Uncertainty preceded the mobilization: Should we step into a conflict that does not directly threaten us? Should we risk our meager resources when we have only just begun to recover?
As if there was ever a choice, she thinks. The Red Planet was once a shining beacon of humanity’s force of will. Rusted, now. Pitted, scarred, broken. It is fitting that the Iron Planet should play host to the Iron Legions, should witness the coming of such a war.
She steps from her sparrow, plants an armored foot in the ruddy dust, revels in the impact. The sand whispers to her and she can hear its jealous laughter: mine, mine, mine. Dead, the Warlocks call it, stolen by the void. Lost, the Hunters whisper.
But she is a Titan, and she has come to reclaim what was taken.
Secrets linger here, and though the hungry sands cling to the ruins of her forebears, she can feel the beating heart of her kindred beneath the blood-red crust.
There is a purity to Mars: to the desolation, to the truth of the ruin. This is a place of action. This is a place of trial.
In the valley below her, the Cabal outpost seethes with action. Harvesters drop waves of Cabal, all intent on gratuitous expansion, ignorant of the lone shape on the crest of the dune.
The whine of sparrows alerts her to the arrival of her fellows, Striker Titans all. They stand in silence upon the ridge, looking out over the ugly structure. They have read the reports: Ghosts speak of a fist, of the blunt force that took the planet in days. And now the fist becomes an open palm, now the fingers spread as the Cabal grasp for a stranglehold on this place that is not theirs, was never theirs, must be taken from them.
No, there was never a choice. This was fated. A fist they brought, to crush the memory of her ancestors. A fist they will meet in return.

Smash Everything
To defend by preemptive attack; to scatter enemy lines at the fore; to reflexively hurl your body in the way of harm to protect your comrades; and to exult in every opportunity for thunderous melee—this is the essence of the Striker. While Titans collectively are renowned protectors and frontline fighters, Strikers are the most direct, and their offensive and defensive tactics are one and the same: smash. Strikers always and unhesitatingly want to be in the thick of any fight, and eagerly abandon guns in favor of their fists when ammunition runs low or close combat is called for.
Strike True
Risen who become Titans are characteristically stalwart, yet even so some shrink from the uncompromising directness necessary for the Striker discipline. Those who choose to become Strikers often feel it is no choice at all, but simply the only truly honest expression of themselves. They are possessed of an earnest, irrepressible urge to close the distance, flout all risk, and shatter their foes spectacularly.
Recommended Exotics
Weapons: Monte Carlo, Universal Remote
Armor: ACD/0 Feedback Fence, Dunemarchers
Class Features
As a striker, your superclass is Titan and your Power is derived from the Light. You gain the following class features.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Brawler, Reckless Engagement, Tactical Power | 1st |
| 2nd | +2 | Reckless Reversal, Arc Grenade Powers | 1st |
| 3rd | +2 | Lightning Reflexes, Striker Training, Super Power • Engineer • Gladiator • Juggernaut | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Extra Attack | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Striker | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | — | 3rd |
| 10th | +4 | Enduring | 3rd |
| 11th | +4 | Archetype Feature | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | — | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Archetype Feature | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | — | 5th |
| 18th | +6 | Strongest at Your Weakest | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Bring the Thunder | 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, medium
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: all
- Martial Ranged Weapons: none
- Simple Firearms: auto rifles, hand cannons, pulse rifles, sidearms, submachine guns
- Martial Firearms: breech grenade launchers, drum grenade launchers, fusion rifles, light machine guns, rocket launchers, shotguns, trace rifles
Saving Throws: Constitution and Strength
Skills: Any two skills of your choice
Power Stats
Power ability score: Constitution
Power modifier: your Constitution modifier
Power level: see striker class table
Power save DC: 8 + your proficiency bonus + your Constitution modifier
Power attack modifier: your proficiency bonus + your Constitution modifier
Power saving throw: make a Constitution saving throw
Titan’s Strength
As a Risen Titan, you are proficient with the Athletics skill.
You also hit harder with your unarmed strikes than others do. You always roll a d6 for the damage of your unarmed strikes. This damage die increases to 1d8 at 5th level, 1d10 at 11th level, and finally to 1d12 at 17th level.
