injection Mold 500
6 Outlaw 500 6 Lightweight 500
7 Perfect Balance 500 7 Oiled Frame 500
8 Rangefinder 500 8 Reinforced Barrel 500
9 Secret Round 500 9 Smallbore 500
10 Spray and Play 500 10 Snapshot 500
11 Surrounded 500
12 Underdog. 500
DNDESTINYPROJECT.COMPULSE RIFLES CONTINUED
Lecenpary Tyre 1
d6 Slot 1 Perk
1
‘Appended Magazine
Feather Mag,
Fitted Stock
Hammer Forged
High Caliber Rounds
Oiled Frame
LEGENDARY TYPE 2
8 Slot 1 Perk
1
eV anunrun
Eye of the Storm
Feeding Frenzy
Shoot to Loot
Life Support
Outlaw
Partial Refund
Secret Round
Take a knee
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
3
10 Slot 2 Perk
1 Field Scout
Headseeker
Hip Fire
learus
Outlaw
Perfect Balance
Rangefinder
Secret Round
Re) = et ede
Spray and Play
Zen Moment
Slot 2 Perk
‘Ambusher Sights
‘Appended Magazine
Feather Mag
Hand-laid
Lightweight
Hidden Hand
Rifled Barrel
Smallbore
ck:
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
8 Slot 3 Perk
Ambusher Sights
Hand-laid Stock
Injection Mold
Lightweight
Reinforced Barrel
Rifled Barrel
Smallbore
Snapshot
4 Slot 3 Perk
1. Glass Half Full
2 Headseeker
3. Rangefinder
4 Third Eye
500
500
500
500
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMScour RIFLES
Uncommon
diz
1
un
2
‘Slot 1 Perk:
Army of One
Danger Close
ye ofthe Storn
Exhumed
Firefly
Grenadier
learus
Life Support
Mulligan
Replenish
Rescue Mag
Third Eye
Slot 1 Perk
Field Scout
Grenadier
Luck in the Chamber
Mulligan
Outlaw
Performance Bonus
Rangefinder
Reactive Reload
Shoot to Loot
Spray and Play
Take aknee
Zen Moment
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
4
Slot 2 Perk
Explosive Rounds
Fitted Stock
Hand Loaded
Snapshot
500
500
500
500Scour RirLes CONTINUED
Lecenpary Tyre 1
d10 Slot 1 Perk
3
Eye of the Storm
Field Scout
learus
Last Resort
Life Support
Mulligan
Outlaw
Performance Bonus
Take a Knee
Zen Moment
LEGENDARY TYPE 2
d10
12
3-4
5-6
78
9-10
Shot 1 Perk
learus
Life Support
Replenish
Rescue Mag,
Triple Tap
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
500
500
8 Shot2 Perk
Armor piercing Rounds
Braced Frame
Explosive Rounds
Hammer Forged
Ambusher Sights
High Caliber Rounds
Smallbore
Shoot to Loot
Slot 2 Perk
‘Ambusher Sights
Extended Mag
Feather Mag
Lightweight
Quickdraw
Rifled Bartel
Smallbore
Snapshot
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
dio.
3
44 Slot 3 Perk
1 Firety
2 Perfect Balance
3. Reactive Reload
4 Third Eye
Slot 3 Perk
‘Army of One
Danger Close
Exhumed
Eye of the Storm
Firefly
Grenadier
Surrounded
Third Eye
Underdog
Zen Moment
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMSUBMACHINE GUNS
UNcoMMON
diz
1
ween
n
2
O-8.8.8.8-5
n
2
Slt 1 Perk
Army of One
Battle Runner
Cascade
Close andjor Personal
Crowd Control
Danger Close
Eye of the Storm
Life Support
Snapshot
Spray and Play
Surrounded
Third Eye
Slot 1 Perk
‘Army of One
Battle Runner
Cascade
Close andjor Personal
Crowd Control
Danger Close
Eye of the Storm
Life Support
Snapshot
Spray and Play
Surrounded
Third Eye
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
500
500
500
500
Slot 2 Perk
Braced Frame
Fitted Stock
Injection Mold
Lightweight
led Frame
Quickdraw
Send It
Srnallbore
500
500
500
500
500
500
500
500SMGs CONTINUED
Lacennary Tyre 1
6 Slot 1 Perk
1. Army of One
Close andjor Personal
Crowd Control
2
3
4. Danger Close
5 Glass Half Full
5 Last Resort
Perfect Balance
Reactive Reload
Surrounded
Zen Moment
LEGENDARY TYPE 2
48 Slot 1 Perk
1 Army of One
Cascade
Crowd Control
Feeding Frenzy
Life Support
Mulligan
Underdog
Zen Moment
500
500
500
500
500
500
500
500
Cost 8 Slot 2 Perk
500
500
500
500
500
500
Battle Runner
Cascade
Feeding Frenzy
Field Scout
Partial Refund
Relentless Tracker
Spray and Play
eVaurune
Underdog,
8 Slot 2 Perk
Extended Mag
High Caliber Rounds
Lightweight
Snapshot
Hidden Hand
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
8 Slot 3 Perk
‘Appended Magazine
Feather Mag
Fitted Stock
High Caliber Rounds
Injection Mold
Oiled Frame
Quickdraw
Reinforced Barrel
eVaurune
d4 Slot 3 Perk
Performance Bonus
Rangefinder
Reactive Reload
Send It
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
DNDESTINYPRO|ECT.COMFUsION RIFLES
Uncommon
diz
1
un
2
DNDESTINYPROJECT.COM
‘Slot 1 Perk.
