Arcstrider

The first time they rose in the ruins of the old Cosmodrome, they were alive for less than a minute before a Fallen vandal put its arc blades through their middle. Their Ghost raised them again, gasping in fear and at the memory of already forgotten pain, and thirty seconds later they were dead again. Without a weapon of any kind, they were no match for the ragged sabers, flashing with the too-bright blue of electricity. By the time they found their way to the walls of the Last City they had lost track of the number of times they had been cut down.

Perhaps, they think now, it is no surprise that arc Light has always called to them. Perhaps they were always meant to walk this path. They have tasted the other powers that might be theirs, but they have not been able to shake the memory of flashing blades, of the shock of pain, of the helplessness they felt when they first learned they were Risen.

They have returned to the Cosmodrome, years later, to try to understand what they have become, why the Traveler answers when they call the current. And when at last they find the place where their Ghost first raised them, they wait for comprehension and acceptance—or at least a semblance of peace—to wash over them.

Instead, they find only Fallen. The Fallen charge at them, arc blades flashing too-bright blue in the dusky twilight, and even after all this time there is a moment when they cannot move for fear of half remembered pain.

Only a moment, though. They have learned enough to keep themself alive, at least.

Perhaps, they think as they lift their hand and the Traveler answers, understanding will come in time. Perhaps it won’t, and instead they will live out their second life as ignorant as they are now. Perhaps the only peace to be found lies in the current that consumes their blade.

So be it. They will cut their own meanings from the fabric of the world. They will whittle away at reality until they themself become the knife, brilliant and sharp and honed with purpose. And then, once they are keen enough, not even truth itself will be able to turn their edge.

Focused Lightning

Training tirelessly in physical and mental discipline, Hunters who embody lightning become arcstriders, combat soloists renowned for their combination of elegant lethality and uncompromising style. Their extremely precise, patiently perfected close combat fighting styles range from stupendous displays of electrifying acrobatics to hard, swift, wrathful strikes. Whereas other Hunters often prefer scouting from a distance, arcstriders feel driven to get in close and finish things decisively—whether that means slipping in silently and unseen or making a thunderously aggressive zig-zag charge.

Lethal Perfection

Risen who become arcstriders have a wide variety of personality types, but tend to share a common fixation on self-perfection. Although the different arcstrider styles may seem greatly dissimilar, all devote immense attention and effort to cultivating and honing their combat techniques and fighting ability. This impulse for improvement can manifest in other areas of arcstriders’ lives, sometimes creating the impression of persnicketiness or even a superiority complex. Little wonder, then, that even when part of a team, arcstriders feel they perform best on their own.

Recommended Exotics

Weapons: Sturm, Skyburner’s Oath
Armor: Don’t Touch Me, Foetracer

Class Features

As an arcstrider, your superclass is Hunter and your Power is derived from the Light. You gain the following class features.

LevelProficiency BonusFeaturesExpert AttackPower Level
1st+2Expert Attack, Closed-Fist Techniques, Tactical Power1d61st
2nd+2Arc Grenade Powers, Tricks of the Trade1d61st
3rd+2Arcstrider Way, Super Power
Way of the Swift
Way of the Warrior
Way of the Storm
2d61st
4th+2Ability Score Increase, Support Power2d61st
5th+3Fast-Acting, Opportunity Strikes2d62nd
6th+3Archetype Feature3d62nd
7th+3Aspects of the Arcstrider3d62nd
8th+3Ability Score Increase3d62nd
9th+4Archetype Feature4d63rd
10th+4Ability Score Increase4d63rd
11th+4Field Expert4d63rd
12th+4Ability Score Increase5d63rd
13th+5Evasion5d64th
14th+5Additional Aspect5d64th
15th+5Master Tradesman6d64th
16th+5Ability Score Increase6d64th
17th+6Archetype Feature6d65th
18th+6Strength in Flexibility7d65th
19th+6Ability Score Increase7d65th
20th+6Perfectionist7d65th
Optional: Become Prismatic
Hit Point Stats

