Titan v4

by Rain-Junkie

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Titan

The tiefling's dark plate armour clanks as she strides across
the battlefield, her eyes forward and her glaive out, snow drifting around her. She cleaves through orc after orc, their lifeless corpses falling to the side, allowing her passage. With each step she takes, a burst of ice pulses through the ground, seeping into the nearby corpses. An orc chief in front of her lets out a battle cry and begins to charge forward. Smirking, she throws her hand out, and the corpses of the orcs shamble back to life, rising to do battle for their new master.

Crushing the wyrmling's skull beneath his boot, the dwarf turns to look over at the snarling red dragon. Rolling his shoulders and cracking his knuckles, the dwarf breaks out into a sprint towards the fiery beast as his allies continue to fight back the hoard of wyrmlings. Lightning begins to trail after him, and as he brings his fist forward, slamming the weight of his thunderous energy into the dragon, a loud crash fills the cavern, and lighting sparks off in all directions.

Bringing his shield up to deflect another blow, the kobold spits out blood and lets out a vicious snarl. The goblins laugh and 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 to cries of pain as they are consumed in a raging inferno of brilliant sunlight.

All of these warriors are titans, people who are willing to die to protect those that can't protect themselves. Imbued with powerful defensive magic, and branded with a powerful emblem, they dare to tread in the darkest of places, armed with the knowledge that they have already spat in the face of impossible odds.

A Defining Moment

Every titan is born of a defining moment, one where their convictions are truly tested. When someone commits themselves to protecting something, to the point that they're willing to die for it, a magic is sparked inside of them that bursts forth like a explosion, allowing them to harness powerful abjuration magic that they can use to shield and protect others.

For some titans, their defining moments involve self-sacrifice, giving their lives in defence of their charges. Oftentimes, these titans are later reborn into their bodies, powerful entities that govern or observe such selfless deeds deeming them worthy enough to champion their cause in a new life. This second chance allows titans to think upon who they were in their past life and apply the lessons they learned as they continue on.

Channeled Power

A titan 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 devout during their life, 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 as likely to adopt one code over another. These titans are unsure of the origin of their powers, but are accepting and quick to learn, excited to put their new magic to the test.

A titan's magic is as flexible as it is strong, and it's not uncommon for a titan to have their magic shift and change as they grow. Titans who begin their journey as Stormstrikers might shift to a Frostwarden, or those who take up the name of a Sunkeeper adjust their focus and instead embrace the enduring nature of Earthguards.

No matter how a titan receieved their magic, they are only able to wield it because of their strong protective spirit. Making the sacrifice that is required to become a titan is no easy feat, and not all who do so become titans. Some speculate there is an otherworldly force that hand picks titans from birth, and guides them into their defining moment. Others speculate that it's simply chance, and that to be a titan, you must simply have a unique, powerful desire to protect those in need.


The Titan

Level Proficiency
Bonus
Features
1st +2 Valiant Protector, Titan's Emblem
2nd +2 Defensive Bulwark, Undaunted
3rd +2 Titan Code
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Adaptive Protector, Rapid Defence
7th +3 Titan Code feature
8th +3 Ability Score Improvement
9th +4 Vengeful Protector (1d6)
10th +4 Expansive Defence
11th +4 Heavy Handed
12th +4 Ability Score Improvement
13th +5 Vengeful Protector (2d6)
14th +5 Unyielding Body
15th +5 Titan Code feature
16th +5 Ability Score Improvement
17th +6 Vengeful Protector (3d6)
18th +6 Titan Code feature
19th +6 Ability Score Improvement
20th +6 Last Stand

Emblems and Relics

To a titan, an emblem is more than just a symbol or icon. It's a visualisation of their very soul, an aspect of their personality and force of spirit that they use to identify themselves. When a titan is born of sacrifice, their crest is etched into their soul, marking them for all of time. When two titans with the same emblem meet, a bond is forged that is stronger than any other. These titans that bond under the same emblem are whirlwinds of destruction on the battlefield, and none can hope to break their perfect defence.