Army of One
Danger Close
Exhumed
Eye of the Storm
Field Scout
Grenadier
Hot Swap
Life Support
Rangefinder
Replenish
Surrounded
Underdog,
Slot 1 Perk
‘Army of One
Danger Close
Exhumed
ye of the Storm
Field Scout
Grenadier
Rangefinder
Replenish
Surrounded
Underdog,
Cost
500
500
500
500
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
500
500
dio
12
34
56
78
9.10
‘Slot 2 Perk
Accelerated Coils
Enhanced Battery
Lightweight
Quickdraw
Snapshot
500
500
500
500
500Fusion RirLes CONTINUED
Lec
8
1
Les
:ENDARY TYPE 1
‘Slot 1 Perk.
Battle Runner
Danger Close
Field Scout
Hip Fire
Last Resort
Spray and Play
Surrounded
Underdog.
;ENDARY TYPE 2
‘G10. Slot 1 Perk
1
2
3
4
5
6
7
8
9
°
‘Accelerated Coils
Army of One
Braced Frame
Enhanced Battery
Grenadier
Hand-laid Stock
Hot Swap
Injection Mold
Clled Frame
Replenish
Cost
500
500
500
500
500
500
500
500
d12_ Slot 2 Perk
u
2
Accelerated Coils
Armor piercing Rounds
Braced Frame
Enhanced Battery
Feather Mag
Hand-laid Stock
Injection Mold
Lightweight
Oiled Frame
Quickéraw
Rifled Barrel
Snapshot
Cost d6 Slot 2 Perk
500 1 Exhumed
500 2 Eye of the Storm
500 3 Lightweight
500 4 Quickdraw
500 5 Snapshot
500 6 Surrounded
500
500
500
500
Cost
500
500
500
500
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
8 Slot 3 Perk
Army of One
Eye of the Storm
Grenadier
Hot Swap
Icarus
Life Support
7 Rangefinder
8 Replenish
Slot 3 Perk
Danger Close
Life Support
Rangefinder
pune
Underdog.
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
DNDESTINYPRO|ECT.COMSHOTGUNS
UNcoMMON
diz
1
wan
n
2
u
2
Slt 1 Perk
Army of One
Battle Runner
Close and/or Personal
Crowd Control
Danger Close
Hot Swap
Last Resort
Life Support
Replenish
Rescue Mag
Surrounded
Underdog,
Slot 1 Perk
Battle Runner
Close andjor Personal
Crowd Control
Danger Close
Exhumed
Hot Swap
Last Resort
Life Support
Rangefinder
Rescue Mag,
Surrounded
Underdog
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
d10 Slot 2 Perk
1
Fitted Stock
Hand Loaded
Hand-laid Stock
High Caliber Rounds
Injection Mold
Lightweight
OOled Frarme
Reinforced Barrel
Rifled Barrel
Shot Package
500
500
500
500
500
500
500
500
500
500SHOTGUNS CONTINUED
Lecennary Tyre 1
d8 Slot 1 Perk
1
‘ery of One
Close andjor Personal
Crowd Control
Danger Close
Final Round
Last Resort
Field Scout
Surrounded
Lecenpary Tyre 2
d6 Slot 1 Perk
1
‘Army of One
Battle Runner
Cascade
Close andjor Personal
Life Support
Replenish
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
10
12
5-6
78
9-10
Slot 2 Perk.
Battle Runner
Feeding Frenzy
Hot Swap
Rangefinder
Spray and Play
46 Slot 2 Perk
Harmer Forged
Lightweight
Quickdraw
Reinforced Bartel
Shot Package
Smallbore
Cost
500
500
500
500
500
500
500
500
500
500
500
4 Slot 3 Perk
1 Fitted Stock
2. Flared Magwell
3. Hand-laid Stock
4 Lightweight
Oiled Frame
Rifled Barrel
Shot Package
Snapshot
d4 Slot 3 Perk
1 Crowd Control
2 Field Scout
3 Final Round
4. Rangefinder
500
500
500
500
500
500
500
500
Cost
500
500
500
500
DNDESTINYPRO|ECT.COMSIDEARMS
UNCOMMON
diz
1
n
2
eV nuruna
DNDESTINYPROJECT.COM
Slot 1 Perk.
