Legends of Tolria
The Galactic Game

Subclass Compendium · Wizard

School of Arc-Rifting

A Riftcraft Tradition focused on Arc-Rifting — lightning, storm, and the high-frequency edge of the Rift where formula becomes voltage.

Identity

Arc-Rifters channel the Rift's brightest, fastest octave. Their casting smells of ozone and burnt metal; their channels strike before the sound of them arrives. Halcyion Federation grid-engineers train them to keep starship reactors aligned; Aurelion artillery commanders deploy them as walking cannons; the Covenant of the Ebon Creed treats them with the careful distance reserved for storms. An Arc-Rifter rarely loses initiative.

Features

  • L3 Arc-Marked

    You gain proficiency in the Technology skill if you do not already have it. When you copy an Arc-Rifting channel into your Channelbook, the credit cost is halved. When you cast an Arc-Rifting channel that deals lightning or thunder damage, you may reroll one damage die per casting; you must keep the new result. The Static, Spark Bolt, Stun Shot, and Lightning Cascade channels are always considered prepared for you and do not count against your prepared channel limit.

  • L7 Static Field

    Your skin carries a perpetual low charge. When a creature within 5 ft of you hits you with a melee attack, you can use your reaction to deal lightning damage to the attacker equal to 1d8 + your INT modifier. You can use this feature once per short rest at no slot cost; further uses on the same short rest cost a 1st-level (or higher) channel slot per activation, with the damage increasing by 1d8 for each slot level above 1st. A creature reduced to 0 HP by Static Field is left twitching and prone.

  • L11 Stormlord's Voice

    When you cast an Arc-Rifting channel that forces a saving throw and deals lightning or thunder damage, the target makes that save with disadvantage if it is wearing metal armor, wielding a metal weapon, or in contact with conductive material (standing water, exposed wiring, starship deckplate). Additionally, lightning damage you deal ignores resistance, and you treat targets with lightning immunity as having lightning resistance instead.

  • L15 Lightning Step

    When you cast an Arc-Rifting channel of 1st level or higher, you may immediately teleport up to 60 ft to an unoccupied space you can see as part of the casting. The teleport is treated as a discharge of arc energy: you leave a trailing afterimage at your origin point that imposes disadvantage on the first attack roll made against you before the start of your next turn. You can use Lightning Step once per turn.

  • L18 Storm Avatar

    As a bonus action, once per long rest, you assume an aspect of the living storm for 1 minute. While in this aspect: you gain a flying speed equal to your walking speed and can hover; you are immune to lightning damage and resistant to thunder damage; at the start of each of your turns, every hostile creature within 10 ft of you takes 2d8 lightning damage (a Dexterity save against your channel save DC halves); and the first Arc-Rifting channel you cast each round can target one additional creature within 30 ft of the original target, dealing half damage and applying no riders to the additional target. The aspect ends early if you are reduced to 0 HP.