Shield die: d6

Shield recharge roll: (1d6 per Power level) + your Power modifier

Maximum Overshields: 5 times your Power level

Shield points at 1st level: 6

Shield points at higher levels: add 4 (or 1d6) for each level after first

Health points at 1st level: 6 + your Constitution modifier

Health points at higher levels: add your Constitution modifier for each level after first, minimum +0

Starting Proficiencies

Armor: Light

Weapons:

  • Simple Melee Weapons: all
  • Martial Melee Weapons: small blades, standard blades, polearms
  • Martial Ranged Weapons: Combat bows
  • Simple Firearms: hand cannons, scout rifles, sidearms
  • Martial Firearms: fusion rifles, linear fusion rifles, shotguns, sniper rifles, trace rifles

Saving Throws: Dexterity and Intelligence

Toolkits: Thievery

Skills: One Intelligence-based skill of your choice, and any two other skills of your choice

Power Stats

Power ability score: Intelligence

Power modifier: your Intelligence modifier

Power level: see arcstrider class table

Power save DC: 8 + your proficiency bonus + your Intelligence modifier

Power attack modifier: your proficiency bonus + your Intelligence modifier

Power saving throw: make an Intelligence saving throw

Hunter’s Instincts

As a Risen Hunter, you are proficient in the Survival skill, and you may take the Disengage action as a bonus action on your turn.

Also, after jumping, you can perform one additional jump while airborne from your initial jump and not Prone. This additional jump is performed as a standing jump if your initial jump was a standing jump, or as a running jump if your initial jump was a running jump. It still costs 1 foot of movement for every foot you jump, as normal.

Finally, when calculating your jump distances, you may use your Dexterity score/modifier in place of your Strength score/modifier.

Expert Attack

Even at 1st level, you make your strikes carefully, with expert precision. You may invoke this feature to increase the damage you deal with a successful weapon attack roll by an amount shown in the Expert Attack column of your class table. You can only do this if you had advantage on the attack roll and the weapon used your Dexterity or Power modifier to determine its attack and damage rolls.

You can never invoke this feature on Payload weapon attacks.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy is not Incapacitated, and you don’t have disadvantage on the attack roll.

Once you invoke this feature, you cannot invoke it again until the start of your next turn.

Closed-Fist Techniques

As an arcstrider, you’re naturally adept in specialized unarmed fighting techniques for close-quarters combat. You may use your Strength or Dexterity modifier to determine the attack and damage of your unarmed strikes. Like normal, you must use the same modifier for both rolls.

Additionally, when you choose to ‘wield’ your unarmed strikes, you can treat them as either a Main-handed or Agile weapon. You may add your ability modifier to the damage roll of an unarmed strike you make as an offhand weapon attack.

Finally, you roll a d4 in place of the normal damage of your unarmed strikes. This damage die increases by one at 5th (1d6), 11th (1d8), and 17th levels (1d10).

Tactical Power

At 1st level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.

Combination Blow
Disorienting Blow

Arc Grenade Powers

At 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Flux and Skip grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the arc grenade Power list.

Flux Grenade
Skip Grenade

Tricks of the Trade

Your inclination toward careful practice has made you quite adept in a variety of skills. You also recognize others don’t so readily grasp how to do things best—but when it comes to whatever is in your wheelhouse, you can show them how it’s done.

When you reach 2nd level, choose two of your skill proficiencies. These are your Tricks of the Trade, and they can always benefit from Expertise.

When another creature makes an ability check using either of your Tricks of the Trade, you may use your reaction to take the Help action at the creature’s benefit. You can only do this if you are able to communicate with the creature about the task they are performing, and only if you meet the conditions for the Help action like normal.

Arcstrider Way

At 3rd level, you commit yourself to an arcstrider methodology: the Way of the Warrior, the Way of the Storm, or the Way of the Swift, all detailed at the end of this class. The path you choose determines what unique features you receive as you advance in this class.

