As your character goes on adventures and overcomes challenges, they gain experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.
| Level | Proficiency Bonus | Experience Needed | Level | Proficiency Bonus | Experience Needed | |
|---|---|---|---|---|---|---|
| 1st | +2 | 0 | 11th | +4 | 85,000 | |
| 2nd | +2 | 300 | 12th | +4 | 100,000 | |
| 3rd | +2 | 900 | 13th | +5 | 120,000 | |
| 4th | +2 | 2,700 | 14th | +5 | 140,000 | |
| 5th | +3 | 6,500 | 15th | +5 | 165,000 | |
| 6th | +3 | 14,000 | 16th | +5 | 195,000 | |
| 7th | +3 | 23,000 | 17th | +6 | 225,000 | |
| 8th | +3 | 34,000 | 18th | +6 | 265,000 | |
| 9th | +4 | 48,000 | 19th | +6 | 305,000 | |
| 10th | +4 | 64,000 | 20th | +6 | 355,000 |
When your character gains a level, their class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.
When your Constitution modifier increases by 1, your health point maximum increases by 1 for each level you have attained. In other words, it is a retroactive bonus. You need to recalculate your health for every level you have, using your new modifier.
The Character Advancement table shows the experience points you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your class description to see what other improvements you gain at each level.
Skills
Each ability score covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect.
For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) Most notably, the Medicine and Religion skills are not used the same way in D&Destiny as they are in normal 5e gameplay, and the Technology skill is new.
Strength
Strength is a measure of your physical aptitude, or the physical power of your body. A high Strength means you can lift more, run longer, and jump higher. You can also use your Strength to break objects or resist force being exerted on you.
Athletics. Jumping over an obstacle, running long distances, or forcing open a rusted door might all call for a Strength (Athletics) check.
Dexterity
Dexterity is a measure of your fine motor skill. It is how quickly and how accurately you can move your body, and how prepared you are to physically react to something. You don’t have to be strong to be dextrous, and being dextrous is not always a sign of physical strength.
Acrobatics. Whenever you call upon your ability to maintain your balance or use precise movements, your Architect might have you make an Acrobatics check. This could be for walking a tightrope, slipping through a small opening quickly, or navigating around security lasers.
Sleight of Hand. Your Architect might have you make a Sleight of Hand check to determine how well you perform a card trick, pick a lock, or slip an item from someone else’s pocket. Ghosts might need to make a Sleight of Hand check to transmat items in peculiar ways.
Stealth. Obscuring your presence or the presence of another person or object would call for a Stealth check.
Intelligence
Intelligence is a measure of your mental acuity. It reflects how quickly and accurately you can store and recall information, and your ability to reason. Highly intelligent characters tend to do well in academics, but scholarliness is not the only measurement of intelligence.
Arcana. Attempting to detect the elemental affinity of a Risen creature, identifying artifacts, or interacting with Hive spells all might call for an Arcana check.
History. Whether you’re recalling details of your previous mission or recollecting the history of an entire race, an History check can be used to determine how much you can remember, and how accurate the information you recall is.
Investigation. If you are trying to use deductive reasoning to determine details of a situation, such as where someone hid their sparrow keys or which beam, if broken, would collapse a building, you might be told to make an Investigation check.
Medicine. Your Architect could have you make a Medicine check if you attempt to diagnose a sickness or administer a drug to someone. Medicine is also used for such things as stabilizing creatures, setting bones, or creating a vaccine.
Nature. Whenever you have a need for knowledge of the natural world, your Architect might have you make a Nature check to recall or learn that knowledge. This goes for everything from identifying a plant to studying a newly discovered species of animal.
Technology. The Technology skill can be used whenever you’re dealing with any sort of device or living machine, such as when building a computer, writing a program, or operating a camera.
Wisdom
Wisdom is a measure of your intuition, your ability to work with nuance, and how well you can understand perspectives other than your own. Wisdom is called for when there is no clear answer, or when the answer can change based on the details of the situation. Your ability to perceive those details is your Wisdom.
Animal Handling. You may need to make an Animal Handling check to calm a frightened dog, or to determine what a meowing cat wants from you.
Insight. If you think someone is trying to deceive you, or if you’re trying to predict what someone will do next, your Architect may have you make an Insight check to determine how well you read the situation.
Perception. The Perception skill may be used whenever you’re using your senses of sight, smell, hearing, taste, or touch to learn something, such as where a creature is hiding, or if a secret ingredient is present in a food you’re tasting.
Religion. Religion checks might be called for if you’re attempting to identify the site of ritual activity, perform a religious ceremony, or identify the practices of a secret cult.
Survival. You may be asked to make a Survival check if you’re attempting to navigate a raft down a stream, read an old-fashioned map, cook food, or identify safe drinking water.
Charisma
Charisma is your force of self, how strongly and how effectively you can interact with others, and how you exert your presence on the world.
Deception. Remaining inconspicuous in a crowd, lying to your superior officer, or trying to convince someone that hugging a cursed thrall is a good idea would all be appropriate situations for a Charisma (Deception) check.
Intimidation. An Intimidation check can be used to scare someone into giving up information or acting on your behalf, or otherwise using fear to affect someone’s decision.
Performance. Your Architect might call for a Performance check to determine how well you play an instrument, act in a movie, or tell a story to a crowd. Persuasion. If you are trying to convince someone to see things your way, your Architect might call for a Persuasion check. Typically Persuasion isn’t used to convince someone of something untrue, but to bring someone into agreement with something you actually believe yourself.
