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.
| Level | Proficiency Bonus | Features | Expert Attack | Power Level |
|---|---|---|---|---|
| 1st | +2 | Expert Attack, Closed-Fist Techniques, Tactical Power | 1d6 | 1st |
| 2nd | +2 | Arc Grenade Powers, Tricks of the Trade | 1d6 | 1st |
| 3rd | +2 | Arcstrider Way, Super Power • Way of the Swift • Way of the Warrior • Way of the Storm | 2d6 | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 2d6 | 1st |
| 5th | +3 | Fast-Acting, Opportunity Strikes | 2d6 | 2nd |
| 6th | +3 | Archetype Feature | 3d6 | 2nd |
| 7th | +3 | Aspects of the Arcstrider | 3d6 | 2nd |
| 8th | +3 | Ability Score Increase | 3d6 | 2nd |
| 9th | +4 | Archetype Feature | 4d6 | 3rd |
| 10th | +4 | Ability Score Increase | 4d6 | 3rd |
| 11th | +4 | Field Expert | 4d6 | 3rd |
| 12th | +4 | Ability Score Increase | 5d6 | 3rd |
| 13th | +5 | Evasion | 5d6 | 4th |
| 14th | +5 | Additional Aspect | 5d6 | 4th |
| 15th | +5 | Master Tradesman | 6d6 | 4th |
| 16th | +5 | Ability Score Increase | 6d6 | 4th |
| 17th | +6 | Archetype Feature | 6d6 | 5th |
| 18th | +6 | Strength in Flexibility | 7d6 | 5th |
| 19th | +6 | Ability Score Increase | 7d6 | 5th |
| 20th | +6 | Perfectionist | 7d6 | 5th |
| 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
Casting Time and Type: add-on effect, tactical Power
Reach: —
Recharge die and score: d6, 6+
Duration: Instantaneous
When you hit with an unarmed strike, you may spend a tactical Power charge to change the damage type of your unarmed strike to arc, as well as increasing the damage of your unarmed strike by 1d10. If this attack reduces a hostile creature to 0 hit points, you may make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.
At Higher Levels. When you cast this Power at higher arcstrider levels, the damage it adds to your unarmed strike increases. The bonus damage becomes +2d10 starting at 5th level, +3d10 starting at 11th level, then +4d10 starting at 17th level.
Disorienting Blow
Casting Time and Type: add-on effect, tactical Power
Reach: —
Recharge die and score: d6, 5+
Duration: Instantaneous
When you hit with an unarmed strike, you may spend a tactical Power charge to change the damage type of your unarmed strike to arc, as well as increasing the damage of your unarmed strike by 1d8. When you do this, all creatures within 5 feet of the target (which can include the target, but does not need to include yourself) must make a Constitution saving throw. A creature who fails its saving throw is Blinded for the next minute, and it can’t benefit from any extraordinary sense while Blinded in this way.
A Blinded creature may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
At Higher Levels. The amount of arc damage you add with this Power increases as you reach higher levels. It becomes +2d8 at 5th level, +3d8 at 11th level, then +4d8 at 17th level.
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
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You channel your Light into a grenade, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to your Power attack modifier for this. The target takes 2d10 explosive arc damage on a hit. If you miss, the target must succeed on a Dexterity saving throw or take half this grenade’s damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Skip Grenade
Casting Time and Type: 1 action, grenade Power
Range: 40 feet (mortar)
Recharge die and score: d8, 8+
Duration: Up to 1 minute
You concentrate your Light into an arc grenade and throw it onto a hard surface within range. Upon impact the grenade breaks apart, releasing seeker fragments that occupy a 10-foot line on the ground, originating from the impact site and going in a direction of your choice. The fragments remain for the duration or until the damage of this grenade is spent.
This grenade’s damage comes from a pool of dice (four d6s). Each die in the pool represents a single seeker fragment. Once on your turn, you may choose a number of the seeker fragments to cause damage to a creature of your choice that’s within 10 feet of the grenade. The maximum number of seekers you can select is equal to your Power modifier. Roll an amount of d6s equal to the number of seekers being used, and the creature takes explosive arc damage equal to the amount rolled.
Once a seeker deals damage to a creature, the seeker is spent and removed from the dice pool.
At Higher Levels. Add two additional d6s (two additional seeker fragments) to the dice pool of this grenade for each Power level you are above 1st.
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
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You create a blade of arc Light in a free hand, which has the stats and properties below. While wielding this weapon, your base walking speed increases by 10 feet.
Weapon Name: Arc blade
Damage: 2d6 arc
Reach: 5 ft.
Properties: Main-Handed, Power Weapon
Shield Alignment. While concentrating on this Power and wielding your arc blade, your energy shields are considered arc-aligned.
Storm’s Edge. As an action, you may reduce your remaining rounds of duration on this power by 3 in order to throw your arc blade at a target within 60 feet. Upon impact you instantly teleport to the blade’s location and all targets within 5 feet must make a Dexterity saving throw, taking 4d6 + your Power modifier in arc damage on a failed save, or half as much on a success.
You take all carried and worn equipment of your choice with you when you teleport.
If the target is a creature, make a ranged Power attack roll when you throw the blade. On a hit the target automatically fails their Dexterity saving throw. Otherwise, it automatically succeeds.
Hungering Blade. If you reduce a hostile creature to 0 hit points with damage from this Power, you may make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you can do so again.
At Higher Levels. The damage dealt by your Storm’s Edge action, and the base damage of your arc blade weapon, both increase by 1d6 for each Power level you are above 1st.