Super Power

When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.

Arc Blade
Arc Staff
Gathering Storm

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Support Power

Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.

Gambler’s Dodge
Marksman’s Dodge

Fast-Acting

By 5th level, you are naturally light on your feet and move with precision and alacrity. It costs 10 less feet of movement for you to become Combat-Prone or to stand from being Combat-Prone, and you have a climbing speed equal to your base walking speed. Finally, you may use your bonus action to take the Aim, Dash or Hide actions.

Opportunity Strikes

Also starting at 5th level, you gain a heightened sensitivity to the narrow openings created by enemies’ mistakes in combat. Your skill and quickness enable you to seize the opportunities created by their imprecision. If a creature you can see misses with an attack, you may choose to use your reaction to make an opportunity attack against it. The creature must be within range of your currently held weapon in order for you to do this. You can do this even while Aiming.

Aspects of the Arcstrider

At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.

Ascension

Flow State

Lethal Current

Tempest Strike

Field Expert

By 11th level, experience has taught you much, and diligently practicing skills that interest you has expanded your expertise. You can choose two additional skills, toolkit proficiencies, or vehicle proficiencies you have to add to your Tricks of the Trade. Additionally, if you make an ability check with one of your Tricks of the Trade and roll a 9 or lower on the d20, you can treat your roll as a 10 instead.

Evasion

By 13th level, your reaction times are so fast as to appear like well-honed natural reflexes. When you are subjected to a Payload saving throw to prevent yourself from taking damage, you still only take half damage if you fail.

Additional Aspect

At 14th level, you may choose a second arcstrider Aspect.

Master Tradesman

At 15th level, you are a true master of the skills in which you’ve chosen to specialize. If you invoke Tricks of the Trade to assist another creature with their ability check and they roll a 9 or lower on the d20, they can treat the roll as a 10 instead.

Strength in Flexibility

Beginning at 18th level, your capacity for flexible movement enables you to perform feats beyond the normal extent of your physical strength. If you are forced to make a Strength saving throw, you may make a Dexterity saving throw instead.

Perfectionist

At 20th level, you simply do not allow yourself to make mistakes in critical moments. If you make an attack roll or ability check, you can treat the d20 roll as a 20. You can do this before or after rolling the d20, but it must always be before you learn the result of your roll. Once you use this feature, you must complete a long rest before you can use it again.

Arcstrider Ways

Arcstriders harness the sparking quickness of arc Light to invigorate their movements and empower their close-combat techniques. Each perfects this application of Light in their own way, developing a methodology of practice that reflects a fighting philosophy and shapes the advancement of skills and abilities.

It does not matter that your foes can see you coming if you are too fast for them to do anything to stop you. As a practitioner of the Way of the Swift, you charge directly into the fray with unmatched quickness to cut down enemies with your trenchant Light.

No You Don’t

At 3rd level, you’ve learned to move so swiftly creatures cannot benefit from perception-based features or reactions to any attacks you make. For example, a creature that gets to increase its AC against a target it can see could not do so against you.

Furthermore, while Amplified, you have a bonus to hit with attack rolls equal to half your proficiency bonus (max +3 bonus to hit).

You’re Mine

Also at 3rd level, as a bonus action on your turn, you may choose a creature you can see within 30 feet. You can always invoke Expert Attack against that creature when you attack it on your turn, but you cannot invoke Expert Attack against any other creature. This effect ends if you lose sight of the creature for more than a minute.


If the creature is reduced to 0 hit points, or if you can no longer detect it, you may declare a new target for this feature as a bonus action on your turn.

Blink

Beginning at 6th level, once on your turn, if you are Amplified and not Incapacitated, you may teleport to an unoccupied spot you can see, taking all carried and worn equipment of your choice with you and spending 1 foot of movement for every 1 foot you teleport in this way. You can’t teleport in this way if you don’t have movement to spend. Furthermore, the maximum distance you’re able to teleport in this way is five times your current stage of Amplified.