Finally, when performing a standing jump, you can extend the distance of your jump by a number of feet equal to your Power modifier, or twice as much when performing a running jump. You must become grounded before you can extend a jump’s distance in this way again. It still costs 1 foot of movement for every foot you jump, as normal.
Brawler
Even at 1st level, you know to rely on your fists more than any other weapon. This mindset has granted you the following benefits:
- 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.
- You can attempt to grapple or shove a creature up to one size larger than you normally could.
- On each of your turns, you may use your bonus action to make an unarmed strike. Alternatively, you may use your bonus action to move up to your base walking speed toward a hostile creature you can see, but only if you end this movement within 5 feet of it.
- You are considered proficient with improvised melee weapons.
Reckless Engagement
Straight out the grave, you are confident in your own might, and remain aggressively self-assured in challenging combat situations. At the start of your turn you can choose to throw all caution to the wind and begin a Reckless Engagement. Doing so gives you advantage on non-Payload weapon attacks and Power attacks until the end of your turn, but all weapon attacks and attack rolls against you have advantage until the start of your next turn.
Tactical Power
Even at 1st level you know how to cast your tactical Power, which you do 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.
Ballistic Slam
Casting Time and Type: 1 action, tactical Power
Range: self (airborne only)
Recharge die and score: d6, 5+
Duration: Instantaneous
Wreathed in arc Light, you rapidly descend from a height of at least 5 feet, but no more than 30 feet, and slam into the ground. Your point of impact must be within a cone originating from you. The cone’s length is equal to your height when you cast this Power. For instance, if you cast this Power from a height of 10 feet, your point of impact must be within a 10-foot cone originating from you, pointing down toward the ground.
Upon impact with a ground, you unleash a shockwave of arc Light in a 5-foot radius sphere around you. All targets in the area must make a Dexterity saving throw, taking 2d8 arc damage on a failed save, or half as much on a success.
You cannot cast this Power if there isn’t a ground within range.
At Higher Levels. Increase the damage of this Power by 1d8 at 5th level (3d8), 11th level (4d8), and 17th level (5d8).
Storm Fist
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 increase the damage of the unarmed strike by 1d8 arc.
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.
Thunderclap
Casting Time and Type: varies, tactical Power
Range: varies
Recharge die and score: d6, 6+
Duration: Instantaneous
You thrust your fist forward and expel arc Light in a beam that fills a cone. The cone’s size and the damage of this Power is determined by the action types spent, choosing from this list:
- 1 action: the cone is 10 feet and the damage is 2d6 arc.
- 1 action + 1 bonus action: the cone is 15 feet and the damage is 4d6 arc. Your speed is halved until the end of your next turn.
- 1 action + 1 bonus action + 1 reaction: the cone is 20 feet and the damage is 6d6 arc. Your speed becomes 0 until the end of your next turn.
All targets in the cone must make a Dexterity saving throw, taking the damage of this Power on a failed save, or half as much on a success.
At Higher Levels. The damages of this Power each increase by 1d6 at 5th level (3d6 / 5d6 / 7d6), 11th level (4d6 / 6d6 / 8d6), and once more at 17th level (5d6 / 7d6 / 9d6).
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 Flashbang and Pulse 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.
Flashbang Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You throw a grenade packed with arc Light at a hard surface within range, and the grenade detonates on impact. All targets within a 5-foot radius sphere, centered on the impact site, must make a Constitution saving throw. Creatures who fail this saving throw take 2d8 explosive arc damage and are Blinded for the next minute. They 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 condition on itself early on a success. A creature who succeeds on its saving throw, or for whom the effect ends, is immune to being Blinded in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
Pulse Grenade
Casting Time and Type: 1 action, grenade Power
Range: 30 feet
Recharge die and score: d8, 7+
Duration: Instantaneous
You throw a compacted ball of arc Light at a hard surface within range, and it rapidly explodes upon impact. All creatures within a 5-foot radius sphere must make a Strength saving throw. A creature that fails its saving throw takes 3d6 arc damage and is pushed back 10 feet, where it falls Prone. A creature that succeeds takes half as much damage and is not pushed back.
