Arcanist: Titansmith (5e Subclass)
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Arcanist: Titansmith[edit]
Sorcerer Subclass
The fragility of a Sorcerer is often a cumbersome weakness that is scarcely made up for. As such, some take it into their own hands to create a better defense for themselves. While there are many options, ranging from arcane wards, to magical armaments, Titansmith take to a more indirect method to solve their problem, in the form of a companionable bodyguard that sticks by their side at all times.
Titangrant[edit]
Summon Titan[edit]
Starting at 1st level, you have the ability to call upon a titan to assist you. As a 10 minute ritual, which you can complete as part or a short or long rest, you conjure a magical creature within reach that takes the form of a Tiny Earth Elemental. This creature does not use the stats, traits or abilities of the earth elemental however, and has a walking and flying speed of 30 feet.
Your Titan is magical in nature and acts as its own spellcasting focus where applicable. It cannot be made the target of spells, attacks or effects, except those to dispell your titan, such as by Dispel Magic, as the only method of destroying it, besides leaving a 100 foot range from you. Upon being destroyed, your infernal must be resummoned as an action.
Your titan has a number of hit points equal to 1d4 + your Intelligence modifier, and shares your initiative. While your titan is summoned, you gain a bonus to your AC equal to the current HP of your titan. Whenever you take damage, your titan also loses 1 hit point. When it reaches 0 hit points, your titan disappears without leaving a physical form behind. During your turn, the titan can make a melee weapon attack against one creature within 5 feet of itself, using your intelligence modifier and proficiency bonus for the attack roll. On a hit, the target takes 1d4 bludgeoning damage. This amount increases to 2d4 at 11th Sorcerer level.
Aetherflow[edit]
Starting at 1st level, you get access to a secondary magic resource called Aetherflow to be used for specific feature spells gained as part of this archetype. You can have a maximum of three Aetherflow at any time, and automatically replenish any missing Aetherflow whenever you finish a long rest. Once between short or long rests, you can also use your action to regain all missing Aetherflow, to a maximum of three.
Bar[edit]
Starting at 1st level, you can use your action to grant a creature within 60 feet of you a ward for 1 minute. This ward has hit points equal to a number of d6 equal to the number of hit points your titan has at the time of casting, and takes any damage the warded target would take instead, disappearing when it reaches 0 hit points. Excess damage carries over to the target creature as normal.
Spite[edit]
Starting at 1st level, you can use your bonus action to expend one Aetherflow to make a ranged magic attack against a creature within 60 feet of you. On a hit, you deal 1d4 + your Intelligence modifier necrotic damage. This die value increases to 1d6 at 6th level, 1d8 at 14th level and 1d10 at 18th Sorcerer level.
Earthen Armour[edit]
Shatter[edit]
Starting at 6th level, you can cause your titan's blessing to explode. As an action, you reduce your AC by an amount equal to your titan's hit points until the end of your next turn, and deal a number of d4 bludgeoning damage equal to the amount of AC lost in this way to all creatures within 10 feet of you.
Preservation[edit]
At 6th level, you can expend one Aetherflow to heal your titan for 1d4 hit points.
Enkindle[edit]
At 14th level, you can command your titan to bulk up (does not use an action). At this time, your titan uses its action to make a single melee weapon attack against all creatures within 10 feet of it, dealing 4d4 bludgeoning damage to all creatures hit. Creatures hit are also slowed, moving at half speed until the end of their next turn. Once you have used Enkindle, you cannot do so again until you replenish your Aetherflow.
Recouperate[edit]
At 14th level, you can siphon energy from your Titan. As an action, reduce its current hit points by 1 to heal yourself for 1 hit die. You also gain temporary hit points equal to 2 x the amount healed.
Atlas[edit]
Magnitude[edit]
At 18th level, you can use your bonus action to command your Titan to shake the earth itself. At this time, your Titan sinks to the ground and becomes prone, before casting Earthquake, centered on its location with a radius of 30 feet. Magnitude can't cause fissures, but instead deals 35d4 bludgeoning damage to creatures within range. This damage roll is unique to each creature, and is reduced by a number of d4 equal to a creature's distance from your titan in feet, before the damage roll is made. A creature that is 20 feet away from your titan for instance reduces the damage roll to 15d4.
Foul Earth[edit]
As an action, you can expend one Aetherflow to target a 10-foot-radius circle centered on a target point within 60 feet of you. All creatures touching the ground within the area must succeed a Dexterity saving throw against your spell save DC with a bonus to the save DC equal to your titan's hit points, or become restrained. Creatures restrained by Foul Earth automatically take maximum damage dealt by your titan. Creatures that failed the saving throw can retake the saving throw at the start of each turn, using the initial DC.
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