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TITAN 7 he tiefling’s dark plate armour clanks as she the wyrmling’ skull beneath his boot, the his shoulders and cracking his knuckles, the dwarf breaks ‘out into a sprint to continue to fight back the hoard of wyrmlings. Lightning begins to trail after him, anc as he brings his fist forward, slamming the weight of his thunderous energy into the dragon, a loud erash fills the cavern, and lighting sparks off inall directions Bringing his shield up to deflect another blow, the kobold spits out blood and lets outa vicious snark The goblins laugh an jeer as they gang up on the lone kobold, and dig into his armour with their shortswords and daggers. Letting out an anguished cry, the kobold's eyes flash with a vibrant orange energy, and the goblins laughs quickly turn tocries of pain as they are consumed ina raging inferno of brilliant sunlight. Allof these warriors ae titans, people who are willing to die to protect those that cant protect themselves. Imbised ‘with powerful defensive magic, and branded with a powerful emblem, they dare to tread inthe darkest of places, armed with the knowledge that they have alrea spat in the face of impossible odds. ards the fiery beast as his allies A DEFINING MOMENT Almost cvery titan is born of a defining moment, one where their convictions are truly tested. When someone commits themselves to protecting something, to the point th they're willing to die fori, a magic is sparked inside of, that bursts forth lke a explosion, allowing them to harness powerful abjuration magic that they ean ase ta shield and protect others For some titans, their defining moments involve self sacrifice, giving their ives in defence of their charges. Oftentimes, these titans ate later reborn into their bodies, them powerful entities that govern or observe such selfless deeds ‘deeming them worthy enough to champion their eause in a new life. This second chance allows titans to think upon who they were in their past lif, and forces them to consider their choices up unto the point oftheir sacrifice CHANNELED POWER Titan's can receive their magic from nearly any source. The ‘most common are titans that received their magic from a god or patron, and either called out to them as they made their sacrifice, or were devouts during thei Ife, and were especially chosen. These titans often adopt the Sunkeeper Code, since the brilliant light is reflective of their own, desire to see good spread throughout the multiverse. Other titans are simply chosen by mere fate, and are just a likely to adopt one code over another. These ttan's are unsure of the origin of their powers, but are accepting and uick to learn, No matter how titan reecieved their magi, they are spirit. Making the sacrifice that is required to become a THESTITAN titan is no easy feat, and not all who do so become titans. Proficiency Some speculate their is an otherworldy force that hand Level Bonus: Features a: Defensive ular Fightin ond ” Style EMBLEMS AND CREsTs 2 Tan Code personality and force of spirit that they use to identify 5th a Extra Attack When two titans with the same emblem meet, a bond is. ith sae) Titan Code feature destruction on the battlefield, and none can hope to break ey keat ieee) erste rege eral alien as ilieir emblem, but ie Vath “4 Ability Score Improvement jo less powerful. When adopting a crest, a titan will often 13th +5 Forceful Blockade (246) something new and unique. A titan with the eagle emblem 14th +5 Unyielding Body and the fire crest might fight with the fury of a phoenix, 15th +5, Titan Code feature ‘while one with the ram emblem and blizzard crest might fight with the power of an avalanche Neth se Ability Score Improvernent 17th 46 Forceful Blockade (346) ReEETAN SD ath 6 Tm Code feonure Because of your defining moment, powerful defensive magie is now yours to command. Titan's bolster this magic ‘with martial knowledge so be sure to consider how your 20th «46——Titan’s Stand titan character came to learn martial combat; pethaps they sy academy before they where a solder ‘or took up learning it after their defining moment to further ‘enhance their prowess on the battlefield 19th +6 Ability Score Improvement Furthermore, be sure to consider the right emblem for your titan. A titan's emblem is meant to reflect at most core personality, so fee! free to replace any animal associated with an emblem with another animal that you feel better reflects your character. The animals presented inthe feature are merely suggestions, and you can easily replace the Elk emblem with something like a jaguar, the Ram emblem with a crocodile, or even the Lion emblem ‘with a dragon, Work with your DM to come up with the best