Relics, however, are ancient artefacts revered by each code. While not magical themselves, these relics allow a titan that wields them to unleash new and powerful abilities. These relics can simply be tied to their belt or hang from a pauldron, but many titans incorporate the relic into their armour when they summon it. An Earthguard who wields the cracked geode might have crystal-like formations on their pauldrons, while a Stormstriker who wields the thunderous bell might have wind chimes hanging from a cloak or tabard. Find ways to incorporate each relic in such a way that compliments your character and highlights how their code reflects their beliefs.

Creating a Titan

As a result of your defining moment, powerful defensive magic is now yours to command. Titan's bolster this magic with martial knowledge, so be sure to consider how your titan character came to learn martial combat; perhaps they trained in a military academy before they were a titan, or took up learning combat after their defining moment to further enhance their prowess on the battlefield.

Furthermore, be sure to consider the right emblem for your titan. A titan's emblem is meant to reflect a titan's most core personality, so feel free to replace any animal associated with an emblem with another animal that you feel better reflects your character. The animals presented in the 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 Build

You can make a titan quickly by following these suggestions. First, put 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.

Choosing Your Subclass

Your subclass choice defines how you play your titan, which you gain when you reach 3rd level. If you want flashy elemental effects and extra damage, choose either the Stormstriker or Sunkeeper subclass. If you want to have complete control over the battlefield, choose either the Earthguard or Frostwarden subclass. If you want to excel with weapons, choose the Dusk-blade subclass. Finally, if you want to have access to a variety of useful abilities and have a firm grasp on how spellcasting works, choose the Weavewalker subclass.

This is only a quick summary of each subclass, and each are further refined by their relic options. Also remember that it's common for a titan to shift from one code to another during their life; if you're not enjoying a subclass, or it doesn't feel like a good fit for your character, work with your DM to create a story moment that leads to your character adopting a new code.


Class Features

As a titan, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per titan level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per titan level after 1st

Proficiencies


  • Armour: All armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: 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:

  • (a) one martial weapon and a shield or (b) two martial weapons
  • (a) chain mail, (b) scale mail or (c) leather armour
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

 

Prerequisites. To qualify multiclassing into the titan class, you must meet these prerequisites: Constitution 15.

Proficiencies. When you multiclass into the titan class, you gain the following proficiencies: Light armour, medium armour, shields, and simple weapons.

Valiant Protector

1st-level Titan feature


As a reaction when a creature within 5 feet of you takes bludgeoning, piercing or slashing damage from a source you can see, you can reach out towards it and take that damage, instead of that creature taking it. The feature doesn't transfer any other effects that might accompany the damage, and any damage you take this way is first reduced by an amount equal to 1d6 + half your titan level (rounded up). This damage can't be further reduced by any other abilities, features, or spells, but can be reduced by resistances or immunities.


Titan's Emblem

1st-level Titan feature


You bear an emblem that reflects the most core aspect of your personality. This emblem grants you an additional boon, which you wear 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 a Charisma check, you can roll a d4 and add it to the result.

Elk. The elk embodies agility. Your walking speed increases by 10 feet.

Hawk. The hawk depicts perception. Whenever you make a Wisdom check, you can roll a d4 and add it to the result.

Lion. The lion represents honor. You have advantage on saving throws against being charmed or frightened.

Ram. The ram reflects resilience. When you roll initiative, you gain 1d12 temporary hit points.

Snake. The snake depicts cunning. Whenever you make an Intelligence check, you can roll a d4 and add it to the result.

Wolf. The wolf embodies vigilance. When you roll initiative, you can roll a d4 and add it to the result.

Defensive Bulwark

2nd-level Titan feature


As an action on your turn, you can create a bulwark that's a 10-foot radius sphere centred on you (but doesn't move with you) that lasts for 1 minute and appears as a transparent bubble of shimmering energy. You can only have one bulwark created at a time; if you create a second bulwark, the first one immediately vanishes. As an action, you can move the bulwark to re-centre on you. The bulwark has the following benefits:

  • You don't need to be within 5 feet of a creature to use your Valiant Protector feature, as long as you and the creature are both inside your bulwark.
  • Allied creatures inside your bulwark gain half cover against ranged attacks.
  • Hostile creatures treat the area inside your bulwark as difficult terrain.
  • Whenever another allied creature is reduced to 0 hit points while inside your bulwark, you can have it drop to 1 hit point instead. That creature also gains temporary hit points equal to 1d12 + your titan level. Once you return a creature to 1 hit point this way, your bulwark ends.

