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5th Edition Class The Titan

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431 views6 pages

5th Edition Class The Titan

Uploaded by

Cactus Jak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Titan Class

Titan unsuspecting bandits or thieves.


In an adventuring party, a titan will usually play one of
Sensing an attack coming from all sides, the dragonborn two roles, being either the defensive bulwark of the group,
throws down her mace and locks eye with the nearest gnoll. or a fearsome frontline fighter. Titans are fearless, and will
She dares it to attack her, willing it to target her instead of face up against a monstrous foe without worrying about
her allies. The gnolls confusion soon turns to fear, as its even taking a scratch. But what often drives a titan to
attack returns to it, and bounces off the dragonborn's become an adventurer is an overwhelming desire to protect
shield. Though they all attempt their best, their attacks will others, by putting their own body on the line. Clad in a
not penetrate her armour. mountain of chain and plate, they will never desert a
A human strides through the forest, clad in charred and comrade, and will hold off their assailants until the end of
dented steel plate. He walks towards the wyrmling, shield time.
in one hand, shortsword in the other. The creature's claws
and teeth glint in the sunlight; the act is mirrored by the
human's own grin, as he drops his meager sword and
effortlessly hefts the enormous greataxe from his
shoulders, flipping it end over end in one hand and he
prepares for the kill.
Striding slowly through the mines, the halfling is a
walking suit of armour, bolstered by a shield in either hand.
Towering over his dwarven and elven companion, he wades
through the hail of arrows and spells, letting them wash
over him like droplets of water. He plants himself into the
group, creating an impassable barrier between himself and
the opposing army. No harm shall come to his companions
while he still draws breath.
Whatever foe the titan faces, they will stare it down
without fear and without hesitation. Their physical power,
enhanced by the blood of the ancient elemental beings that
once walked the material plances, allows them the achieve
unimaginable feats of strength. They are protectors,
defenders, avengers, whether by destroying they foes with
their herculean strength, or by preventing harm from ever
coming to an ally.
The Precursors' Blessing
Though usually only spoken of in legends and myths,
ancient, primordial titans once walked the land; it is
these from enormous creatures that the modern-day
titans received both their name and their powers.
These colossi may no longer roam, but their
legacy was not limited to just the elementals
and the giants; these ancient creatures’ power
is kept alive in the bloodlines of those who
dedicate themselves to the way of the titan, to
the protection of others, and the destruction of
their foes. The inherent power and fortitude
granted by this primal energy aids in the brutal
training a titan must undergo. Durable bodies and a
powerful form are a must for a titan, as their immense
physical strength is one of the pillars on which their skills
is built. Some titans choose to emulate those that spawned
the elementals, by becoming a shield for their companions
and developing their bodies to withstand any strike. Others
choose to follow the way of the giants, by wielding great
weapons as effortless as swinging a rope. These specialties
are what make a titan a fearsome and tireless opponent,
unbeaten and unbroken.
Masters of Defence
Thought not a requirement, many titans are drawn to a life
on the battlefield. Whether it be by enlisting in an army to
join the ranks of soldiers, or becoming a mercenary or
bodyguard for hire, many titans use their ample physical
prowess to carve out a life for themselves. Their connection
to nature means titans opt for a simple life of manual
labour outdoors, only ever displaying their power on

1 THE TITAN CLASS


Constitution, followed by Strength. Second, choose the
soldier background.
The Titan
Proficiency Titan Class Features
Level Bonus Damage Features As a titan, you gain the following class features.
1st +2 1d6 Ancient Knowledge,
Barricade Hit Points
2nd +2 1d6 Extra Reaction
Hit Dice: 1d12 per titan level
Hit Points at 1st Level: 12 + your Constitution
3rd +2 1d6 Primordial Gift modifier
4th +2 1d6 Ability Score Hit Points at Higher Levels: 1d12 (or 7) + your
Improvement Constitution modifier per titan level after 1st
5th +3 2d6 Provoke Proficiencies
6th +3 2d6 Primordial Gift feature Armor: All armour, shields
Weapons: Simple weapons
7th +3 2d6 Looming Presence Tools: Choose one from mason's tools or smith's tools
8th +3 2d6 Ability Score
Improvement Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, History, Nature,
9th +4 3d6 Extra Reaction (2) Perception and Survival
10th +4 3d6 Primordial Gift feature
Equipment
11th +4 3d6 Beast of Burden You start with the following equipment, in addition to the
12th +4 3d6 Ability Score equipment granted by your background:
Improvement
A simple melee weapon and a shield
13th +5 4d6 War Stomp Chain mail
14th +5 4d6 Primordial Gift feature Two handaxes
15th +5 4d6 Unyielding
Mason's tools or smith's tools
(a) a dungeoneer's pack or (b) an explorer's pack
16th +5 4d6 Ability Score
Improvement Ancient Knowledge
17th +6 5d6 ─ Starting at 1st level, you can speak, read, and write Giant
18th +6 5d6 Extra Reaction (3) and Primordial. Additionally, whenever you make a
Charisma check when interacting with elementals or
19th +6 5d6 Ability Score
Improvement
giants, your proficiency bonus is doubled if it applies to the
check.
20th +6 5d6 Colossus

