Arcstriker Class

Overview

Arcstrikers specialize in combining weapon strikes with bursts of elemental energy. Their combat style is fast, mobile, and explosive. They weave disciplined technique with innate elemental affinity, making them a perfect blend of martial and supernatural power.

They excel at: High mobility, Precision damage, Elemental strikes, Hit-and-run tactics, Mid-range dueling

Main Stat

Strength (STR)
Used for Rite Tests — Arcstriker energy is fueled by inner drive and presence.

🛡️ Armor & Weapons
🎯 Saving Throws
  • Armor: Light or Medium

  • Weapons: Simple + Martial weapons

  • Shields: Not proficient

  • Strength

  • Dexterity

❤️ Hit Points
  • Starting HP: 16

  • Level 1 HP: 1d10 + CON modifier

  • Level Up HP: 1d6 + CON modifier each level

Arcstrikers are durable but not as tanky as Barbarians.

🧮 Proficiency Bonus
🪓 Starting Armor Class
  • Levels 1–4: +1

  • Levels 5–8: +2

  • Levels 9–10: +3

  • Base AC: 11 + DEX modifier

  • Light or medium armor adjusts AC upward

🧭 Common Activities

Arcstrikers are frequently seen:

  • Closing distance quickly

  • Dashing between enemies

  • Striking twice before enemies react

  • Reading the flow of battle

  • Channeling elemental energy

  • Acting as scouts or skirmishers

  • Leaping across terrain gaps

  • Parrying with quick motions

🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature

At each level, Arcstrikers gain:

  • More HP

  • +1 Rite known (starts with 2 at Level 1)

  • Ability Score Increases at Levels 4 & 8

  • Increased Proficiency at Levels 5 & 9

Elemental Pulse

When you successfully hit with a melee attack, you may immediately trigger a burst of elemental force (fire, ice, or lightning) as a free action:

  • Fire: +1d4 extra damage

  • Ice: Target’s speed reduced by 10 ft for 1 round

  • Lightning: You may move 5 ft without provoking attacks

This may occur once per turn.

🔮 Arcstriker Rites
🔱 Arcstriker Rite List (Choose 1 at each level)

Arcstriker Rites are mobility-enhanced, elemental-infused martial abilities.

Rite Test:

d20 + STR + Proficiency Bonus vs DC 12

Level 1 Rites

Flash Step - Dash 15ft. Your next attack gains +2 to damage and hit.

Tempest Strike - Make a melee attack. Upon success, deal bonus +1d6 lightning damage and pushes the target 10 ft away from you.

Frost Guard - Whenever you take damage, you may use your minor action to reduce it by your CON modifier (minimum 1).

Burning Crescent - Your weapon ignites, adding +1d8 fire damage to the next successful hit.

Gale Waltz - Passive - Gain +10 ft movement speed.

Twin Assault - Make two melee attacks against one or two targets within reach. Roll for each.

Level 3 Rites

Elemental Mastery - Passive - Choose one of: Fire, Ice, Lightning
You gain +4 damage with that element. You can change the Element during a rest.

Reactive Dash - Passive - When an enemy ends its turn adjacent to you, you may move 10 ft without provoking attacks. Deal +1d10 force damage to enemies adjacent to you as a reaction once per round.

Searing Mark - Place an elemental mark on an enemy.
The next attack against that enemy deals +2d8 fire, ice, or lightning damage.

Final Crash - Leap up to 20 ft and strike downward for 2d6 damage within 5ft plus your DEX modifier.