representation of your character Quick Bury You can make a titan quickly by following these suggestions. First, pu your highest ability score in Constitution, followed by Strength, Second, choose the folk hero or soldier background Third, choose either the Elk, Lion, or Wolf emblem, Cass FEATURES As a titan, you gain the following class features. Hrr Ponts Hit Dice: 1412 per titan level Hit Points at Lst Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12(or 7) + your Constitution modifier per titan level after Ist PROFIGIENGTES Armour: All armout, shields ‘Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skilla: Choose two from Athletics, History, Insight, Intimidation, Perception, and Survival EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: += (@)one martial weapon and a shield or (c)two martial ‘weapons *= (a)chain mail (2) scale mail or c) leather armour *# (a)a light crossbow and 20 bolts or (b) five javelins *# (a)a dungeoneer's pack or )an explorers pack Alternatively you may start with Sd4 = 10 gp to buy your own equipment, ‘MuLtictassine Prerequisites. To qualify for multiclassing into the titan class, you must meet these prerequisites: Strength and. Constitution 13 Proficiencies. When you multiclass into the titan class, you gain the following proficiencies: Light armour, medium armour, shields, and simple weapons. Trran's EMBLEM Starting at Ist level you can bear an emblem that reflects the most eore aspect of your personality: This emblem ‘grants you additional boons, which you Weat on your person, either in the form of a tabbard, a cloak, or a shield design. Once you choose a titan!s emblem, you can't choose another one. While you wear this emblem, you gain the benefits associated with it Eagle. The eagle reflects splendor. Whenever you make ‘Charisma check, you can add a ds to the result Bik. The clk embodies agility. Your walking speed increases by 5 feet Hawk. The hawk depicts perception. Whenever you make a Wisdom check, you can auld a d4 to the resi Lion. The lion represents honor. You have advantage on ened. saving throws against being fig Ram. The ram reflects resilience. When you roll initiative, you gain temporary hit points equal to 2 your Constitution modifier ‘Snake. The snake depiets cunning. Whenever you an Intelligence cheek, you ean add a d4 to the result, Wolf. The wolf embodies vigilance. You can't be surprised while you are conscious, wake ‘VALIANT DEFENDER Also at 1st level youre able (o easily shield your allies with your protective magic. Asa reaction when a creature within 5 feet of you takes bludgeoning, piercing or slashing damage from a source you can see, you ean reach out towards them and magically tke that damage, instead of that creature taking it, The feature doesnt transfer any other effects that might accompany the damage, and any ‘damage you take this way is ist reduced by a ‘aia {o your Constitution modifier + half your titan level ‘amount ne DEFENSIVE BULWARK Starting at 2nd level you can create a defensive bulwark that allows you to better protect your allies from harm. As ‘an aetion on your turn, you can create a bulwark that is a 10.foot radius sphere centered on you (but doesn't move ‘with you) that lasts for 1 minute, and appears as a transparent bubble of shimmering energy. The bulwark has the following benefits ‘= You don't need to be wi ‘your Valiant Defender feature, as long as you and the creature are both inside your bulwark, ‘* Atthe start of each of your turns, you can give a number ‘of creatures other than you equal to your Constitution, modifier (minimum 1) inside your bulwark a number of temporary hit points equal to your Constitution moifier. in 5 feet of a creature to use Hostile creatures treat the inside of the bulwark as difficult terrain, ‘© When an allied creature is reduced to 0 hit points while inside your bulwark, you can have them drop to 1 hit point instead. That creature also gains temporary hit points equal to your Constitution modifier * your titan level Once you return a creature to 1 hit point this way _your bulwark ends, Once you use this feature, you carit do so again until you finish a short or long rest FIGHTING STYLE At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again DEFENCE While you are wearing armor, you gain a +1 bonus to AC. Durie ‘When you are wielding a melee weapon in one hand and no ‘other weapons, you gain a +2 bonus to damage rolls with that weapon Great WEAPON FIGHTING ‘When you rolla 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with (wo hands, you can reroll the die and must use the new rolL ‘The weapon must have the two-handed or versatile property for you to gain this bene! ‘Two-WEaron FIGHTING ‘When you engage