Path of the Titanborn (5e Subclass)
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Path of the Titanborn[edit]
Titanborn by Bartlomiej GawelPRO |
There were some men born from the flesh and blood of the Titans themselves, having energy coursing into their veins since birth, waiting for its power to mature and be unleashed into the realm and be known by the world. People from the outskirts of civility that were born this way all know instinctively that they were different from others of their kind, and that even if its folks beared the same appearances, the power that lies inside of them hungers for greatness and change. As they grow, so do their titan lineage which starts to show as marks on their very bodies, and to shape and control this heritage is their duty and their pride.
- Runic Arts
As you unleash the power of your runes, you are able to channel energy into them to distort the physical space around you. Beginning at 3rd level, you gain the ability to channel the power of runes trough your rage.
- Magical Runes. You gain two runes of your choice from the Magical Runes List below. You gain one additional rune at 6th, 10th and 14th levels.
- Runic Rage. When you enter in rage, choose one rune you know. That rune is activated, granting you the benefits shown under the Runic Rage description for the chosen rune.
- Cantrip. Each rune grant you a cantrip. These cantrips can be cast during your rage, regardless of the rune currently active. In addition, if your rune causes damage, it adds your Rage Damage bonus to its damage during the rage.
- Minor and Major Spell. Each rune has a minor spell, that is a 1st-level spell. You can spend one use of your rage to cast that spell. At 6th level, you can conjure your rune major spell by spending a use of your rage. Casting spells trough this feature doesn't require the use of material components, but all other rules for magic and rage do apply.
- The level in which the spell is cast equals your proficiency bonus -1.
Whenever a rune or spell requires a saving throw, it is calculated as follows: DC 8 + your proficiency bonus + your Constitution modifier.
- Eloquence of the Conqueror
Starting at 6th level, when you speak, your words are ingrained into their very beings, as if they instinctively knew of your noble heritage. You have proficiency on Charisma (Persuasion) and Charisma (Intimidation) checks.
This unique aura around you also makes it difficult for you to pass unnoticed by people, and your pride in your heritage won't allow you to hide often either. You cannot become proficient in Dexterity (Stealth) checks, and if you were, you can replace it with any skill from the Barbarian skill list.
In addition, you can now cast and concentrate on Minor Spells from your runes during your rage.
- Giant Killer
Starting at 10th level, you become a colossus owner of immeasurable strength to the point of being able to fight toe-to-toe against foes fairly bigger than you, having a powerful grip strong enough to physically challenge gigantic creatures. When you enter in rage, you can choose to gain the following benefits:
- You gain a number of temporary hit points equal to half your barbarian level.
- Your reach and walking speed increases by 5 feet.
- You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).
- You are considered to be one size larger. This also allow you to wield two-handed weapons in one hand.
Once you use this feature, you can’t use it again until you finish a short or long rest.
In addition, you can now cast and concentrate on Major Spells from your runes during your rage.
- Titanical Constitution
Beginning at the 14th level, the runic energy has assimilated with your body to the point that your ability to recover from wounds and fatigue in general is unlike any other of your kind. your Constitution score increases by 2, up to a maximum of 22.
In addition, you can now use Giant Killer twice between rests, but no more than once on a turn. You can also spend two uses of this feature at once to gain the following benefits:
- You are considered a Huge creature (this doesn't affect your actual size).
- You gain temporary hit points equal to your Barbarian level (instead of only half).
- You recover from one level of exhaustion.
Magical Runes List[edit]
- Heritage
The rune of heritage is the core rune of titans, granting you the great and might of these fabled beings.
- Runic Rage:Titan's Wrath. Your current and maximum number of hit points increase by an amount equal to your Constitution modifier.
- Cantrip. Friends
- Minor Spell. Heroism
- Major Spell. Enlarge/Reduce (Enlarge option only).
- Blade
The blade rune empower the weapons you wield with magical powers.
- Runic Rage:Runic Blade. You are able to imbue your weapon with runic energy, pouring titanic might into them. Any melee weapon is considered magical while wielded by you. In addition, you add your Constitution modifier (minimum +1) to your damage rolls.
- Cantrip. Shillelagh* *(Can be used with any melee weapon, instead of just clubs and quarterstaves).
- Minor Spell. Zephyr Strike
- Major Spell. Magic Weapon
- Protection
The protection rune creatures magical barriers around your body and around your allies.
- Runic Rage:Protection from Arrows. You are able to distort the air around you, forcing a change in trajectory for any projectiles targeted at you. Ranged attacks made with weapons have Disadvantage against you or any creature within 10 feet.
- Cantrip. Blade Ward
- Minor Spell. Shield of Faith
- Major Spell. Warding Bond
- Violence
The violence rune awakens inside you the fury and brutality of titans.
- Runic Rage:Gale of Steel. You are able to make a wild swing as you rely on your rune enhanced body to keep the momentum swing till the end. Once per turn when you make an attack, choose up to three creatures within 5 feet of you. Each creature take damage equal to your Constitution modifier (minimum of 1).
- Cantrip. True Strike* (You can make a melee weapon attack as part of the same action used to cast this spell).
- Minor Spell. Hunter's Mark
- Major Spell. Spiritual Weapon
- Blessing
The blessing rune give you the guidance and protection of titans.
- Runic Rage:Blessing of the Runes. You are able to write out a rune out of thin air that blesses you with an instant protection against some harmful effects. You gain a bonus equal to the amount of runes you currently have to all your Saving Throws.
- Cantrip. Guidance
- Minor Spell. Bless
- Major Spell. Aid
- Energy
The energy rune concentrates the raw magical runic power.
- Runic Rage:Sagacious Reach. You are able to circle your weapon with pure runic energy and extend the reach of your strikes. All your melee weapon attacks have the reach property. If they already have this property, the reach increases in 5 feet. Attacks made at this extra reach deal force damage.
- Cantrip. Eldritch Blast
- Minor Spell. Absorb Elements
- Major Spell. Dragon’s Breath
- Traveler
The movement rune give you the striding capacity of titans.
- Runic Rage:Seismic Charge. You are able to channel energy from the runes to strengthen your lower body, in sequence proceeding to an immensely powerful long. When you take the Attack action, you can move up to half your movement speed. Choose one creature within 5 feet at any point of that movement, and that creature is pushed 10 feet back. This movement can be taken after o before the attack.
- Cantrip. Gust
- Minor Spell. Expeditious Retreat
- Major Spell. Misty Step
- Soil
The soil rune give you the stability and connection with the land from titans.
- Runic Rage:Firm Steps. You are able to circle your own feet with runic power to the point that your steps are as firm and true as they could be. You become immune to difficult terrain. In addition, you have advantage on ability checks and saving throws against any effect or spell that targets your movement, pushes you or knock you prone.
- Cantrip. Mold Earth
- Minor Spell. Longstrider
- Major Spell. Spider Climb
- Storm
The storm rune give you the power of tempests.
- Runic Rage:Judgement of the Storm. Once per turn when you make an attack, choose one creature within 10 + your Constitution modifier feet. That creature takes lighting damage equal to your Constitution modifier.
- Cantrip. Thunderclap
- Minor Spell. Thunderwave
- Major Spell. Shatter
- Power
The power rune awaken the hidden titanic power inside you.
- Runic Rage:Overloading Surge. You are capable of harnessing your runic energy with such mastery that it is possible to give it a tangible form, even if it is separated from your body. Once per turn when you hit a creature with an attack, that creature is pushed a number of feet equal 10 + your Constitution modifier.
- Cantrip. Resistance
- Minor Spell. Jump
- Major Spell. Enhance Ability
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