At Higher Levels. This grenade’s damage increases by 1d6 for each Power level you are above 1st.
Reckless Reversal
Also at 2nd level, if you reduce a hostile creature to 0 hit points while in a Reckless Engagement, 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.
Lightning Reflexes
When you reach 3rd level, you develop an uncanny sense of your surroundings and know just when to react. You have advantage on Dexterity saving throws against effects you can see, such as when you can see a walker firing its main cannon at you, or when you can see a grenade about to detonate.
Striker Training
At 3rd level, choose a training discipline that shapes your abilities and reflects the role you prefer in combat. Choose the training of the Juggernaut, the Engineer, or the Gladiator, detailed at the end of this class description. The training you choose determines the unique features you get as you level up 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.
Fist of Havoc
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
Arc Light overcomes you, and you become the conductor of the current. While concentrating on this Power, your base walking speed increases by 10 feet. Furthermore, you always recharge one spent tactical Power charge at the start of each of your turns.
Shield Alignment. While concentrating on this Power and wielding nothing, your energy shields are considered arc-aligned.
Havoc Slam. As an action, you may reduce your remaining rounds of duration on this power by 3 in order to slam your fists into a hard surface within reach, sending out a shockwave of arc Light all around. All targets within 10 feet must make a Dexterity saving throw. A target that fails its saving throw takes 5d6 + your Power modifier in explosive arc damage, and a target that succeeds takes half as much.
At Higher Levels. The damage of your Havoc Slam action increases by 2d6 for each Power level you are above 1st.
Tectonic Fist
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 20+
Duration: Instantaneous
You leap up to 5 feet into an unoccupied space slam your fists into a hard surface where you land, sending out a shockwave of arc Light. The shockwave fills a 15-foot radius sphere centered on you. All targets in the area must make a Constitution saving throw. A target that fails its saving throw takes 4d10 + your Power modifier in explosive arc damage and is Paralyzed for the next minute. A target that succeeds takes half as much damage and is not Paralyzed.
A Paralyzed target can repeat the saving throw at the end of each of their turns, ending the effect on itself early on a success.
At Higher Levels. Increase the amount of damage dice rolled for this Power by 1d10 for each Power level you are above 1st.
Thundercrash
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Instantaneous
You fly up to 40 feet and crash into a hard surface, sending out a shockwave of arc Light all around you. All targets within 10 feet of you must make a Dexterity saving throw, taking 6d8 + your Power level in explosive arc damage on a failed save, or half as much on a success.
Your flight with this Power cannot provoke opportunity attacks. Additionally, if you do not crash into a hard surface at the end of your flight, your Light pitters out harmlessly.
At Higher Levels. The damage of this Power increases by 2d8 for each Power level you are beyond 1st.
Ability Score Increase
When you reach 4th level, and again at 8th, 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.
Barricade
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You craft a solid, semi-transparent wall out of your Power with the stats shown, centered in front of yourself and mounted to the ground there, incapable of moving or being moved from it. It is considered a construct to siege weapons. For the duration, only creatures of your choice may pass through the barricade.
Dimensions: 15 feet wide, 10 feet tall, and 1 inch thick
AC: 10 + your Power level
Health points: 10 times your Power level
You can only have one barricade ongoing at a time. If you cast a new barricade, your old barricade dissipates. This support Power also ends early if you are Incapacitated.
Rally
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
All creatures of your choice within 10 feet of you become Empowered (rank 1). This becomes Empowered (rank 2) beginning at 7th level, then Empowered (rank 3) starting at 14th level.
When a creature Empowered in this way applies the Empowered condition to the results of a damage roll, they may choose to maximize a number of dice in the damage roll equal to the rank of the Empowered condition. They must choose which dice to do this to before making their damage roll.