in two-weapon fighting, you can add your ability modifier tothe damage of the second attack. Trran CopE ‘When you reach 3rd level you take up a code that defines you.as. titan. You can choose either Frostwarden, Stormstriker or Sunkeeper, these codes are detailed at the ‘end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level. Those features include the code crests. TITAN ) RAINJUNKIE Cops Crests Each code also has two erests, and you choose one when ‘you gain this feature. You display your code erest in similar fashion to your titan’s emblem. You can change your code crest whenever you gain a level in this class ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th and 10th level you ean increase one ability score of your choice by 2,or you can increase two ability scores of your choice by 1. As normal you cant increase an ability score above 20 using this feature. Extra ATTACK Beginning at 5th level you can attack twice, instead of, once, whenever you take the Attack action on your QUIGKENED DEFENCES At 6th level you're easily able to ready yourself for battle. You can use Defensive Bulwark twice before a rest, but you ccan only have one bulwark created ata time; if you ereate a second bulwark, the first one immediately vanishes, Additionally, you ean ereate a bulwark as a bonus action fon your turn, rather than an action. ForcEFUL BLOCKADE Beginning at 9th level youre able to rebuke those who would dare attack your allies. ‘When you use your Valiant Defender feature, you deal 146 force damage to the creature that attacked your ally Additionally, when you reduce the damage dealt to O with your Valiant Defender feature, you use the highest number possible for each damage die. For example, instead of dealing 146 force damage, you instead deal 6 This force damage increases to 2d6 at 13th level and 346 at 17th level EXPANSIVE DEFENCES At 10th level you're able to better protect your allies. The radius of your bulwark inerease by 5 feet, and by an additional § feet at 20th level UNYIELDING Bopy Starting at 14th level your body can't be broken. Your Strength seore, your Constitution score, and your hit point ‘maximum cant be reduced. Additionally, you have advantage on ability checks and. saving throws to avoid being knocked prone, grappled, restrained or otherwise moved against your will. Trran's STAND At 20th level you know that you can only stop fighting once your allies are safe. When you are reduced to 0 hit points, you can draw on your protective magic to allow you to return to battle. You regain all your hit points, and recover ‘any expended uses of your class or subclass features. (Once you use this feature, you can't do so again until 7 days have passed Trran CopEs Different titan's choose different cades, depending on their beliefs, personal fighting style, or aesthetics. The code a titan adopts isnt as important to them as their emblem is, ‘and some titan's have been known to change their code during their lifetime. CobE OF THE FROSTWARDEN Frostwarden's are as hard as ice, unmoving on the battlefield. No matter how the battle shits and flows, a Frostwarden stands tall agains it, knowing that if they don't, no one will Additionally they reach to darker magics tobolster their defensive capabilities, using necromancy and undead to farther their cause. Other titans see Frostwardens as dark, and some believe they are something far from the noble name of titan. Frostwardens, know that any sacrifice is worth protecting those you love. Cop Crests You gain access to the following additional eves: Blizzard The blizzard represents hardiness, Your attack rolls against creatures that have their movement speed reduced or impaired can't have disadvantage. ‘Skull. The skull represents death. While you're below hhalfyour hit points maximum, you gain a number of temporary hit points equal to your Constitution modifier at the start of each of your turns Gracia Supjucarion Starting when you choose this cade at Sr level dark ice ‘wists inside your bulwark, hampering your foes and shielding your allies. Your bulwark gains the following benefits: “© When a hostile ereature starts its turn inside your bulwark, its movement speed is reduced by 10 feet until the start oftheir next turn. ‘+ Hostile creatures inside the radius of your bulwark can't regain hit points «Friendly creatures inside your bulwark have advantage ‘on death saving throws, Risk TO BATTLE Ati level you gain the ability to imbue a corpse with your frost magic, bending itt your will You can target a beast ‘or humanoid corpse of a small or largcr creature that has ‘been dead for no longer than a minute, using your bonus, action to reanimate it, causing it to stand up immediately with a number