Creating a Titan
Before creating your titan character, think about the kind of
role you would like to play. The majority of titans will
provide a support role, utilising their skills to protect those
around this. This decision will help inform your titan's
story. Were they a soldier, a member of a military
organisation, specialising in defence? Were they a
mercenary, hired as a bodyguard to help protect a high
profile member of society? Or did they seek a simple, more
honest life, until the titan's blood in their veins burned for
adventure?
It is also important to decide what their opinon of their
own power is. Are they arrogant, believing themselves to be
superior because of their physical strength? Do they plan
on using their might to conquer their foes and subjugate
others? Or are they humble, accepting that power as a part
of themselves, choosing to use it only for the protection of
others? What is it that drives them to leave their lives
behind, and pursue the life of an adventurer?
Quick Build
You can make a titan quickly by following these
suggestions. First, put your highest ability score in

THE TITAN CLASS 2


Barricade Provoke
At 1st level, when an ally within 5 feet of you that you can At 5th level, you gain the ability to incite the ire of nearby
see or hear takes damage, you can use your reaction to enemies through your sheer will and fortitude. You can use
block some of the incoming damage. You reduce the your action to target a number of enemies within 15 feet of
damage taken by 1d6. In order to use your Barricade ability, you and provoke them, to draw their attention to you. Until
you must be wielding a shield. the start of your next turn, if an affected enemy targets a
The amount of damage you can reduce by increases as creature other than you for an attack, spell or ability, they
you gain levels in this class, as shown in the Titan Damage must make a Wisdom saving throw (DC equal to 8 + your
column of the Titan table. proficiency bonus + your Constitution modifier). On a failed
save, the chosen target becomes you.
You can target a number of creatures equal to your
Extra Reaction proficiency bonus.
Beginning at 2nd level, you can take two reactions, instead If you attempt to use this on a creature you previously
of one, each turn. used it on within the last 24 hours, the save DC is reduced
The number of reactions increases to three when you by 2 for each successive use of Provoke. If a target
reach 9th level in this class, and four when you reach 18th succeeds in the saving throw, they cannot be targeted by
level in this class. any Provoke ability for 24 hours.
These extra reactions can only be used for titan abilites.
Looming Presence
Primordial Gift Beginning at 7th level, the presence of an ancient titan
At 3rd level the power instilled in your bloodline by the wreathes your body, granting you an expanded aura. Your
ancient titanic beings begins to emerge. Choose the Gift of reach with all melee weapons increases by 5 feet. The
Steel or the Gift of Stone, both detailed at the end of the range of your Barricade ability also increases to a distance
class description. Your choice grants you features at 3rd of 10 feet, and your Provoke ability's range increases to 20
level and again at 6th, 10th and 14th levels. feet.
In addition to this, you may add your Constitution
Ability Score Improvement modifier to any Charisma (Intimidtion) check you make.
When you reach 4th level, and again at 8th, 12th, 16th, and Beast of Burden
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice When you reach 11th level, you gain proficiency in the
by 1. As normal, you can’t increase an ability score above 20 Athletics skill. If you are already proficient in the skill, you
using this feature. add double your proficiency bonus to checks you make with
it. Your current carrying capacity is doubled, as is the
weight you can push, drag, or lift.
Additionally, you now only require a short rest to reduce
your exhaustion level.
War Stomp
Starting at 13th level, you gain the ability to summon the
primordial forces and unleash them in an eruption of
power. You can use your action to stomp on the ground and
channel primordial energy through it in a destructive wave.
All enemies within 15 feet of you must make a Constitution
saving throw (DC equal to 8 + your proficiency modifier +
your Strength modifier). On a failed save, any creatures
take 3d6 force damage and 3d6 thunder damage, and is
stunned until the end of your next turn. Any creature who
succeeds on the saving throw takes half as much damage,
and isn't stunned.
Once you use this feature, you can't use it again until you
finish a long rest.
Unyielding
At 15th level, you cannot be moved against your will by
either magical or non-magical means.
Colossus
When you reach 20th level, you take your rightful place as a
titan of old. Your reach with all melee weapons increases by
a further 5 feet, and the range of your Barricade ability is
increased to 25 feet, and your Provoke ability to 30 feet.
Your size permanently increases by one category.

