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