of hit points equal to your Constitution modifier + half your titan level The creature uses the zombie stat block in the Monster Manual. It remains animate for 10 minutes, after which time it collapses and dies, In combat, the zombies turn comes immedi yours. I obeys your mental commands, and the only action itcan take is the Attack action, making one melee attack. ‘While in inside your bulwark. it gains a bonus to its AC and attack rolls equal to your Constitution modifier, ‘You can use this feature « number of times equal to your Constitution modifier (minimum of once} and you regain all expended uses of it when you finish a long rest. Gras? oF Icr Starting at 11th level you can cause the frozen dead to reach up towards you foes. The first time you hit a creature ‘with a melee weapon attack on your turn, it takes an additional 1412 cold damage. Additionally. ifs on the ‘ground, frozen, undead hands burst forth and geab iin its space. Until the the end of its next turn, i's maist spend at least 10 feet of movement to break free of the hands, at Which point they disappear tly after Datu DEFIANT At 15th level you can place a protective blessing on a dying. creature, in an attempt to help guide it back to the land of the living. As a bonus action, you can target an unconcious creature within 30 feet of you and bless it, which lasts «nti the ereature becomes stable, regains hit points, or dies. You can't target a stable creature with this ability. For the duration of the blessing, the creature is immune to all damage, and has advantage on death saving throws. Once you use this feature, you earit do so again until you finish a long rest. LEGION OF THE FROSTWARDEN AC18th level you ean have the air around drop to a biting cold as spectral undead hover around you, As an action on your turn, you can undergo this transformation, which lasts for 1 minute or until you're reduced to 0 hit points. While transformed, you gain the following benefits: ‘+ You gain immunity to cold and neerotic damage, + You can command any zombie under your control Within 60 feet of you to move up to its speed and make a single weapon attack as a bonus action on your turn ‘+ The first time you hit a creature with a melee weapon attack on your turn, spectral undead also strike out at the target. The creature takes an additional 1d12 cold damage and 1d12 necrotic damage. ‘Once you use this feature, you cant do so again until you finish a long rest. CoDE OF THE STORMSTRIKER Stormstrikers hit first and ask questions later. They live by the phrase "low like lightning strike like thunder", and use their quick reflexes to weave in and out of combat. Other titans often see stormstrikers as too brash or aggressive, bt stormstrikers know that when push comes to shove ‘Someone has to punch firs. Cope Crests ‘You gain access tothe following additional crests: Lightning. The lightning represents low. Opportunity attacks against you have disadvantage, and when you take the Attack action on your turn, you can move up to 10 feet ‘without provoking attacks of opportunity before or after you make your first attack as part of that action, ‘Thunder. The thunder represents power. Your unarmed strikes deal 1d4 bludgeoning damage and 1d4 thunder damage. Additionally, when you use the Attack action with ‘an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action, RoLuinc THUNDER Starting when you choose this code at 3rd level your bulwark shifts around the battlefield as you do, allowing you to strike foe after foe. Your bulwark gains the following, benefits: * Your bulwark moves with you and is centered on you. «© The fist time you hit a creature inside your bulwark with a melee weapon attack on your turn, that creature hhas disadvantage on their next weapon attack roll they make before the start of your next turn. TITAN j RAIN JUNKIE CrasHine LicHTNING At 7th level you're able to build up momentum, allowing you to deal devastating blows to your enemies. Ifyou move at least 20 feet straight toward a creature and then bit it with a melee weapon attack on the same turn, that ereature takes an additional 1d6 lightning damage must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be knocked prone, ‘You can use this feature a number of times equal to your Constitution modifier (minumum 1) and reg: when you finish a long rest. ‘SToRM TRANCE At 1 Ith level you're able blast your foes with lightning, even when your attack would normally miss. The first time you. ‘miss a creature you can see with a melee weapon attack on Your turn, you can can have lightning leap towards them, ‘They take lightning damage equal to 1d4 + your Constitution modifier Luapine LIGHTNING AL 15th level bursts of storm energy allow