Base Class: Fighter
“Strike with the force of thunder, and the speed of lightning” -Führer Jumen
Arc Striders strike with ferocity while navigating the battlefield as if they were a Roc. They harness the raw electrical current that sits in the very air itself, using it to their advantage, striking an opponent before they get a chance to draw their sword. These advanced warriors are the Brotherhood's frontline defense.
Arc Form
At 3rd level, The electrical current in your body grows stronger, you’re skilled enough to draw this power out of yourself and use it to your advantage. As a bonus action on your turn, you may enter your Arc Form. This lasts for 1 minute or until dismissed (no action required). While in this form you gain the following effects:
- Your weapon attacks deal an additional 1d6 lightning damage
- Creatures you have grappled take 1d6 lightning at the start of their turn
- Wearing armor does not impose disadvantage on Stealth (Dexterity) checks
- Your movement speed increases by 5 feet
- You have resistance to lightning damage and thunder damage
You can use this feature twice and regain all expended uses at the end of a long rest.
Retaliation Arc
Also at 3rd level, when a creature hits you with a weapon attack, you can use your reaction to cause of arc of thunder to hit the creature. The creature must make a Strength saving throw. On a failure, the creature takes 2d6 thunder damage and the creature is pushed back 10 feet.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Striders March
At 7th level, you’ve learned the art of assaulting the enemy from all fronts. You gain proficiency in (Stealth) checks and may add double your proficiency, your walking speed increases by 10 feet, and you may use the Dash action as a bonus action on your turn.
Additionally, you have an advantage on (Stealth) checks made to hide in a storm.
Stunning Jolt
At 10th level, you’re able to harness the static electricity in thin air in attempts to shock an enemy, shutting down their primary systems temporarily. When you hit a creature with a melee weapon attack, you can force the creature to roll a Constitution Saving Throw against your Arc Strider DC (8+Prof+Con Mod). On a failure, the creature is stunned until the end of its next turn.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Cyclone Surge
At 15th level, you can combine the element of wind and lightning to your advantage on the battlefield and the like.
As an action, you may transform into a cyclone of pure electrical energy. You are classified as large while in this cyclone form, which lasts until the beginning of your next turn. When a creature starts its turn within 60 feet of the cyclone, you can force the creature to roll a Strength Saving Throw against your Arc Strider DC and take 2d10 lightning damage, half as much on a success. On failure, the target is also pulled 15 feet towards you. Creatures that are pulled into the cyclone take an additional 6d10 Lightning damage and are blinded and deafened. You regain the use of this feature at the end of a short or long rest.
Part of a Storm
At 18th level, you’ve mastered the art of your Arc Form to be as strong and as agile as a storm. When you enter Arc Form, you gain the following effects:
- Weapon attacks against creatures made of or wearing metal are made at advantage.
- Your weapon attacks deal an additional 1d12 lightning damage on hit
- Grappled creatures take 2d12 lightning damage at the start of their turn
- Wearing armor does not improve disadvantage on Dexterity (Stealth) checks
- Your movement speed increases by 20
- As an action, you can force a single creature within 60 feet of you that you can see to make a Dexterity Saving Throw against your Arc Strider DC or become grappled and restrained. A creature can use its action on subsequent turns to attempt to escape this grapple.
- You can change your physical form to become pure electrical energy. You can choose this form when you enter your Arc Form or as a bonus action on subsequent turns, you can also exit this form at will (No action required). While in this form your weapon attacks deal lightning damage. Everything you’re carrying that isn’t your equipped weapon and armor is temporarily merged into your new form. While in this form, you can move through cracks as thin as 1 inch wide. Additionally, you can end your turn in another creature’s space. When you do so, you take 1d12 force damage while the creature takes 1d12 lightning damage.
- You have immunity to lightning damage
- You have resistance to thunder damage
You can use this feature twice and regain all expended uses at the end of a long rest.
Previous Versions
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