Base Class: Fighter
Move like lightning, Strike like Thunder.
No one remembers who the first Arcstrider was. Hardly anyone remembers the Arcstrider at all. Time vanished us like it does memories.
But in the darkest days of the Dark Ages, when humanity was utterly defenceless, Arcstriders disciplined their bodies to let the Traveler's energy flow through them, to call lightning itself to hand and wield it like a staff against the Darkness.
Become the Lightning, they said.
No.
Become the staff, they said.
No.
Become a weapon, they said.
We obliged.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The ArcStrider Spellcasting table shows how many spell slots you have of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice.
The Spells Known column of the ArcStrider Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your spells since you Gain your spell casting ability through your ability to Endure and redirect the storm. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier.
Spell attack modifier = your proficiency bonus + your Constitution modifier
ArcStrider Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
4 |
2 |
— |
— |
— |
|
4th |
3 |
5 |
3 |
— |
— |
— |
|
5th |
3 |
5 |
3 |
— |
— |
— |
|
6th |
3 |
5 |
4 |
— |
— |
— |
|
7th |
3 |
6 |
4 |
2 |
— |
— |
|
8th |
3 |
7 |
4 |
2 |
— |
— |
|
9th |
3 |
7 |
5 |
3 |
— |
— |
|
10th |
4 |
8 |
5 |
3 |
— |
— |
|
11th |
4 |
9 |
5 |
3 |
— |
— |
|
12th |
4 |
9 |
5 |
3 |
— |
— |
|
13th |
4 |
10 |
5 |
3 |
2 |
— |
|
14th |
4 |
10 |
5 |
3 |
2 |
— |
|
15th |
4 |
10 |
5 |
3 |
2 |
— |
|
16th |
4 |
11 |
5 |
3 |
3 |
— |
|
17th |
4 |
11 |
5 |
3 |
3 |
— |
|
18th |
4 |
11 |
5 |
3 |
3 |
1 |
|
19th |
4 |
12 |
5 |
3 |
3 |
1 |
|
20th |
4 |
13 |
6 |
3 |
3 |
1 |
Arc weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Bonded weapons deal an additional 1d6 lightning damage.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. you can summon that weapon as a bonus action on your turn, causing to instantly appear in your hand.
You can have up to two bonded weapons but can manifest only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Arc Form
- Your weapon attacks deal an additional 1d6 lightning damage
- Creatures you have grappled take 1d6 lightning at the start of their turn
- Wearing armour 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 5th 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 7th 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 10th level, you can combine the element of wind and lightning to your advantage on the battlefield
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.
Thunderous Leap.
At 15th level, you gain the ability to teleport up to 30 ft, or 90 ft while in Arc form, to an unoccupied space, you can see, creatures within 10ft of the point of impact must make a DEX Saving throw, on a failed save taking 2d12 lightning damage, or half as much on a successful save.
Can be used twice per long rest.
Part of the Storm
Starting at 18th level, merge your form into a storm of lightning and fury and gain the following effects while in arc form:
- 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 armour does not cause a 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 armour 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
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/4/2021 9:50:58 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
2/8/2021 9:46:22 PM
|
4
|
0
|
2
|
Coming Soon
|
|
|
2/8/2021 9:55:11 PM
|
4
|
0
|
3
|
Coming Soon
|







Comments