Other
These options can be picked regardless of subclass.
Handheld Supernova
When you use your Grenade, you can instead convert your Grenade into a blast of energy. This blast covers a 30ft. Cone originating from yourself. All creatures of your choice within the cone must make a DEX SAVE or take [5d8] damage matching your LightSubclass Element. Once you use your Grenade this way, you can’t use it again until the end of a Long Rest.
Ballistic/Phoenix/Quickfall Dive
(The name depends on the Class: Titan, Warlock, and Hunter respectively)
While in mid-air, you can instantly drop to the ground at a point within your movement range. Upon impact on the ground, any creature of your choice within 5ft. Of the landing point must make a DEX SAVE or take [2d6] damage of your Subclass element and are shoved 5ft. Away from you. On a failed save, they take half of the damage and are not shoved. You can use this feature a number of times equal to your PB, and regain all uses at the end of a Long Rest.
Ionic Blink
At the end of a Super, you can immediately teleport up to 40ft. Away to a point you can see.
Whirlwind Guard
Upon casting a Super, you have resistance to all damage until the start of your next turn.
Gambler’s Special
At the end of your Super, roll [1d20]. On a 20, you gain 100 Super Points, and can use your Super again. Once you benefit from this feature, you cannot do so again until the end of [3d4] days
Lightfall
Your maximum Orb of Power generation via any Super is increased by 2.
Momentum Control
Casting your Super immediately recharges one of three abilities of your choice: Charged Melee, Grenade, or Class Ability.