Army of One
Battle Runner
Cascade
Crowd Control
Danger Close
Feeding Frenzy
Hot Swap
Outlaw
Rangefinder
Reactive Reload
Spray and Play
Surrounded
Slot 1 Perk
‘Army of One
Crowd Control
Danger Close
Last Resort
Rangefinder
Reactive Reload
Surrounded
Zen Morment
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
45
aweuena
Slot 2 Perk
Battle Runner
Cascade
Feeding Frenzy
Hot Swap
Outlaw
Spray and Play
500
500
500
500
500
500S1DEARMS CONTINUED
Lecennary Tyre 1
d8 Slot 1 Perk
1
Lecenpary Tyre 2
Army of One
Crowd Control
Danger Close
Last Resort
Rangefinder
Reactive Reload
Surrounded
Zen Moment
dB Slot 1 Perk
1
‘Army of One
Cascade
Crowd Control
Feeding Frenzy
Mulligan
Outlaw
Perfect Balance
Zen Moment
Cost d8 Slot 2 Perk
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
1
2
3
4
5
6
7
8
8
Battle Runner
Cascade
Feeding Frenzy
Hot Swap
Outlaw
Partial Refund
Relentless Tracker
Spray and Play
Shot 2 Perk
Extended Mag
Field Scout
Fitted Stock
Hand Loaded
High Caliber Rounds
Lightweight
Hidden Hand
Snapshot
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
6 Slot 3 Perk
‘Appended Magazine
Feather Mag
High Caliber Rounds
Quickdraw
Reinforced Barcel
o fe Ee
Snapshot
d4 Slot 3 Perk
1. Performance Bonus
2. Send It
3. Rangefinder
4. Reactive Reload
500
500
500
500
500
500
Cost
500
500
500
500
DNDESTINYPRO|ECT.COM40
SNIPER RIFLES
UncoMMON
412 Slot
1
2
3
5
7
8
9
10
n
2
d4
1
2
3
DNDESTINYPROJECT.COM
Army of One
Eye of the Storm
Firefly
Grenadier
Guerilla Fighter
Hidden Hand
Hot Swap
Last Resort
Life Support
Mulligan
Outlaw
Spray and Play
‘Slot 1 Perk
High Caliber Rounds
Outlaw
Shoot to Loot
Take a Knee
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
‘Slot 2 Perk
Battle Runner
Feeding Frenzy
Guerrilla Fighter
Partial Refund
Snapshot
Spray and Play
500
500
500
500
500
500SNIPER RIFLES CONTINUED
Lecennary Tyre 1
d8 Slot 1 Perk
1
Army of One
Eye of the Storm
Grenadier
Guerrilla Fighter
Last Resort
Life Support
Partial Refund
Triple Tap
Lecenpary Tyre 2
48 Slot 1 Perk
1
‘Army of One
Grenadier
Life Support
Mulligan
Perfectionist
Spray and Play
Triple Tap
Underdog,
Cost d8 Slot 2 Perk
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
‘Armor-piercing Rounds
Extended Mag
Flongated Barre
Explosive Rounds
Quickdraw
Srmallbore
Snapshot
Threat Detector Sights
Slot 2 Perk
Armor-piercing Rounds
Explosive Rounds
Extended Mag
Field Scout
Quickdraw
Shoot to Loot
Smallbore
Snapshot
Cost
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
46 Slot 3 Perk
1 Firefly
2. Hot Swap
3 Mulligan
4 Outlaw
5. Perfect Balance
6 Perfectionist
4 Slot 3 Perk
1. Final Round
2 Firefly
3 Hidden Hand
4 Take knee
Cost
500
500
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMLINEAR FUSION RIFLES
UNCOMMON
diz
un
2
Slot 1 Perk.