Extraordinary Senses
Some creatures have extraordinary senses they perceive the world through, often in addition to the normal senses of touch, taste, sight, hearing, and smell. While many of these senses allow a creature to ignore the need for line-of-sight when casting spells or Powers, none of these senses can overcome the need for line-of-contact.
Darkvision
The vision of this creature is specifically designed to overcome environments without light. Through darkvision, a creature sees normally in all natural low light environments; it isn’t considered Blinded in darkness. The range of this sense is equal to the normal vision range of the creature.
Bioscanners
Through a mixture of built-in devices and analytical code, a creature with bioscanners is always able to clearly detect living creatures within range. You’re always considered Clearly Visible to a creature if you’re within range of its bioscanners. Furthermore, if it casts a spell or Power that requires sight, or if an effect or other source requires being able to see, a creature with bioscanners can use this extraordinary sense as its form of sight instead, but only against targets within range.
The range of this sense is determined by the creature who has it. Bioscanners can read through most barriers but are blocked by 1 inch of metal, 1 foot of stone, or 3 feet of wood or dirt, as well as by antiscanner effects.
Keen Scent
This creature has a keen sense of smell and is able to clearly detect others based on their scent alone. You’re always considered Clearly Visible to a creature if you’re within range of its keen scent. If it requires sight to cast a spell or Power, or if an effect or other source requires being able to see, a creature with keen scent can use its sense of smell as its sight, but only against targets within range of its keen scent.
The range of this sense is determined by the creature who has it. It can smell through most barriers, but is blocked by perfect barriers that consist of at least 1 inch of metal, 2 feet of stone, or 6 feet of wood or dirt. If there are any gaps, cracks, or seams in a barrier, even small ones, the barrier doesn’t block the creature’s keen scent.
Tremorsense
If you’re grounded and within the range of a creature’s tremorsense, and you haven’t taken the Hide action in an attempt to become Undetected to it, this creature is able to clearly detect you through the ground itself, effectively making you Clearly Visible to it. If a creature with tremorsense attacks a grounded target within range, it suffers no detriments to its attack due to lack of visibility. Also, it can use its tremorsense as its sense of sight when it casts a spell or Power that requires sight, or if an effect or other source requires being able to see, but only against grounded targets within range.
The range of this sense is determined by the creature who has it. Tremorsense pierces through all grounded barriers, but can’t be used to detect or target anything airborne, such as a flying or hovering creature.
Truesight
Truesight is one of the most powerful senses a creature can have. While it doesn’t directly overcome a lack of light, a creature with truesight sees all creatures and objects as ghostly outlines, even ones that are Invisible or Unseen. Thus, it effectively sees normally in all forms of darkness (though it can’t discern color with truesight alone), and all creatures and objects are considered Clearly Visible to it. It also automatically detects visual illusions and succeeds on saving throws against them. Finally, this creature can perceive the original form of a shapechanger or a creature that is transformed by magical or paracausal means.
The range of this sense is determined by the creature who has it. Unlike bioscanners, it can’t normally pierce through barriers, and thus physical cover is an easy and effective method of remaining Undetected from truesight.
Truesight is considered a form of divination. A creature can’t benefit from truesight if it or what it’s looking at is subject to an effect that prevents divination.
Languages
To be proficient with a language is to be able to read, write, and speak that language fluently.
All Risen are resurrected knowing a common Risen language. This language allows Risen creatures to instantly communicate with other Risen upon resurrection, and to bypass any communication barriers that might exist in a group of people reborn from all over the Sol system.
Including the ability to read, write, and speak Risen, Risen creatures can also inherently understand RSL, or Risen Sign Language, though they may not be able to make the signs without properly educating themselves.
Citizens of the Last City generally speak a common language that is a mixture of English, Chinese, and Russian. This language developed over centuries of post-Collapse cultural intermingling. Risen usually have to spend some time learning this language, just as Citizens usually have to spend time learning the language of the Risen.
Modern Human Languages
These languages survived the Collapse or were developed by post-Collapse human societies.
| Language | Typical Speakers | Script |
|---|---|---|
| Chinese | Western and Southern Asians | Characters or Pinyin |
| English | Eastern Europeans | Latin |
| City Common | Citizens of the Last City | Latin |
| Risen | Risen creatures | Latin |
| Risen Sign Language (RSL) | Risen, deaf or mute citizens of the Last City | — |
| Russian | Northern and Central Asians | Cyrillic |
| Spanish | Central Americans and Western South Americans | Latin |
| Speech | Distributary Awoken | Awoken script |
Ancient Human Languages
These languages are no longer commonly known, and most are lost to time. This is not an exhaustive list of ancient human languages. There are many more waiting to be rediscovered!
| Language | Script |
|---|---|
| Arabic | Semitic |
| French | Latin |
| German | Latin |
| Hebrew | Semitic |
| Japanese | Hiragana |
| Taiwanese Hokkien | Characters |
Alien Languages
Languages spoken by nonhumans, or particularly isolated communities of humans, are referred to as alien languages.
| Language | Typical Speakers | Script |
|---|---|---|
| Eliksni | Eliksni, Reefborn Awoken | Eliksni |
| Hexinary | Vex | d#ggHL |
| Krill | Hive | Runes |
| Ulurant | Barant, psions | Ulurant |