You have a number of uses of this feature equal to your Constitution modifier (minimum of 1), and regain all expended uses when you finish a long rest.


Undaunted

2nd-level Titan feature


You can add half your proficiency bonus to any saving throw you make that doesn't already include your proficiency bonus.

Titan Code

3rd-level Titan feature


You take up a code that defines you as a titan. You can choose either Duskblade, Earthguard, Frostwarden, Stormstriker, Sun-keeper, or Weavewalker; these codes are detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 18th level. Those features include the code relics.

Code Relics

Each code has ancient relics that they can draw on to empower themselves during battle. When you finish a long rest, you can choose one such relics from the available option, allowing it to empower you. When you reach 11th level, you can summon two relics this way, gaining the benefits of both.

Saving Throws

Some of your subclass features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Titan Save DC = 8 + your proficiency bonus +

your Constitution modifier

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th-level Titan feature


You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

5th-level Titan feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Adaptive Protector

6th-level Titan feature


You can choose two of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. You can use your Valiant Protector to reduce the damage a creature takes when the damage it takes is one of your chosen damage types, in addition to bludgeoning, piercing, or slashing damage.

You can choose two more damage types at 10th level, and another two at 14th level.


Rapid Defence

6th-level Titan feature


You can create a bulwark as a bonus action on your turn, rather than as an action.

Additionally, you regain an expended use of your Defensive Bulwark feature when you finish a short rest.

Vengeful Protector

9th-level Titan feature


When you use your Valiant Protector feature, you deal 1d6 force damage to the creature that attempted to damage your ally.

Additionally, when you reduce the damage dealt to 0 with your Valiant Protector feature, you use the highest number possible for each damage die. For example, instead of dealing 1d6 force damage, you instead deal 6.

This force damage increases to 2d6 at 13th level and 3d6 at 17th level.

Expansive Defence

10th-level Titan feature


The radius of your bulwark increases by 5 feet, and increases by an additional 5 feet at 20th level.

Heavy Handed

11th-level Titan feature


While you're above half your hit point maximum, you gain a bonus to the first weapon attack roll you make on each of your turns. While you're below half your hit point maximum, you deal bonus damage the first time you hit a creature with a weapon attack on each of your turns. These bonuses are both equal to your Constitution modifier.

Unyielding Body

14th-level Titan feature


Your Strength score, Dexterity score, Constitution score, and hit point maximum can't be reduced. You also have advantage on ability checks and saving throws to avoid being knocked prone, grappled, restrained, or otherwise moved against your will.

Last Stand

20th-level Titan feature


You can draw on your protective magic to allow you to return to battle. When you would drop to 0 hit points as a result of taking damage, you can instead regain all your hit points and recover any expended uses of your class features (no action required). If you're prone, you stand up, and you can end any number of conditions afflicting you.

Once you use this feature, you can't do so again until seven days have passed.


Titan Codes

Different titans choose different codes, depending on their beliefs, personal fighting style, or aesthetics. The code a titan adopts isn't as important to them as their emblem is, and some titans have been known to change their code during their life, as their approach to battle and safeguarding their allies changes.

Code of the Duskblade

Duskblades are agents of shadow, wielding a lethal arsenal of weapons to put down those that threaten their charge. They commit themselves to the art of battle in a way no other titan does, using darkness as a conduit to not only hone their skills with weapons, but also the reach out and wield the magic used by other titans, allowing them to adapt to any situation. Other titans find their lack of commitment to protective magic dishonourable, but Duskblades know that the least threatening foe is a dead one.