Army of One
Clown Cartridge
ye ofthe Stormn
Feeding Frenzy
Grenadier
Guerrilla Fighter
Last Resort
Life Support
Mulligan
Perfectionist
Rangefinder
Take a Knee
Slot 1 Perk
‘Army of One
Enhanced Battery
Feeding Frenzy
Grenadier
Guerrilla Fighter
Mulligan
Outlaw
Take a Knee
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
sf ee
Slot 2 Perk
Ambusher Sights
Elongated Barrel
Fitted Stock
Snapshot
500
500
500
500LingaR FUSION RIFLES CONTINUED
Lecennary Tyre 1
d8 Slot 1 Perk
1
Lecenpary Tyre 2
Army of One
Feeding Frenzy
Guerrilla Fighter
Life Support
Mulligan
Perfectionist
Rangefinder
Grenadier
d8 Slot 1 Perk
1
‘Army of One
Cascade
Feeding Frenzy
Grenadier
Life Support
Perfectionist
Replenish
Clown Cartridge
Cost d6 Slot 2 Perk
500
500
500
500
500
500
500
500
Cost
500
500
500
500
500
500
500
500
1
46
‘Armor piercing Rounds
Elongated Barrel
Enhanced Battery
Quickdraw
Snapshot
Threat Detector Sights
Slot 2 Perk
‘Ambusher Sights
‘Armor piercing Rounds
Elongated Barrel
Quickdraw
Smallbore
Snapshot
Cost d4 Slot 3 Perk
500
500
500
500
500
500
Cost
500
500
500
500
500
500
1 Hidden Hand
2 Outlaw
3. Spray and Play
4 Perfect Balance
d4 Slot 3 Perk
1 Hidden Hand
2. Take a Knee
3 Final Round
4 Spray and Play
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMMACHINE GUNS
UNCOMMON
diz
1
n
2
‘Slot 1 Perk.
Army of One
Battle Runner
Crowd Control
Feeding Frenzy
Grenadier
Hidden Hand
Hip Fire
Life Support
Persistence
Rangefinder
Spray and Play
Underdog.
Slot 1 Perk
‘Army of One
Battle Runner
Crowd Control
Eye of the Storm
Feeding Frenzy
Grenadier
Hip Fire
Life Support
Persistence
Rangefinder
Surrounded
Underdog,
DNDESTINYPROJECT.COM
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
cr
‘Slot 2 Perk
Ambusher Sights
Braced Frame
Fitted Stock
High Caliber Rounds
Oiled Frame
Quickdraw
Smallbore
Spray and Play
500
500
500
500
500
500
500
500MacuINE Guns CONTINUED
Laci
:ENDARY TYPE 1
d10 Slot 1 Perk
3
Lei
a
1
eV anunrun
Army of One
Eye of the Storm
Feeding Frenzy
Guerilla Fighter
Hip Fire
learus
Life Support
Spray and Play
Take a Knee
Underdog,
ENDARY TYPE 2
‘Slot 1 Perk
Guerrilla Fighter
Underdog,
Eye of the Storm
Life Support
Danger Close
Surrounded
Hip Fire
Spray and Play
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
8 Slot 2 Perk
1. Ambusher Sights
‘Appended Magazine
‘Armor piercing Rounds
Braced Frame
Fitted Stock
Quickdraw
Shoot to Loot
5-8
Smallbore
6 Slot 2 Perk
1. Ambusher Sights
2. Braced Frame
3 High Caliber Rounds
4. Injection Mold
5. Oiled Frame
& Quickdraw
Cost
500
500
500
500
500
500
500
500
500 1
500 2
500 3
500 4
500 5
500 6
7
8
dA Slot 3 Perk
1. Crowd Control
2. Hidden Hand
3. Persistence
4. Rangefinder
Slot 3 Perk
Army of One
Crowd Control
Feeding Frenzy
Grenadier
Hot Swap
Last Resort
Persistence
Rangefinder
Cost
500
500
500
500
500
500
500
500
500
500
500
500
DNDESTINYPRO|ECT.COMRocKET LAUNCHERS
UNCOMMON
412° Slot 1 Perk
1 Army of One
2 Battle Runner
3 Clown Cartridge
4 Cluster Bomb
5 Danger Close
6 Feeding Frenzy
7 Field Scout
8 Grenadier
9 Life Support
10 Spray and Play
11 Tripod
12 Underdog
RARE
12 Slot 1 Perk
1 Clown Cartridge
2 Cluster Bomb
3. Feeding Frenzy
4 Field Scout
5 Grenades and Horseshoes
6 Grenadier
7 Mulligan
8 — Reactive Reload
9° Spray and Play
10 Surplus
11 Tracking
12° Tripod
DNDESTINYPROJECT.COM
46
Cost
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
500
anne n ae
Shot 2 Perk
Flared Magwell
Heavy Payload
Lightweight
Quickdraw
Shoot to Loot
Snapshot
Cost
500
500
500
500
500
500RocKET LAUNCHERS CONTINUED
Lecenpary Tyre 1
48 Slot 1 Perk Cost 44 Slot 2 Perk Cost 44 Slot 3 Perk Cost
1. Army of One 5001 Field Scout 5001 Cluster Bomb 500
2 Battle Runner 500 2 Heavy Payload 500 2. Grenades and Horseshoes 500
3 Danger Close 500 3. Quickdraw 500 3. Tracking 500
4 Exhumed 500 4 Speed Reload 500 4 Tripod 500
5. Grenadier 500
6 Last Resort 500
7 Life Support 500
8 Spray and Play 500
Lecennary Tyre 2
8 Slot 1 Perk Cost d10 Slot 2 Perk Cost 410. Slot 3 Perk Cost
1. Army of One 500 1.2 Field Scout 500 1-2 Clown Cartridge 500
2 Battle Runner «5003-4. ‘Fitted Stock 500 3-4 Cluster Bomb 500
3. Danger Close 500 5-6 Flared Magwell 500 5-6 Grenades and Horseshoes 500
4 Grenadier 500 7-8 Heavy Payload 500 7-8 Spray and Play 500
5. Last Resort 500 9-10 Quickdraw 500 9-10 Tracking 500
6 Life Support 500
7 Replenish 500
8 Tripod 500
DNDESTINYPRO|ECT.COMCHAPTER 8: EXOTICS
he weird the wonderful the curious, and the
rare, exotic items are luxury pieces of war gear
sold by Xar or found throughout the Sol
system, sometimes in the strangest of places.
