Titan (5e Class)
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Titan
Creating a Titan
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 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Titan level after 1st
- Proficiencies
Armor: Medium, Heavy
Weapons: Primary, Special, and Heavy
Tools:
Saving Throws: STR, CON
Skills: Pick 2 from Strength, History, Animal Handling, Insight, Medicine, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Automatic rifle or (b) Semi-auto rifle
- (a) Fusion rifle or (b) Sidearm
- (a) An Explorer’s Pack or (b) a Dungeoner’s Pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Towering Barricade, Lift |
2nd | +2 | Rally Barricade, |
3rd | +2 | Touch the light, Strike, Grenades |
4th | +2 | Ability Score Improvement, Barricade range increase |
5th | +3 | Push Upgrade, Glide Upgrade |
6th | +3 | Unnamed Barricade |
7th | +3 | Grenade, Subclass Ability |
8th | +3 | Ability Score Improvement |
9th | +4 | Rift power increase, lift Upgrade |
10th | +4 | Strike Upgrade |
11th | +4 | Grenade, Subclass Ability |
12th | +4 | Ability Score Improvement |
13th | +5 | Lift Upgrade |
14th | +5 | Barricade ability increase |
15th | +5 | Strike Upgrade, Subclass Ability |
16th | +5 | Ability Score Improvement, Grenade |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement, Subclass Ability |
20th | +6 | — |
Lift
At level one, you can jump twice as far, or as high. at later levels, you can select one of the following and use it in addition to.
Burst jump
at 5th level, you can use the light to burst your jumping height. you can now jump up to 20 feet in the air.
Controled jump
at 9th level, by using the light, you are able to punch the air to change your trajectory, allowing you to move around corners and objects.
Catapult
at 13th level, you learn to imbue the light into your body to increase your jumping power, you can jump 30 feet and any creature that was in your way takes 3d8 bludgeoning damage.
Barricades
You can cast Barricade two times per long rest at 3rd level, three times at 5th level, four times at 11th level, and five times at 17th level. You can only have one type of Barricade(Towering, Rallying) equipped at a time but can change your barricade type during a long rest. You can select one of the following improvements(AC, One-way, Health) for your Barricade, and change the effect during a long rest.
Towering Barricade
at 1st level, you create a 5-foot long shield that is also 5 foot tall, the shield provides full coverage to any creature behind it. has an AC of 10, and hit points equal to 1d6 per Titan level.
Rallying Barricade
at 2nd level, you create a 5-foot long shield that is also 3 foot tall, the shield provides half coverage to any creature behind it. has an AC of 10, and hit points equal to 1d6 per Titan level.
Barricade AC
at 4th level, your barricades AC becomes equal to 10+profiency+int
One-way Barricade
at 9th level, you can fire through your barricade from behind it, but your enemy can not.
Barricade Health
at 14th Level, your Barricades hit points are based on 3D6 per titan level.
Strike
at level 2, you learn how to use the light to push against your enemies. you can target one creature within 5 feet and deal 1d4 Force(Sentinel), Fire(Sunbreaker), Lightning(Striker), additionally the creature makes a strength saving throw, on a failed save the creature is pushed back 5 feet. During a long rest, you can select one ability from below and
Strike ability 1
At level 5, you learn to alter your push based on your subclass
Stiker: Your Strike lashes out, if, at one other creature within 5 feet of the first, that creature takes 1d4 lightning damage.
Sunbreaker: if the target creature is wearing armor, or holding a weapon it takes an additional 2D8 fire damage per turn, until it removes the armor if the weapon is held the creature must make a con save each turn or it drops its weapon.
Sentinel:
Strike ability 2
At level 10, you learn to alter your push based on your subclass
Striker:
Sunbreaker:
Sentinel:
Strike ability 3
At level 15, you learn to alter your push based on your subclass
Striker: when you use your strike call heads or tails and flip a coin, if you win the flip regain a spent strike.