Thruster
Casting Time and Type: 1 reaction, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
If you are the target of a weapon attack, you may use your reaction to cast this Power and move up to 10 feet. Doing this causes the weapon attack roll to have a -10 detriment to hit, or you have +5 on the Payload saving throw, whichever is appropriate. If this movement puts you outside the impact of the Payload save, you’re no longer subject to the Payload save. Even if you’re still within the impact, you take no damage when you succeed on the Payload saving throw due to this Power, and only half damage if you fail.
You can’t cast this Power if your speed is 0.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
Aspects of the Striker
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.
Headstrong
You learn the Frontal Shield support Power, described next.
HEADSTRONG
Casting Time and Type: 1 bonus action, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
Once on a turn until the start of your next turn, you may reduce the damage you take from a single source by an amount equal to your Power level + your current stage of Amplified. This reduction occurs after taking into account the effects of resistances or vulnerabilities. If this results in you taking less than 0 damage, you take 0 damage instead.
Knockout
Your unarmed strikes have a +2 bonus to their attack rolls. When you invoke your Reckless Reversal feature from the damage of an unarmed strike, you may regain an additional 2d6 shield points. This is instead an additional 4d6 shield points beginning at 17th level.
Storm’s Keep
When an Empowered creature you can see within 10 feet of you applies the Empowered condition to the results of a damage roll, you may cause them to deal an additional 2d6 arc damage with their damage roll. This becomes an additional 4d6 arc damage beginning at 17th level. Once you apply this extra damage, you must wait until the start of your next turn before you can do so again.
Additionally, when you cast an arc Power, one creature of your choice that you can see within 10 feet of you may become Empowered (rank 2), or Empowered (rank 3) if you’re at least 14th level.
Touch of Thunder
The recharge value of all arc grenade Powers you know, including ones you learn in the future, is reduced by one for you. Furthermore, when you cast an arc grenade Power, you may choose to modify it in the way described below.
- Arcbolt: Choose one additional target.
- Flashbang: You may add your Power level to the save DC.
- Flux: A creature that fails the saving throw now takes the full damage of the grenade, and a creature that succeeds takes half damage.
- Lightning: Its area is considered paracausal difficult terrain. The grenade cannot be destroyed from damage, though you can choose to end its effects on your turn.
- Pulse: Increase the damage die size by one.
- Storm: The radius decreases to 5 feet and the duration increases to 1 minute (concentration). If a creature ends its turn in the area, or if it enters the area of the grenade for the first time on a turn, it must make the saving throw against the grenade’s damage. Finally, once on your turn, you may reduce the Power’s remaining rounds of duration by 3 in order to move it up to 15 feet in a direction of your choice.
Enduring
Starting at 10th level, you can push yourself to new limits, keeping yourself fighting despite grievous wounds. If you drop to 0 hit points and don’t immediately lose your Light, you may attempt a DC 10 Constitution saving throw. If you succeed, you drop to 1 health point instead.
Each time you use this feature after the first, the DC increases by 5. If you complete a long rest, or if your Ghost resurrects you from death, the DC of this feature returns to 10.
You cannot invoke this feature if you have already used a different feature, trait, or other source that prevents you from being reduced to 0 hit points since the last time you completed a long rest.
Additional Aspect
At 14th level, you may choose a second striker Aspect.
Strongest at Your Weakest
By 18th level, your resolve allows you to strike back even harder after you take a devastating blow, rather than be knocked back on your heels. If a hostile creature reduces your energy shield points to 0, you may choose to grant yourself either a bonus to hit on the first attack roll you make before the end of your next turn, or a bonus to the DC of the first saving throw you cause a creature to make before the end of your next turn. The bonus for either of these is equal to your Constitution modifier. You cannot invoke this feature again until you regain at least one energy shield point.
Bring the Thunder
At 20th level, your upwelling Light surges at the ready as easily as you flex your fist. If you start your turn without a super Power charge, you may regain a super Power charge. Once you use this feature, you must complete a long rest before you can use it again.
Striker Trainings
To fill your fists with arc Light and bring them down like thunder is the striker’s calling—but how you train shapes the kinds of punches you throw. Your chosen training discipline determines which abilities you will acquire, and how your fighting fitness develops.
You choose to fight according to careful battle-plans, and even when you must strategize on the fly, your tactics are always considered and your blows are precisely placed.