Duskblade Relics

3rd-level Code of the Duskblade feature


Duskblades can draw upon the following relics, allowing them to harness magical powers. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Empty Scabbard. No sword fits this scabbard, and it leaves you feeling hollow. Your weapon attacks deal an additional 1d4 damage. When you deal this additional damage to a creature, the damage increases by 1d4 for each weapon attack you've already hit that creature with this turn.

Sealed Shadow. This glass bottle contains a mysterious shade, writhing inside the glass. You gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range by 60 feet. Additionally, armour you're wearing doesn't impose disadvantage on Dexterity (Stealth) checks.

Weighted Cloak. A heavy garment to hide your nimble arsenal. While not wielding a shield, you can freely draw and stow weapons any number of times on your turn (no action required), and gain a +1 bonus to attack and damage rolls you make with weapons you haven't attacked with already that turn.

Creeping Shadow

3rd-level Code of the Duskblade feature


The area inside your bulwark is lightly obscured, and opportunity attacks against you and allied creatures inside your bulwark have disadvantage. At the start of each of your turns, you can move your bulwark up to 10 feet in any direction.


Facsimile

7th-level Code of the Duskblade feature


As an action, you can expend a use of this feature to create a copy of a Titan Relic from any subclass. You gain the benefits of the relic created this way, and it lasts for 10 minutes before vanishing into shadow. The total number of copied relics you can have at a single time using this feature is equal to half your proficiency bonus; attempts to summon additional relics while at this limit fail, wasting a use of this feature. Any additional copies of a relic you already have provide no additional benefit.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Evasion

15th-level Code of the Duskblade feature


When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Duskblade's Deluge

18th-level Code of the Duskblade feature


When you create your bulwark, or as a bonus action on your turn while inside your bulwark, you can empower it. Allied creatures inside your bulwark become invisible when you empower it this way and at the end of each of their turns while inside the bulwark. Invisibility granted this way lasts until the creature attacks, casts a spell, or leaves the bulwark. Your bulwark remains empowered until it vanishes, or until you lose concentration (as if concentrating on a spell).

Once you use this feature, you can't do so again until you finish a long rest.


Code of the Earthguard

The Earthguard are enduring and everlasting. They know that they must weather the storm so that they can resist what comes after it. Other titans believe that the Earthguards aren't adaptive, and are too focused on the future, but the Earthguard know that looking forward doesn't blind them to the present, but instead allows them to better protect the ones they love.

Earthguard Relics

3rd-level Code of the Earthguard feature


Earthguards can draw upon the following relics, allowing them to be unyielding forces of nature. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Ancient Runestone. This runestone adds weight to your strikes. The first time you hit a creature with a weapon attack on your turn, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

Cracked Geode. This geode proves that even the strongest stone can be moved. You can recenter your bulwark as a bonus action on your turn, rather than as an action.

Tangled Root. Gripping your armour, this root allows you to crush your foes. When you successfully grapple or shove a creature on your turn, that creature takes bludgeoning damage equal to your proficiency bonus. You can also deal this damage to one creature that starts its turn grappled by you.

Tectonic Shift

3rd-level Code of the Earthguard feature


You call, and the earth answers. At the end of each of your turns, you can grant creatures of your choice inside your bulwark temporary hit points equal to your proficiency bonus.

When you create your bulwark, you can instead shift the earth itself to act as your shield, rather than creating a sphere. When you conjure your bulwark this way, the area of the bulwark consists of up to three 15-foot cubes, which you can arrange with the following limitations; one cube must be placed centred on you, and each cube must have at least one face adjacent to the face of another cube.

When you use your action to recenter your bulwark while using this feature, you instead dismiss any one cube and create a new one, following the limitations for placing it as above.

When you reach 10th level, you can place up to five cubes using this feature. At 20th level, you can place up to seven.


Woven Earth

7th-level Code of the Earthguard feature


You tug at the earth, weaving it to your will. As an action, you can choose to either pull or push a wave of earth towards or away from you in a line 15-feet wide and 60 feet long, forcing each creature in the line to make a Strength saving throw.