you fo leap into the air. When you take the Dash action on your turn, you gain a flying speed equal to your walking speed, which lasts lund the ened of the turn. This benefit works only in short bursts: you fall if you end your turn in the air and nothing. else is holding you aloft FEROCITY OF THE STORMSTRIKER AL 18th level you're able to have lightning surge through your body, leaping to nearby foes. As an action on your turn, vou ean undergo this transformation, which lasts for 1 ‘minute or until you're reduced to 0 hit points, While transformed you gain the following benefits: + You gain immunity co lightning and thunder damage. ‘Your walking speed increases by 10 feet, «The first time you hit a creature with a melee weapon attack on your turn, all other hostile ereatures within 10 feet of the target take 1d6 lightning damage and 146 thunder damage. Once you use this feature, you cant do so again until you finish a long rest. = = & = = fo Nae Cov OF THE SUNKEEPER Sunkeepers channel powerful solar magic to smite their foes. To Sunkeepers, good and evil is as clear and light and dark, and those who fall on the wrong side are quick to feel their wrath, Even though other titans believe Sunkcepers. are too narrow in their ideas, no one can deny their prowess in battle. Cover Crests You gain access to the following additional erests: Flame. The flame represents destruction. Once per turn when you hita creature with a melee weapon attack, you deal an additional 146 fire damage. ‘Sun, The sun represents purity, Once per turn, when a creature hits you with a melee attack, they take 1d4 radiant damage. BLAZING BULWARK Starting when you choose this code at 3rd level the inside ‘of your bulwark turns into a furnace to burn the strongest, of foes. Your bulwark gains the following benefits: * When a hostile creature enters your bulwark for the first time o starts its turn there, it takes 16 fire damage. * Hostile creatures inside your bulwark can't benefit from, invisibility, as the searing light reveals them. ‘= Hostile creatures inside your bulwark have disadvantage Strenath and Dexterity ability checks, Guains or Conquest At7th level you're able to strike down a foe with hotiron chains. As an action on your turn, you can choose a creature you can see within 60 feet of you. That ereature must make a Strength saving throw as chains burst forth from the ground and ensare it. On a failed save, a creature takes 2d6 fire damage and 2d6 radiant damage and is restrained until the end of your next turn Ifthe ereature is flying, its pulled to the ground on a failed save (but doestit suffer any fall damage} On a successful save, a creature takes half as much damage and isn't restrained Once you tse this feature, you must finish a short or long rest before you do so again. Raprant FLase Beginning at 11th level. your magic shines with a brilliant light. The first time you hit a creature on your turn with a ‘melee weapon attack, it glows with radiant light until the end of your turn. Attacks you make against a creature that slows with this light have advantage, and deal additional radiant damage equal to your Constitution modifier. SEARING WILL At 15th level, youre drive to enforce your will is unmatched. You are immune to being charmed. and when you fail an Intelligence, Wisdom, or Charisma saving throw against a spell or magical effect, you can turn that failure into a Once you use this feature, you can't do so again until you finish a long rest. ‘WINGS OF THE SUNKEEPER At 18th level you're able to have radiant wings of pure sunlight shoot out from your back, and can conjure a blade of pure fire. As an action on your turn, you can undergo this transformation, which lasts for 1 minute or until you're reduced to 0 hit points. While transformed, you gain the following benefits: * You gain immunity to fire and radiant damage. + You gain a flying speed of 30 fect. * Asan action on your turn, you can make a special attack with your flaming blade, shooting a blast of fire from it. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls Its damage is fire, and its damage dice are 448. Additionally, hit or miss, the target and all hostile creatures within 20 feet of it take an additional 248 radiant damage. Once you use this feature, you can't do so again until you finish a long rest. CREDITS Lead Designer/Producer: u/Rain-Junkie References: Player's Handbook Editing/Proofreading: u/Cometdance, v/infkore, uySargeBriar, u/VampireBagel_. Special Thanks: Discord of Many Things, Unearthed Arcana Subreddit Titan Icon: Garne Icons Interior tlustrators: Dominik Mayer The Titan is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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