Sunbreaker: If the creatures hit points would hit zero from being pushed, the creature is pushed 10 feet, and explodes dealing 1d8 fire damage to all creatures in a 5-foot radius.
Sentinel:
Grenades
When you reach the 3rd level you learn how to use the light to form a grenade, who type correlates to the subclass you have chosen. Your grenade can be thrown 30 feet and has a radius of 5 feet. your grenade does 2d8 force damage is you chose the sentinel, 2D8 Fire if you chose Sunbreaker, and 2d8 lightning damage if you chose Striker and half as much on a successful dex save. You can cast two grenades per long rest at 3rd level, three grenades at 5th level, four grenades at 11th level, and five grenades at 17th level. You can select one of the following improvements for your grenade, and change the effect during a long rest.
Pot shot Grenade
At level 7, you throw a grenade that activates your next turn. as a reaction, you may shoot the grenade if a creature moves within 5 feet of it. the grenade has an AC of 10
Suppressor Grenade
At level 11, your grenade becomes capable of unleashing a violent burst of light, all creatures caught in the radius must make a DC DEX save, on a failed save those creatures are blinded and deafened.
Wall Grenade
At level 16, your grenade bursts to create a wall of light, 15 feet long and 5 foot wide. all creatures in the area take 2d8 force damage is you chose the sentinel, 2D8 Fire if you chose Sunbreaker, and 2d8 lightning damage, if you chose Striker and half as much on a successful dex save.
Subclasses
At level three your ghost teaches you how to use the light to deliver devastating attacks. no one knows how guardians choose the source of these powers, or if they are simply based on suitability.
Sunbreaker
Hammer of Sol
when you take this subclass at 3rd level,
Song of Flames
at 7th level,
Swift Strike
at 11th level,
From Ashes
at 15th leve
Rift of Radiance
at 19th
Striker
Fist of Havoc
at 3rd level, you learn to gather arc light in your fists and strike the ground like lightning. Target each creature in a 15-foot cone, they take 1d6 lightning damage and an additional 1d6 for each Striker level above 3rd. and half as much on a successful dex save You can cast Fists of Havoc, one time per long rest at 3rd level, two times at 5th level, three times at 11th level, and four times at 17th level. during a long rest, you can pick one of the following abilities but only have one equipped at a time.
Land Fall
at 7th Level, you can launch yourself up to 30 feet and deal 1d6 lightning damage and an additional 1d6 for each Striker level above 3rd. and half as much on a successful dex save to each creature in a 10-foot radius
Thunderstruck
at 11th level, your cone becomes a 5 foot radius and lighting crashes down on you, each creature in a 10 foot cone that failed its DEX save, is blinded and deafened.
Storm Charge
at 15th level, you may launch yourself into one creature that is within 10 feet of you, that creature takes 1d6 lightning damage and an additional 1d6 for each Striker level above 3rd. and half as much on a successful dex save
raging storm
at 19th level
Sentinel
Ward of Dawn
At level 3 when you become a Sentinel you learn to gather void light around you and create a shield, The shield forms a dome with a 10-foot radius, and has hit points equal to 3d10, and an additional 1D10 per Titan level above 3rd. the shield protects all creatures inside of it from damage, but can still be walked through by creatures. You can cast Ward of Dawn one time per long rest at 3rd level, two times at 5th level, three times at 11th level, and four times at 17th level. during a long rest, you can pick one of the following abilities but only have one equipped at a time.
Fireteam Ward
At 7th Level, while ward of dawn is active you and creatures inside the radius may shoot outwards, but the Ward protects you from outside ranged attacks.
Moving Ward
At 11th level, your ward of dawn may move with you if you choose to, if so your ward is centered on you as you move, but at the cost of half your movement speed.
Ward of Thorn
At 15th level, any enemy creature that enters or starts its turn in your ward takes 3D10 force damage.
Unbreakable Ward
At 19th Level, at the beginning of your turn your ward recovers 5d10 hitpoints
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