Escape Artist

When you reach 9th level, you develop an effective method to induce Light-actuated paracausal truancy. When your energy shield points are reduced to half or less, you may immediately teleport into an unoccupied space you can see, taking all carried and worn equipment of your choice with you. The maximum distance you can teleport in this way is five times your current stage of Amplified. You can’t do this if you’re Incapacitated or not Amplified, and you must wait until the start of your next turn before you can teleport with this feature again.

Backstab

At 17th level, you combine your skill at sensing and exploiting your enemies’ tactical weaknesses with your paracausal ability to suddenly be where you weren’t. When you teleport and make a successful attack roll before the end of your next turn, you can double the damage of your attack. You can’t invoke this feature again until you complete at least a brief rest.

Those of the Way of the Warrior operate on the tension between delicacy and force, elegance and might, flexibility and implacability. You recognize these apparent opposites merely represent spectra, and you know how to fight most effectively by occupying the spaces between, gracefully adapting to the situation at hand.

Fleet-Footed

Starting at 3rd level, you learn to apply the principles underlying your combat stances to your regular walking gait. Your base walking speed increases by 5 feet (to a maximum total of 45 feet), and the first 10 feet of movement on your turn doesn’t provoke opportunity attacks. Furthermore, while wielding a melee weapon you’re proficient with, your AC increases by half your proficiency bonus.

Fancy Flourish

At 3rd level, your flair for style leads you to developing a new way to invoke your Expert Attack feature: you don’t need advantage on the attack roll so long as you’re under the effects of the Dodge action. You are still restricted to the other conditions of Expert Attack like normal.

Relentless Style

At 6th level, your tireless pursuit of perfection in your training has imbued your physicality with an impressive grace. Even your regular movements cannot help but show a stylish flair. If you make an ability check or saving throw that uses your Charisma modifier, you may add a bonus to your roll equal to your Dexterity modifier (minimum bonus +1).

Cycle of Power

After reaching 9th level, you regain one support Power charge when you reduce a hostile creature to 0 hit points with damage that benefited from your Expert Attack. If such damage doesn’t reduce the creature to 0 hit points, you may make a support Power recharge roll instead.

Whirlwind Guard

At 17th level, if you start your turn concentrating on an arcstrider super Power, you gain Overshields.

The current is a tumultuous and reckless beast. As a practitioner of the Way of the Storm, it is in your careful hands that it is shaped, tamed, and focused. Where others see a maelstrom of lightning, you see home.

Combat Flow

Your training with this archetype at 3rd level grants you a particular insight into channeling your arcstrider Powers. While you have at least one ongoing stage of the Amplified condition, you have advantage on melee and grenade Power recharge rolls.

Ride the Current

Also at 3rd level, training in the Way of the Storm teaches you a new technique for invoking your Expert Attack feature. You may now invoke Expert Attack on Power attack rolls, so long as you meet the other conditions of Expert Attack. Additionally, when you make a weapon attack roll that benefits from your full proficiency bonus and also wasn’t made with disadvantage, you may spend a stage of Amplified to invoke Expert Attack regardless of not having advantage. The other conditions of Expert Attack still apply.

Amp It Up

At 6th level, whenever you cast an arcstrider grenade, melee, or support Power that requires a creature to make a saving throw, you may spend one or more stages of Amplified to increase the DC by 2 for each stage spent.

Feed From the Grid

At 9th level, your connection to the current is sharpest in the most heated moment of a fight. If you take an amount of damage that reduces you to half your shield points or less, you may immediately regain up to two Power charges, which can be any combination of melee, grenade, or support Power charges. You must regain all your energy shield points before you can invoke this feature again.

Heart of the Storm

Beginning at 17th level, you have learned or devised all new moves for your strongest Power. While concentrating on an arcstrider super Power, the following effects apply:

Your concentration can’t be broken as a result of taking damage.
When you invoke a feature of an arcstrider super Power that reduces your rounds of duration, it reduces 1 less round of duration than normal.