These items can range from specialist
‘weapons to armor that once was worn by
legendary heroes ~or villains. Imbued with
history, exotics carry with them a mix of reliable and
bleeding-edge technology that can turn the tide ofa battle and
help Guardians attain godlike status among their peers
EXOTIC ACQUISITION
‘Some exotic items are more common than others, and the
rarer the exotic, the more a player may have to accomplish in
order to obtain it. Legendary exotic items are one-of-a-kind
pieces that may take an entire campaign to acquire, whereas.
‘your whole fieteam could end up equipped with the same
‘common exotic firearm by Sth level Depending on the setting
of your campaign, some exotics may be completely
unavailable,
Your GM may allow you to purchase certain exotics.
Currently the price of exotics is left to the discretion ofthe
GM while we finish writing our loot tables.
Usine Exorics
When you acquire an exotic item, before you can use it, you
‘must attune yourself to it. Guardians can be attuned to one
exotic weapon and one exotic armor piece at atime. Ghosts
can be attuned to one exotic Ghost shell ata time. It takes 10,
‘minutes to change your exotic attunement to another piece of
exotic gear, and you gain no benefits from and cannot use an
exotic item you are not attuned to.
Exotic weapons follow the same rules for attack, damage,
and equipping as any other weapon, though they cannot be
‘modified beyond their listed perks.
During your adventures, you may come across special
armor pieces which have been built, modified, corrupted, or
enhanced beyond standard construction, making the armor
This armor, when worn, adds an exotic perk to
Exotic armor perks do not overwrite any
other armor perks. You cannot attune yourself to a piece of
exotic armor that you have not met the requirements for.
DNDESTINYPROJECT.COM
pal"
In’s NorJusr A REHASH
While we start out with translating the mechanics
from Destiny the video game to the tabletop, our
ultimate goal is not to be just a simple rehash of
the video game. We want to use Dungeons &
Destiny as an opportunity to make the lore just as
much of a mechanic as anything else, and this
applies especially to exotic iterns.
Already the Thom you see listed under Exotic
Weapons is not just any Thorn. itis designed with
the intent of being THE Thorn that Dredgon Yor
wields. If players encounter Thorn, the appropriate
response should be holy guacamole, with varying
levels of "guacamole."
We're updating exotic mechanics to reflect lore
—_—_—_—_—_—_—_—_—_—————y'EXOTIC WEAPONS
List oF Exotic WEAPONS.
Name Type Rarity Name
Primary Secondary
‘Ace of Spades Hand Cannon Legendary The 4th Horseman
Bad Juju Pulse Rifle Legendary Black Spindle
Boolean Gemini Scout Rifle Rare The Chaperone
Boxing Gloves Weapon Common Dreg's Promise
Fabian Strategy Auto Rifle Rare Hereafter
The First Curse Hand Cannon Legendary Ice Breaker
The Gun of Many Bullets??? Legendary lnvective
Hard Light Auto Rifle Rare Lord of Wolves
Hawkmoon Hand Cannon Rare Patience and Time
The Jade Rabbit Scout Rifle Rare Plan ¢
Khvostov 76-0X Auto Rifle Very Rare Telesto
MIDA Multi-Tool Scout Rifle Uncommon “Trespasser
Monte Carlo Auto Rifle Rare Queenbreakers’ Bow
Necrochasm Auto Rifle Very Rare Zen Meteor
No Land Beyond Sniper Rifle Very Rare Heavy
No Time To Explain Pulse Rifle Legendary ‘Abbadon
Outbreak Prime Pulse Rifle Legendary Bolt-Caster
Red Death Pulse Rifle Very Rare Brian
SUROS Regime Auto Rifle Uncommon DarksDrinker
The Last Word Hand Cannon Very Rare Dragon's Breath
Thom Hand Cannon Legendary Gjallarhorn
Tlaloc Scout Rifle Rare Nemesis Star
Touch of Malice Scout Rifle Legendary Nova Mortis
Universal Remote Shotgun Very Rare Raze-Light
Vex Mythoclast Fusion Rifle Legendary Sleeper Simulant
Zhalo Supercell Auto Rifle Rare Slot Machine
Super Good Advice
Thunderlord
Truth
‘exotics, we just had to draw the line somewhere so
‘we weren't overloaded at the start. We plan on
adding Destiny 2 exotics soon!
