Super

For more information on the Guardian's Super, consult Guardians > Level Features

The default super before any subclass is Damage Embodiment, which adds an additional [2d10 Light Damage] onto your next weapon attack or damaging spell hit. If you score a Final Blow with this Super, you generate an Orb of Power. This benefit is lost upon reaching Level 2 and replaced with your Subclass-specific Super.

Information on Subclass Supers are within the individual Subclass pages. When you cast your Subclass Super, you choose one from the options provided on the corresponding pages. For instance, if you are a Sunbreaker Titan, you can cast the Hammer of Sol or the Burning Maul, but not both at once.

All Supers can be casted as a Free Action at the start of your turn. Your Super can only be used once per long rest, and only when your Super Points are at the maximum of 100.

Super Points are generated during a combat encounter at a rate of [1d4 + GLevel] at the start of each of your turns.

You also gain Super Points equal to [1/2 your GLevel (rounded down)] with every final blow against an enemy creature, as well as if you contribute to another Guardian’s resurrection.