Handy Knack
At 3rd level, your work as a builder and fortifier gives you proficiency with the Technology skill and the electronics toolkit, if you weren’t already, and they may always benefit from Expertise. Finally, you may always use your Intelligence modifier to determine your weapon’s attack rolls, damage rolls, and save DCs. Like normal, you must use the same modifier for all of a weapon’s attack rolls, damage rolls, and save DCs.
Sculpt Power
Also at 3rd level, your control over the Light you channel allows you carefully craft the range of its effects. You can give a number of creatures equal to 1 + your Power level immunity against your striker Powers and Engineer features; they take no damage and trigger no effects. You may change which creatures receive this benefit on your turn.
Siege Power
At 6th level, you understand the ability to destroy comes as much from intelligent placement as it does raw strength. Striker Powers you cast are considered siege weapons: they deal twice as much damage to constructs, objects, structures, and vehicles. This includes Power-constructed items such as a Titan’s barricade.
Demolitionist
At 11th level, deliberate practice shaping your explosive Light grants you a second grenade Power charge. Like normal, you only recover one Power charge at a time when you make a successful recharge roll.
Master Sapper
At 15th level, you can maintain concentration on up to two different arc grenade Powers at the same time, and concentrating on an ongoing grenade Power does not stop you from making grenade Power recharge rolls. You make separate concentration checks for each ongoing grenade Power.
You are fully committed to the belief that a bigger punch is a better punch, and train accordingly to embody the singular, earth-shattering blow of an overwhelming lightning bolt.
Hammerblows
At 3rd level, you really know how to knock someone down. While Amplified (stage 1 or 2), the critical hit range of unarmed strikes you make is increased by one. At Amplified (stage 3 or higher), it’s increased by two.
Also, if you’re wielding nothing, or only wielding a single Main-Handed or Agile weapon, you may make an unarmed strike as an offhand weapon attack. You may add your ability modifier to the damage roll of your unarmed strike offhand weapon attacks.
Spring in Your Step
By the time you reach 6th level, you have grown used to striding swiftly to make sure you are always first to the fight. Choose one of the following:
- Improved Initiative: You have advantage on initiative rolls for combat.
- Improved Speed: Your base walking speed increases by 10 feet (to a maximum total of 45 feet) while not wearing heavy armor.
Evasion
At 11th level, you roll with the punches so well that they often roll right off you. When you are subjected to a Payload saving throw to prevent yourself from taking damage, you still only take half damage if you fail.
Impact Conversion
At 15th level, your training enables a pathway for the reuptake of Light you’ve expended through your advanced training techniques. If you score a critical hit with an unarmed strike, you may make a super Power recharge roll.
First to the fray and last to leave, you are the unstoppable blow that breaks the enemy line, and the unflappable counterstrike that clears the way for your allies.
Unstoppable Fist
At 3rd level, you embrace the old idea that a good offense is the best defense as you head fist first into battle. Even if you miss an attack roll with an unarmed strike, you still deal an amount of kinetic damage equal to your Strength modifier. You are also proficient with heavy armor.
Indomitable Light
At 6th level, no opponent is ever too much for you to take on. If you fail a saving throw, you may choose to succeed instead. You can do this a number of times equal to your Constitution modifier (minimum once). You regain all uses when you complete a long rest.
Furthermore, when you invoke Reckless Engagement, you are immune to being Frightened until the start of your next turn. If you are already Frightened when you invoke Reckless Engagement, the effect ends early for you.
Immovable Stance
Beginning at 11th level, your training develops exceptionally sure footing to resist being pushed. You have advantage on saving throws made to prevent yourself from being knocked back or knocked Prone. Furthermore, whenever a creature attempts to shove or grapple you, you may use your reaction to grant yourself advantage on your ability check to contest them.
Unwavering Might
At 15th level, you hold yourself in constant readiness to unleash the fury of your Light at an instant’s notice. The recharge value of striker tactical Powers you know are each reduced by one for you.
Additionally, when you cast a striker tactical Power, you may grant yourself Overshields. You must complete at least a brief rest before you can do this again.