3 THE TITAN CLASS


draw strength from your opponents. Whenever you reduce
Primodial Gifts damage using your Barricade ability, you regain hit points
equal to the damage reduced. If this restoration would heal
Those who have been bestowed the gift of the ancient you to your hit point maximum, any excess is gained as
primordials are much hardier and more resilient than their temporary hit points.
contemporaries. Not only are they physically stronger, but Once you use this feature, you can't use it again until you
their will and fortitude dwarfs those around them. While all finish a long or short rest.
titans are imbued with this natural power, it is not until 3rd
level that it begins to manifest itself fully, whether it be a Gift of Stone
devastating force of destruction, or a paragon of protection. The epitome of a Titan are those who have had the Gift of
Stone bestowed upon them. Recognisable by their heavily
Gift of Steel armoured, dual-shielded form, titans with the Gift of Stone
Titans that have been granted the Gift of Steel seek to are walking fortresses, forgoing their weapons for armour
destroy their foes using the overwhelming power they have and becoming the embodiement of defence; a literal shield
been granted. These titans are an unstoppable force, for their allies.
redirecting damage taken back to their enemies and
wielding gigantic weaponry to cut throught their enemies Bulwark
like grass. Beginning at 3rd level, your attunement to the primordial
forces of earth and stone make you a bastion of defence.
Vengeance You can use your bonus action to brace yourself into the
Starting at 3rd level, your mastery of weaponry grants you ground and become fortified. In this position, your allies
the ability to reflect damage taken, and redirect it towards may treat you as half cover, your AC is increased by 1, and
its source. Whenever you take damage from a source you your speed becomes 0 feet. In addition to this, you
can see or hear, you can immediately use your reaction to automatically pass any Strength saving throws, but
magically reflect some of this. The damage sent to the automatically fail any Dexterity saving throws. You can use
enemy is equal to the damage rolled on your Titan Damage a bonus action on subsequent turns to extract yourself from
dice + your Constitution modifier. It is of the same damage this position.
type taken by you. At 14th level, your Bulwark ability gives your allies the
You can use this feature two times, and you regain all benefit of three-quarters cover.
expended uses of it when you finish a long or short rest.
Shield Bash
Personal Armoury At 3rd level, your mastery of shielding your allies becomes
At 3rd level, your power is so potent that even when one of your greatest weapons. Whenever you reduce an
defending yourself, your enemies come to harm; you can enemy's damage using your Barricade ability, you can also
choose to affix metal blades, spikes, or studs to your shield. choose to slam your shield into the attacking enemy, by
Once per round, if you aren't incapacitated, the first time making a special attack roll; the shield is treated as a melee
you use your Barricade ability, the attacking enemy is weapon with a range of 5 feet, dealing 1d6 + your Strength
struck by your shield and takes damage equal to your modifier bludgeoning damage. Additionally, if you hit an
Strength modifier + half your titan level. The damage type enemy with Shield Bash, the enemy is pushed 5 feet back
is dependent on the shield modification you made: slashing from you and takes extra damage equal to half your titan
(blades), piercing (spikes), or bludgeoning (studs). level.
You can alter your modification during a long rest, as You can use this ability a number of times equal to your
long as you spend at least one hour working on your shield. Constitution modifier, regaining all expended uses when
you finish a long rest.
Piercing Blow
Starting at 6th level, whenever you miss an enemy with an
attack, if you miss by an amount less than or equal to your
proficiency bonus, the creature takes damage equal to your
Strength modifier.
Fists of the Titan
When you reach 10th level in this class, you gain
proficiency in two melee martial weapons that lack the
special property.
In addition to this, your strength is boundless, such that
you can wield any weapon with the two-handed property in
only one hand. All attacks made with two-handed or
versatile weapons wielded in this way are treated as if they
are being held in two hands. The extra strain this causes to
your body is not dangerous to you, but it is noticable; while
wielding a two-handed or versatile weapon in one hand,
your speed is reduced by 10 feet.
Iron Stomach
At 14th level, your fortitude has been enhanced by the
primordial energy flowing in your veins, allowing you to

THE TITAN CLASS 4


Stonewall
When you reach 6th level, your sense for defence becomes
even greater, and continued training of your body allows
you to wield a second shield in place of a weapon. This
second shield increases your AC by the same amount as
your first, but reduces your speed by 10 feet. Additionally,
the damage dealt by your shield increases to 1d8.
From this level onwards, you can also make an attack
with your shield in place of a standard weapon attack.
Titanic Fortitude
Starting at 10th level, you gain resistance to bludgeoning,
slashing, and piercing damage. In addition to this, you also
gain resistance to the following damage types: acid, cold,
fire, lightning, and poison damage.
Impenetrable
At 14th level, the AC bonus granted to you by shields
increases by 1, and the damage dealt by your shield(s)
increases to 1d10.
Additionally, whenever you take damage, you can
immediately use your Barricade ability on yourself, without
expending one of your reactions (this special use of
Barricade may trigger your Shield Bash ability).
Once you use this feature, you can't use it again until you
finish a short rest.

Credits
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, the dragon ampersand, and
all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
Shieldmaster artwork created by ForrestImel. Check out
their work on DeviantArt.
All other original material in this work is copyright 2018 by
Conor Higgins and published under the Community
Content Agreement for Dungeon Masters Guild.
Special thanks to Darren Kenny, Diane Killoughy, Emmet
O'Connor, Eamonn Conway and Ronan McBride for
helping out with the content.
Homebrewery Template by stolksdorf
(homebrewey.naturalcrit.com)

5 THE TITAN CLASS

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