Warlock

Part of Destiny: Nimble. Includes Hexinder, Mage, Shadowmancer, Shepherd.

Key Stats
STR
DEX
Hit Die
D8d8
HP
8
Saves
STR+
DEX
Armor
None
LVL 1
Palm Blast

A cantrip-like ability that deals 1d12 damage at melee range of the same type as their attuned subclass, kinetic damage if none. +6 DMG every 5 levels. Since cantrips are removed, this is their unified replacement option.

Hexbinder
Core Stats

Key Stats WIL + DEX, saves STR- WIL+ (the Stormshifter array). Anything that references INT in the core class rules uses DEX instead.

Spells

Gain 1 spell school out of any except Light or Dark. You continue to gain spell tier increases every even level (tier 6 at 12, tier 7 at 14, etc up to tier 9).

Hexbinder Spells as abilities

At level 2 you gain Misery, at level 4 you gain Twitch Curse, at level 7 you gain Bloodcurse as tier 4 with reach 12, at level 10 you gain Terror.

Coven

not available since Hexbinder gains more spells by default

Mage Tweaks
Spells

Gain 3 tier 1 spells at level 2 from any spell school except Light or Dark, then gain 1 spell every level after that of a tier they can cast.

Palm Blast

(KEY/ Encounter) your palm blast can attack at range 8 with d10 DMG (+5 every 5 levels) and inflicts the elemental damage type's condition on crit.

Shadowmancer Tweaks
Spells

Gains the Dark Spell School. Shadow Blast and Shadow Minions deal Dark damage by default.

Minions

Shadow Minions limit is equal to just KEY.

Greater Shadow becomes an innate class ability gained at level 10 (tier 4 spell, 2 actions: summon a 5d12 minion, max 1, when it dies it splits into 1 minion per die within 8 spaces, +1d12 per upcast).

Abhorrent Speech

Lets you communicate with Taken.

Devoted Acolyte

Gives you the Paracausal Languages, and advantage on Lore checks relating to Hive, Taken, Dread, and other Paracausal entities.

Shepherd Tweaks
Core Stats

Key stats STR INT, saves INT+ WIL-. Anything that references WIL in the core class rules uses INT instead. (its a little messy but bear with me I want to have 1 of each combination only once)

Spells

You gain the Light and Dark spell schools.

Searing Light

Deals Light Damage. +1 use every 5th level.