Arc Staff
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Concentration, up to 1 minute
You create a quarterstaff of arc Light in a free hand, which has the stats and properties below. While wielding this weapon, your base walking speed increases by 10 feet and you have advantage on support Power recharge rolls.
Weapon Name: Arc staff
Damage: 2d6 arc
Reach: 5 ft.
Properties: Main-Handed, Power Weapon, Reach, Versatile
Shield Alignment. While concentrating on this Power and wielding your arc staff, your energy shields are considered arc-aligned.
Showstopper. As an action, you may reduce your remaining rounds of duration on this power by 2 in order to lunge up to 10 feet toward a target without spending any movement. You can only do this if your speed isn’t 0 and the lunge would put you within 15 feet of the target.
At the end of your movement, you unleash a 15-foot cone of arc Light pointed at the target. All targets in the cone must make a Dexterity saving throw, taking 5d6 + your Power modifier in arc damage on a failed save, or half as much on a success.
Reflect Projectiles. If you are a target of a projectile from a source you can see, you may reduce your remaining rounds of duration on this power by 3 to roll a d8. On a roll of 7+, you reflect the projectile back at its source, turning the source into the target and using the original stats of the source to determine the projectile’s effect. Otherwise, you are subject to the projectile like normal.
You cannot use this option if the projectile is greater in size than Tiny, or if it originates from a siege source.
If taking this option would cause you to run out of duration on this Power, your concentration on this Power ends and you are subject to the projectile like normal.
At Higher Levels. The damage of your Showstopper action increases by 1d6 for each Power level you are above 1st. Furthermore, the result you need on the Reflect Projectiles d8 to successfully reflect a projectile is reduced by 1 for each Power level you are above 1st. For instance, at 4th Power level, you need to roll a 4 or higher.
Finally, the base damage of your arc staff also increases by 1d6 for each Power level you are above 1st.
Gathering Storm
Casting Time and Type: 1 action, super Power
Range: 80 feet
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You conjure a staff made of arc Light in a free hand and hurl it at a hard surface you can see within range. Upon impact, the staff embeds itself into the surface and all targets within a 10-foot radius sphere of the staff must make a Dexterity saving throw. A target takes 5d8 + your Power modifier in arc damage on a failed save, or half as much on a success. The staff then creates a 10-foot radius sphere lightning storm, centered 5 feet perpendicularly above the impact site, which remains in place for the duration. The staff dissipates after making this storm.
Passive Lightning Storm. If a creature ends its turn within the area, or enters the area for the first time on a turn, it takes 4 arc damage.
Thunderlash. At the start of each of your turns while concentrating on this Power, you may reduce your remaining rounds of duration on this power by 3 in order to cause a thunderlash. All targets in the area of the lightning storm must make a Dexterity saving throw. A target takes 4d8 + your Power modifier in arc damage on a failed save, or half as much on a success.
At Higher Levels. The casting damage of this Power, as well as the damage of Thunderlash, increases by 2d8 for each Power level you are above 1st. Additionally, the damage of the Passive Lightning Storm feature increases by 2 for each Power level you are above 1st.
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
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and may make one tactical Power recharge roll for each hostile creature within 10 feet of you.
Marksman’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and the following additional effects:
- One weapon you are already holding is reloaded, overcoming the Cumbersome property if present.
- Until the start of your next turn, that same weapon has its critical hit range increased by one, and its critical miss range decreased by one.
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
You learn the Ascension support Power, shown below.
ASCENSION
Casting Time and Type: 1 bonus action, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
You teleport 10 feet upwards and create a cylinder of arc Light centered on you. The cylinder has a 10 foot radius and a length of 10 feet, and it must always travel downwards from you. All creatures of your choice within the cylinder gain one stage of Amplified, and all other creatures must make a Constitution saving throw, becoming Blinded until the end of their next turn on a failed save. Any creature that gains the Amplified condition from this Power (which can include yourself, for casting an arc Power) is also Empowered (rank 2).
At Higher Levels. Beginning at 14th level, this support Power grants Empowered (rank 3) instead.
Flow State
While you are Amplified, you have advantage on support Power recharge rolls. Additionally, once per brief rest, reducing a hostile creature to 0 hit points with damage from an arcstrider Power allows you to grant yourself Overshields.
Lethal Current
After casting a support Power, you gain the following benefits until the start of your next turn:
- When you make a melee weapon attack, you may choose to teleport up to 5 feet toward the target of your attack before making your attack. You must end this teleport within reach of the target, you must immediately attack the target after teleporting, and you take all carried and worn equipment with you during this teleport.
- If you are also Amplified when you hit a target with a melee weapon attack, all other targets of your choice within 5 feet take an amount of arc damage equal to your Power modifier.
Tempest Strike
You learn the Tempest Strike tactical Power, shown below.
TEMPEST STRIKE
Casting Time and Type: 1 action, tactical Power
Range: 15-foot cone
Recharge die and score: d6, 6+
Duration: Instantaneous
You hurl arc Light in a devastating 15-foot cone shockwave. All targets in the area must make a Constitution saving throw, taking 3d8 arc damage on a failed save, or half as much on a success. A target that fails this saving throw is also Blinded until the end of its next turn.
You must be grounded in order to cast this Power. If you use your action to Dash on your turn and move at least 15 feet in a straight line, you may use your bonus action to cast this Power immediately after, instead of an action. Doing so increases the cone to 20 feet, and you teleport to a location at the end of the cone immediately after resolving this Power.
At Higher Levels. The amount of dice you roll for this Power becomes 4d8 starting at 11th level, then it becomes 5d8 at 17th level.
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.