Sy
Type
Shotgun
Sniper Rifle
Shotgun
Sidearm
Sniper Rifle
Sniper Rifle
Shotgun
Shotgun
Sniper Rifle
Fusion Rifle
Fusion Rifle
Sidearm
Linear Fusion Rifle
Sriper Rifle
‘Machine Gun
‘Sword
Machine Gun
Sword
Rocket Launcher
Rocket Launcher
‘Machine Gun
Machine Gun
Sword
Linear Fusion Rifle
Machine Gun
Machine Gun
‘Machine Gun
Rocket Launcher
‘Sword
Rarity
Very Rare
Legendary
Rare
Uncommon
Uncommon
Rare
Rare
Uncommon
Uncommon
Uncommon
Uncommon
Uncommon
Uncommon
Very Rare
Rare
Legendary
Rare
Legendary
Rare
Very Rare
Rare
Rare
Legendary
Legendary
Very Rare
Legendary
Very Common
Rare
Very Rare
DNDESTINYPROJECT.COMPRIMARY EXOTIC WEAPONS
ACE OF SPADES (HUNTER ONLY)
“Dont play your hand unless you're sure you have that ace in
the hole."
Firearm Clase: Hand Cannon
‘Shot Capacity: 8
1d10
Properties: Exotic, precision frame, Third Eye
Skt? Slot2 Shot 3
Firefly High Caliber Rounds
Perfect Balance
Maverick
Reinforced Barrel
Maverick. Ifyou killa creature with an attack roll of 16-20,
not including modifiers, you can refund one shot to this
‘weapon's shot capacity.
Bap Juju
“you
soit wil
lieve your weapon wants to end all existence, then
Toland the Shattered
Firearm Clase: Pulse Rifle
‘Shot Capacity: 5
Damage: 2d4
‘Range: 60/85 (medium)
Properties: Bulky, double tap, exotic, finesse
Sbt1 Slot 2 Slot 3
Hip Fire Armor-piercing Rounds String of Curses
Send It
Perfect Balance
‘String of Curses. When you defeat a hostile creature with
this weapon, its shot capacity is refilled you gain a bonus +2
to damage on your next attack, and you gain a bonus +3 to
your super cooldown score.
BOOLEAN GEMINI
Fight your way!
Firearm Clase: Scout Rifle
‘Shot Capacity: 7
Damage: 1d3
‘Range: 50/80 (medium)
Properties: Exotic, finesse, High Caliber Rounds
Sbt 1 Slot 2 Slot 3
Unflinching Single Point Sling One Way
Hammer Forged Or Another
Perfect Balance
DNDESTINYPROJECT.COM
One Way. You gain a bonus 10 feet of movement speed
until the end of your next turn when you kil a hostile
creature. You can move up to 10 feet without ending the
Aiming condition.
Or Another. You gain a bonus +1 AC when you killa
hostile creature, up to a maximum bonus of =3 AC, The range
of this weapon becomes 40/70 (medium)
BoxING GLOVES
Dressed for debate
Firearm Class: Weapon
Damage: 148
Reach: 5 feet
Properties: finesse, Fists of Fury
Fists of Fury. When you equip this weapon, it becomes,
your active weapon until you un-equip it. Ifa creature makes
‘an attack against you while within reach of this weapon, you
ccan use your reaction to make one melee attack before they
make their attack. Ifyour attack hits, you regain use of your
reaction, Finally, ou are convinced this is an exotic weapon.
FABIAN STRATEGY (TITAN ONLY)
‘Wait for enemy to make a mistake. Die. Stand by for Ghost
Resurrection, Repeat as necessary.
Firearm Claas: Auto Rifle
Shot Capacity: 10,
Damage: 146
Range: 40/50 (medium)
Properties: Automatic fire, exotic, high recoil Crowd Control
Slot 1 ‘Slot 2 ‘Slot 3
Life Support Rifled Barrel Front Lines
Feather Mag
LightweightFront Lines, When 2 or more enemies are within 10 feet
of you, this weapon gains a bonus +2 to hit and the Double
Tap intrinsic property. Killing a hostile creature with this
‘weapon refunds up to 2 shots to this weapon's shot capacity.