Pull. Creatures are pulled 20 feet directly towards you on a failed save, and only pulled half as far on a success.

Push. Creatures are pushed 20 feet directly away from you on a failed save, and only pushed half as far on a success. A creature can't be pushed beyond the end of the line.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Slate Skin

15th-level Code of the Earthguard feature


Your skin becomes as hard as rock, allowing you to resist the attacks of distant foes who can't pierce it. When a non-magical ranged attack that targets you deals damage equal to or less than your titan level, it instead deals no damage to you.

Earthguard's Resolve

18th-level Code of the Earthguard feature


You can safeguard those who rely on your shelter. As an action on your turn, creatures of your choice inside your bulwark become immune to all damage until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.


Code of the Frostwarden

Frostwardens are as hard as ice, unmoving on the battlefield. No matter how the battle shifts and flows, a Frostwarden stands tall against it, knowing that if they don't, no one will. They reach to darker magics to bolster their defensive capabilities, using necromancy and undead to further their cause. Other titans see Frostwardens as dark, and some believe they are something far from the noble name of titan. Frostwardens, however, know that any sacrifice is worth protecting those you love.

Frostwarden Relics

Frostwardens can draw upon the following relics, allowing them to both wield and endure the harshest winters. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Bearskin Blanket. This blanket is a reminder that even the harshest winters can be endured. You gain temporary hit points equal to half your proficiency bonus at the start of each of your turns. If you're below half your hit point maximum, you gain temporary hit points equal to your proficiency bonus instead.

Frozen Skull. This rimed skull is painfully cold to touch. You have advantage on death saving throws, and when you become stable, you recover 1 hit point in 1d4 rounds.

Shard of True Ice. A representation of Frostwarden beliefs, this ice is resilient and unchanging. Once per turn, you can give yourself advantage on a weapon attack you make against a creature who's movement speed has been reduced or is 0. If this attack hits, you deal an additional 1d6 cold damage.


Glacial Shroud

3rd-level Code of the Frostwarden feature


Dark ice twists inside your bulwark, impeding your foes. Creatures of your choice that start their turn inside your bulwark or move into it for the first time on their turn have their speed reduced by 10 feet. Additionally, creatures of your choice that move from a space inside your bulwark to a space outside of it must spend all their remaining speed to do so.

Rise to Battle

7th-level Code of the Frostwarden feature


You can call upon a frostbitten servant, summoning it in an unoccupied space within 10 feet of you as an action on your turn. The servant uses the skeleton stat block in the Monster Manual, except it has a number of hit points equal to your Constitution modifier + your titan level. It remains animated for 1 hour, after which time it collapses and dies. The total number of servants you can have summoned at a single time is equal to half your proficiency bonus; attempts to summon additional servants while at this limit fail, wasting a use of this feature.

In combat, the servant's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one attack. While in inside your bulwark, it gains a bonus to its AC and attack rolls equal to your Constitution modifier.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Permafrost

15th-level Code of the Frostwarden feature


You can have your Vengeful Protector feature deal cold damage, rather than force damage.

When you deal cold damage to a creature with a titan class feature or one of your servants hits a creature with a weapon attack, that creature's speed is reduced by 10 feet until the start of your next turn. A creature can suffer this effect multiple times, but can't have its speed reduced below 0.

Frostwarden's Authority

18th-level Code of the Frostwarden feature


You can invoke upon an ancient frostwarden to aid you in battle. You can summon an ancient frostwarden in an unoccupied space within 10 feet of you as an action on your turn. The ancient frostwarden shares your statistics, but has half of your hit point maximum and is undead, rather than a humanoid. It remains summoned for 1 minute, after which time it vanishes in a cold breeze. The ancient frostwarden also has any armour or weapons that you're carrying, which are non-magical.

The ancient frostwarden is friendly to you. It obeys your spoken commands, moving and acting in accordance with your wishes and taking its turn immediately after you in combat.

The ancient frostwarden benefits from and can use any of your titan class features, but expends your uses of those features as if you had used them when it does so. The ancient frostwarden counts as a servant for the purposes of your Permafrost feature.

