Striker

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.

LevelProficiency BonusFeaturesPower Level
1st+2Brawler, Reckless Engagement, Tactical Power1st
2nd+2Reckless Reversal, Arc Grenade Powers1st
3rd+2Lightning Reflexes, Striker Training, Super Power
Engineer
Gladiator
Juggernaut
1st
4th+2Ability Score Increase, Support Power1st
5th+3Extra Attack2nd
6th+3Archetype Feature2nd
7th+3Aspects of the Striker2nd
8th+3Ability Score Increase2nd
9th+43rd
10th+4Enduring3rd
11th+4Archetype Feature3rd
12th+4Ability Score Increase3rd
13th+54th
14th+5Additional Aspect4th
15th+5Archetype Feature4th
16th+5Ability Score Increase4th
17th+65th
18th+6Strongest at Your Weakest5th
19th+6Ability Score Increase5th
20th+6Bring the Thunder5th
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
Storm Fist
Thunderclap

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
Pulse Grenade

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
Tectonic Fist
Thundercrash

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
Rally
Thruster

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

Knockout

Storm’s Keep

Touch of Thunder

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.