‘Tue First CURSE
“his when death becomes an afterthough
Firearm Class: Hand Cannon
‘Shot Capacity: 8
Damage: idi2
Range: 35/65 (close)
Properties: Exotic, finesse, Dead Bye
Skt 1 Slot 2 Shot 3
Triple Tap Quickdraw The First Curse
Lightweight
Speed Reload
Dead Eye. While Aiming, this weapon's maximum range is
increased by 10 feet, it has a bonus +1 to hit, and you can
move up to 10 feet without ending the Aiming condition,
The Firat Curse. The first time you kill on creature with
1 shot from this weapon's magazine, this weapon's shot
capacity is refilled and its effective range increases by 10
fect, its maximum range increases by 10 feet, and you gain a
bonus +2 to hit until you reload
THE GUN OF Many BULLETS
‘An amalgam of hive magic, vex technology, a 3D printer and
‘copious amounts of duct tape. This weapon is held together
by hope.
Firearm Clase: Gun
Properties: Glimmer Hopper (1,000)
Glimmer Hopper. This wespon creates its own
‘ammunition when a sufficient amount of glimmer is added to
its hopper, indicated in parenthesis. When you attack with
this weapon, add the glimmer required, close your eyes and
flail your hand over the list of Exotic Weapons. Wherever
your pinkie ends up pointing isthe chosen weapon. This
‘weapon then attacks as itis that exotie weapon. For slots
swith multiple perk options, the perk used is the wielder's
choice. For swords, this weapon shoots the sword, which
disintegrates after dealing damage.
Harp Licht
Ionized polymer eynballistc attack platform. The system's
lethality is dynamically robust across tactical spaces.
Firearm Claas: Auto Rifle
Shot Capacity: 8
Damage: 146
Range: 50 (close)
Properties: Automatic fire, bulky, exotic, high recoil
Slot 1 Sbt 2 Slot 3
Volatile Light Quickéraw Glass Half Full
Fitted Stock Spray and Play
Braced Frame
Volatile Light. This weapon only has an effective range.
Ammunition from this weapon damages all creatures within
the line of fie up to its maximum range. Multipart creatures
only have damage applied to them once, either to the
multipart of to the monster as a whole, your choice.
HAWKMOON
Stalk thy prey and let loose thy talons ypon the Darkness.
Firearm Claas: Hand Cannon
Shot Capacity: 6
Damage: 1d12
Range: 40/65 (close)
Bulky, exotic, finesse
Slot 1 Slot 2 Shot 3
Luckin the Hammer Forged Holding Aces
Chamber
Quickdraw
Speed Reload
Holding Aces. This weapon rolls three Lucky d8s at once
with te attack rolls instead of one, Only one Lucky d8 ean be
applied ata time, and only one is lost ata time. The amount
of shots atthe end of the magazine that automatically activate
‘one Lucky dis equal to the number of Lucky d8s remaining.
DNDESTINYPRO|ECT.COM‘THE JADE RABBIT
“What kind of harebrained scheme have you got in mind this
Firearm Clase: Scout Rifle
‘Shot Capacity: 6
Damage: 1d8
‘Range: 50/120 (medium)
Properties: Exotic, precision frame
Sbt1 Slot 2 Shot 3
Spray and Play Extended Mag Fate of All Fools
Zen Moment Speed Reload
Custom Optics
Fate of All Fools. For every shot you take with this weapon
while not Aiming, you gain ~1 damage to your next successful
Aimed attack with this weapon. Hitting a creature while
Aiming returns up to 1 shot to this weapon's shot capacity
and resets the effect ofthis perk. Reloading also resets the
effect.
Kavosrov 7G-0X
‘An ancient instrument of war, renewed and enhanced by
Guardian power — not unlike you
Firearm Class: Auto Rifle
Properties: Firing Mode, Interwoven Design
Shot 1 Shot 2 ‘Slot 3
Auto Fire Hammer Forged Extended Mag
Burst Fire Rifled Barrel Counterbalance
Semi-Auto Braced Frame Rangefinder
Firing Mode. This weapon has two firing modes that you
‘must choose between, either 450 RPM or 900 RPM. Ifyou
choose 400 RPM, this weapon's effective range increases by
10 feet. Ifyou choose 900 RPM, this weapon gains a bonus
“+1 to hit. Additionally, no matter which mode you pick, this
weapon is always considered an auto rifle for the purpose of
proficiency and proficiency bonus.
Interwoven Design. This weapon takes 5 minutes to
reconfigure any of its perks, and ifyou change between.
‘Automatic Fire, Burst
this weapon,
‘Auto Fire. This weapon takes on the properties of an auto
rifle, including shot capacity, damage, range, and intrinsic
‘weapon properties.
Burst Fire. This weapon takes on the properties ofa pulse
rifle, including shot eapacity, damage, range, and intrinsic
weapon properties.
‘Semi-Auto. This weapon takes on the properties of a scout
rifle, including shot capacity, damage, range, and intrinsic
properties.
ire, and Semi-Auto, you must reload
DNDESTINYPROJECT.COM
MIDA Moutt1-TooL
Select application: Ballistic engagement. Entrenching tool
‘Avionics trawl. Troll smasher, Stellar sextant. List continues.