Once you use this feature, you can't do so again until you finish a long rest.


Code of the Stormstriker

Stormstrikers hit first and ask questions later. Living by the phrase "flow like lightning, strike like thunder", they use their quick reflexes to weave through combat. Other titans often see Stormstrikers as too brash or aggressive, but Stormstrikers know that when push comes to shove, someone has to punch first.

Stormstriker Relics

3rd-level Code of the Stormstriker feature


Stormstrikers can draw upon the following relics, allowing them to become an unstoppable force on the battlefield. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Blighted Totem. Crafted from a tree that was struck thrice by lightning, this wooden totem focuses the storm. You have advantage on initiative rolls, and you can create your bulwark as a reaction when you roll initiative.

Ionized Harness. Allowing you to embrace lightning, this harness lets you flow through the battlefield. Once per turn when you take the Attack action, you can move up to 10 feet without provoking attacks of opportunity immediately after you make an attack as part of that action.

Thunderous Bell. This bell charges your body with the might of thunder. Your body becomes a natural weapon, which you can use to make melee weapon attacks. You are proficient with your body, and if you hit with it, you deal thunder damage equal to 1d10 + your Strength modifier. Attacks you make with your body deal twice as much damage to objects and structures.

Rolling Thunder

3rd-level Code of the Stormstriker feature


When you create your bulwark, you can have it be centred on you and move with you. Creatures of your choice that start their turn inside your bulwark have their walking speed increased by 10 feet until the start of their next turn.

Seismic Strike

7th-level Code of the Stormstriker feature


You're able to build up momentum, allowing you to deal devastating blows to your enemies. When you hit a creature with a melee weapon attack, you can have that creature take an additional 1d12 lightning damage and must make a Strength saving throw or be knocked prone. If you move 20 feet straight towards a creature and then use this feature against it on the same turn, the target takes an additional 1d12 lightning damage and has disadvantage on the saving throw.


 

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. If you use this feature and reduce the target to 0 hit points, you immediately regain one use of this feature.

Leaping Lightning

15th-level Code of the Stormstriker feature


Lightning surges through your body, leaping to nearby foes. Once per turn when you hit a creature with a weapon attack, you can cause any number of other creatures within 5 feet of your target to take 1d6 lightning damage.

If you're inside your bulwark and hit a creature who's also inside your bulwark, you can instead target any number of other creatures who are also inside your bulwark.

Stormstriker's Ferocity

18th-level Code of the Stormstriker feature


The full power of the storm is granted to you. As an action on your turn, you can begin channelling, becoming a conduit for lightning. You can channel this way for 1 minute, after which the built-up lightning discharges harmlessly. It also discharges harmlessly if you're reduced to 0 hit points or become incapacitated while channelling.

At the end of a turn you've spent channelling this ability, you can release a devastating blast of lightning, forcing any number of creatures of your choice within 20 feet of you to make Dexterity saving throws. A creature takes lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The base damage is 4d12, and increases by 2d12 at the start of each of your turns you're channelling.

Once you use this feature, you can't do so again until you finish a long rest.


Code 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 Sunkeepers are too narrow in their ideas, no one can deny their prowess in battle.

Sunkeeper Relics

3rd-level Code of the Sunkeeper feature


Sunkeepers can draw upon the following relics, allowing them to nurture the smallest flame and fan the fires of battle. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Empyrean Band. This arm band fills you with the grace of the sun. You can take the Help action as a bonus action on each of your turns.

Golden Medallion. This worn medallion is warm to the touch, reminding you of the sun's fire, even when its heat is distant. Once per turn when you hit a creature with a weapon attack, you can deal an additional 2d4 fire damage.

Scorched Battle-Standard. This banner smells of ash
and smoke, and its presence causes your flames to roar.
When you deal fire damage to a creature with a titan
class feature, you can roll the damage twice and take
the higher result.

Blazing Bulwark

3rd-level Code of the Sunkeeper feature


The area inside your bulwark is bright light, which is sunlight. Creatures of your choice that start their turn inside your bulwark take fire damage equal to 1d4 + half your proficiency bonus. They also take this damage the first time they move inside your bulwark on their turn.