Firearm Claas: Scout Rifle
Shot Capacity: 8
Damage: 148
Range: 50/100 (medium)
Properties: Exotic, precision frame, Hair Trigger
Slot 1 Slot 2 Slot 3
Third Eye Field Scout MIDA Multi-Tool
Lightweight
Quickdraw
‘MIDA Multi-Tool When this is your active weapon, your
movement speed inereases by § feet, and you can move up to
10 feet without ending the Aiming condition,
MONTE CARLO
There will aways be paths to read and methods to try. Roll
with it,
Firearm Claas: Auto Rifle
Shot Capacity: 8
Damage: 1d6
Range: 40/50 (medium)
Properties: Automatic fire, finesse, exotic
Slot 1 ‘Slot 2 Slot 3
Hip Fire High Caliber Monte Carlo
Rounds Method
Send It
Field Scout
‘Monte Carlo Method When you hit a creature with this
‘weapon, you can add up tol point to your melee cooldown
score. When an attack with this weapon reduces a creature to
O hit points, you can roll a d6, On a 5-6, your melee ability
becomes ready-to-use.
NECROCHASM
nity is very close. Can you feel yourself slipping?
Firearm Claas: Auto Rifle
Shot Capacity: 8
Damage: 1d8
Range: 40/50 (medium)
Properties: Automatic fie, elemental (arc), high recoil,
Cascade
Slot 1
Zen Moment
Slot 2
Fitted Stock
Single Point Sling
Flared Magwell
Slot 3
CursebringerCursebringer: Killing a creature with this weapon causes the
creature to explode, dealing 446 arc damage to all creatures
within 5 feet oft. Creatures ean choose to use their reaction
to make a Dexterity or Constitution saving throw, their
choice, and take half damage on a success,
No Lanp BEYOND
Every hit blazes the path to our reclamation.
Firearm Class: Sniper Rifle
Shot Capacity: 6
Damage: 248
Range: 30/100 (long)
Properties: Bully, charging handle, exotic, finesse, precision
frame
Slot 1 Slot 2 Slot 3
Mulligan Lightweight The Master
Snapshot
Flared Magwell
Charging Handle. Every individual bullet ofthis firearm
needs to be loaded into the chamber with a charging handle,
Because of tis, you can only attack with this weapon once on
‘your action, bonus action, or reaction, regardless of the
‘number of times you can normally attack.
The Master. This weapon has a bonus +1 damage to all
attacks made while Aiming. Killing a creature with this
weapon adds an additional +2 damage to al attacks with it
until the end of your next turn. You cannot stack the effect of
this perk with itself
No Time To ExPLaIn
A single word is etched onto the inside of the weapon's
ceasing: "Soon."
Firearm Class: Pulse Rifle
Shot Capacity: 5
Damage: 244
Range: 60/85 (medium)
Properties: Bulky, exotic, finesse, Headseeker
Slot 1 Slot 2 Slot 3
Full Auto Speed Reload Rewind Again
Hand Loaded
Fitted Stock
Pall Auto. This weapon gains the Automatic Fire inte
perk.
‘Rewind Again. Ifyou hit a hostile ereature while Aiming,
refund the shot directly t this weapon's current magazine.
OUTBREAK PRIME
"T've done the math. When you pull this trigger. one plus one
equals zero. Every time."-Shiro-d
Firearm Class: Pulse Rille
‘Shot Capacity: 5
Damage: 2d4
Range: 60/85 (medium)
Properties: Bulky, finesse, precision frame, The Corruption
Spreads
‘Slot 1 Slot 2 Slot 3
Outlaw Fitted Stock Virulence
Lightweight
Hand Loaded
‘The Corruption Spreads. Ifyou hit the same creature
three times within 1 minute, that creature becomes SIVA.
‘corrupted, and the rounds from this weapon activate, tearing
away matter and flesh to form SIVA nanites. The nanites
attack one creature of your choosing within 10 feet of the
‘corrupted creature for 2d4 necrotic damage. Once a creature
has been infected in this way, every shot from this weapon
that hits it spawns more SIVA nanites, and every successful
attack against itis considered a critica hit
Virulence. Killing a SIVA-corrupted creature while Aiming
unleashes a swarm of SIVA nanites that are considered
friendly to you and your allies.
Rep DEATH
Vanguard policy urges Guardians to destroy this weapon on
sight, ts Guardian killer
Firearm Clase: Pulse Rifle
‘Shot Capacity: 6
Damage: 2d4
‘Range: 60/85 (medium)
Papoose tc ted
Slot 1 Slot 2 Slot 3
Red Death
Unflinching Snapshot
High Caliber Rounds
Single Point Sling
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