Burden of Light

7th-level Code of the Sunkeeper feature


When you hit a creature with a weapon attack, you can summon a radiant inferno of pure burning sunlight centred on a point within 5 feet of it, expending a use of this feature. The area is a 10-foot radius sphere that lasts for 1 minute and is filled with bright light. The first time each turn a hostile creature inside the area takes fire damage, or a creature hits it with an attack that it has advantage on, it takes an additional 1d4 radiant damage.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Roaring Flames

15th-level Code of the Sunkeeper feature


Once per turn when you deal fire damage to another creature using a titan class feature, you can choose of the following:

  • Another creature within 10 feet of the target takes the
    same amount of fire damage.
  • A creature within 10 feet of the target gains temporary
    hit points equal to the fire damage you dealt.

Sunkeeper's Edict

18th-level Code of the Sunkeeper feature


You can pass judgement on another creature within 30 feet of you as an action on your turn, choosing one of the following:

Sun's Grace. The creature gains 10d12 temporary hit points, which last for 1 minute. While it has these temporary hit points, it has advantage on attack rolls.

Sun's Fury. The creature takes 10d12 radiant damage and is blinded until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.


Code of the Weavewalker

The Weavewalkers are an adaptable presence on the battlefield. Tapping into arcane magic, they control the flow of battle like a symphony, pulling on strings of arcane power to bolster the protective magic they already wield. Other titans believe that the Weave-walkers are too dependant on their magic and not enough of the might of their weapons, but Weavewalkers easily flourish both blade and spell in the heat of battle.

Weavewalker Relics

3rd-level Code of the Weavewalker feature


Weavewalkers can draw upon the following relics, allowing them to harness magical powers. You can choose one relic when you finish a long rest. At 11th level, you can choose two relics.

Ancient Tome. This tome imparts lost knowledge. When you first gain this tome or finish a long rest with it, you can choose up to three wizard cantrips. Until you next finish a long rest, you can cast these cantrips at-will, and you don't require material components to cast them. Constitution is your spellcasting ability for them.

Gleaming Crystal. Focusing your strikes, this arcane focus sparks with latent energy. The first time you make an attack roll on each of your turns, you can roll a d4 and the number rolled to your attack roll.

Pure Incense. This incense heightens your senses and allows you to see beyond. You're always under the effects of the detect magic spell, and it doesn't require concentration for you.


Arcane Rift

3rd-level Code of the Weavewalker feature


Inside your bulwark, magic cascades in on itself. When you use your Valiant Protector feature on an allied creature inside your bulwark, it can use its reaction to immediately teleport to an unoccupied space of its choice inside your bulwark.

Magical Rite

7th-level Code of the Weavewalker feature


As an action on your turn, you can expend up to 2 uses of this feature. You can cast a spell that has a level equal to the number of uses you expend. The chosen spell must appear on the wizard spell list and have a casting time of 1 action or bonus action. You don't require material components for a spell you cast this way, even if the component has a gold cost or is consumed.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Eldritch Guardian

15th-level Code of the Weavewalker feature


You have advantage on saving throws against spells and other magical effects.

Weavewalker's Negation

18th-level Code of the Weavewalker feature


When you create your bulwark, or as a bonus action on your turn while inside your bulwark, you can empower it. Your bulwark gains the functionality of an antimagic field. Creatures of your choice inside your bulwark can ignore the effects of the antimagic field while your bulwark is empowered this way. Your bulwark remains empowered until it vanishes, or until you lose concentration (as if concentrating on a spell).

Once you use this feature, you can't do so again until you finish a long rest.


Credits

Lead Designer/Producer: u/Rain-Junkie

Version: 4.0 [19/06/23] Changelog

References: Player's Handbook

Editing/Proofreading: u/Cometdance, u/InfKore, u/NotTheSmoooze

Titan Icon: Game Icons

Interior Illustrators: Bone Dust, Anton Fadeev, Matteo Bassini, and 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.