Titan-D2 (5e Class)
Titan[edit]
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Creating a Titan[edit]
- Quick Build
You can make a Titan quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background.
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: All armor
Weapons: All Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, Insight, Intimidation, Investigation, Medicine, Persuasion, and Religion
- 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
- One firearm and 20 bullets
- (a) Explorer's Pack or (b) Priest's Pack
- Plate mail and a holy symbol
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Guardian | — | — | — | — | — |
2nd | +2 | [[#|]] | 2 | — | — | — | — |
3rd | +2 | [[#|]] | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, [[#|]] | 3 | — | — | — | — |
5th | +3 | [[#|]] | 4 | 2 | — | — | — |
6th | +3 | Light improvement | 4 | 2 | — | — | — |
7th | +3 | Light ability improvement | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, [[#|]] | 4 | 3 | — | — | — |
9th | +4 | [[#|]] | 4 | 3 | 2 | — | — |
10th | +4 | [[#|]] | 4 | 3 | 2 | — | — |
11th | +4 | Light ability improvement | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement, [[#|]] | 4 | 3 | 3 | — | — |
13th | +5 | [[#|]] | 4 | 3 | 3 | 1 | — |
14th | +5 | [[#|]] | 4 | 3 | 3 | 1 | — |
15th | +5 | [[#|]] | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, [[#|]] | 4 | 3 | 3 | 2 | — |
17th | +6 | [[#|]] | 4 | 3 | 3 | 3 | 1 |
18th | +6 | [[#|]] | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, [[#|]] | 4 | 3 | 3 | 3 | 2 |
20th | +6 | [[#|]] | 4 | 3 | 3 | 3 | 2 |
Guardian[edit]
You have been Blessed by an entity known as The Traveler and it has bestowed upon you several gifts.
- Ghost
The traveler has bestowed you with a ghost, A small advanced companion that is extremely skilled at many things but requires the titan to activate to do anything. The ghost is a sentient creature that believes in the preservation of the traveler and any of its guardians. The ghost can bring you back from death once per long rest as if the spell Revivify had been cast on you however this feature cannot function if you are in total darkness or if surrounded by dark energy.
- The Light
The Traveler has imbued you with an energy referred to as Light, this energy grants you great strength and miraculous abilities, However you are currently too weak to harness its full potential. You gain the following benefits.
-Your unarmed strikes now deal 1d8 + Str modifier as the light surges through your strikes. This increases to 1d10 at 6th level and again to 1d12 at 11th level and finally to 2d8 at 17th level
-You are considered a large creature for features and effects that use creature size, for example pulling or pushing something and additionally your carrying capacity is doubled as well as your jump height
-When in direct sunlight or similar light you are empowered and you deal additional damage equal to your level in this class and gain temporary hit points on your turn equal to 1d10 + Wis modifier, However when in total darkness you subtract your Wis modifier from any damage dealt and take double damage from Necrotic or force.
Light abilities[edit]
You've gained some control over the light allowing you to use the abilities that the light carries. You can use light abilities a number of times equal to your wis Modifier + Proficiency bonus, You choose from the available light abilities at 2nd Level, 7th Level, and 11th Level. Your elemental focus provides additional options for light abilities, You can change your chose light abilities over the course of a long rest as you meditate with the light to change its form.
- Towering Barricade
As an action you create a wall formed of light that is 1ft thick 10ft tall and 10ft wide and is completely transparent but grants full cover as the barricade absorbs any incoming attacks. This barricade lasts for 3 rounds and any hostile creatures that pass through it takes 1d6 Radiant damage.
- Rally Barricade
As a bonus action you create a small barricade made of light. this barricade is 1ft thick, 3 ft high and 10 ft long. It is considered half cover, any friendly creature taking cover behind the barricade deal an additional 1d6 radiant damage on ranged or magic attacks and do not consume ammo as the cover provides radiant arrows and bullets.
Elemental Focus[edit]
At 3rd level, you learn to focus your light into a specific element. Choose between Sunbreaker, Striker, or Sentinel. Once you select a focus you must decide a specialization for that element, Once selected it cannot be changed all detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th, 10th, and 15th.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, 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.
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Sunbreaker[edit]
When you Pick Sunbreaker the following Light Abilities become available
- Hammer of Sol
You summon a flaming hammer and make a ranged attack against a target. On a hit, the target takes 2d8 fire damage, and creatures within 5 feet of the target take 1d8 fire damage. If you hit the target and are within 15ft of them the hammer bounces back into an open hand if available and allows continued use without expending additional uses of your light ability.
- Burning Maul
You summon a Flaming Maul for use in combat. The hammer lasts 2 minutes or until you release your grip on it, This maul deals an additional 2d8 fire damage and can be used to slam the ground causing creatures within a 15ft cone make a Dexterity saving throw or take 2d8 Fire damage and be knocked prone as the ground beneath them pulses with fire then ruptures.
- Phoenix Specialization
Upon choosing the phoenix Specialization you gain the following bonuses
Sun's Embrace- Your Barricade ability now heals allies around it for 1d6 + Wis modifier every turn they are behind it.
Solar surge- Whenever you deal fire damage with an ability or weapon, you regain hit points equal to your Wisdom modifier.
- Solar Flare
At 3rd level You gain the ability to create a Solar Flare. As an action, you can throw a Solar Flare to a point within 60 feet. The Solar Flare detonates, dealing 2d6 fire damage to creatures within a 10-foot radius. Affected creatures must make a Dexterity saving throw, taking half damage on a successful save.
- Radiant Healing
Starting at 6th level Your Solar abilities now have a healing effect. Whenever you use a Solar ability that deals damage, you and your allies within 10 feet of you regain hit points equal to your Wisdom modifier.
- Sun's Resurgence
Starting at 10th level When you fall to 0 hit points but are not killed outright, you can use your reaction to immediately regain hit points equal to half your maximum hit points. You can use this feature once per long rest.
- Phoenix's Wings
Starting at 15th level Your barricades are now blessed with the power of the phoenix. barricades you cast now have increased dimensions and grant allies near them a number of temp hit points every turn equal to 2d10 + your Wis modifier and they deal an additional 2d8 fire damage on all attacks.
Towering barricade- The barricade is now 5ft thick, 20ft tall, and 20ft wide.
rally barricade- The barricade is now 3ft thick 6ft tall and 20ft wide
- Inferno Specialization
Upon choosing the Inferno Specialization you gain the following Bonuses
- Flaming Fury
Your Hammer of Sol and Flaming Maul abilities now deals additional fire damage equal to your Wisdom modifier.
- Blazing Inferno
When you defeat an enemy with your Hammer of Sol or Flaming Maul ability, nearby enemies within 10 feet of the target take fire damage equal to your Titan level as they explode with solar energy.
- Fiery Onslaught
Starting at 3rd level Your attacks become infused with intense flames, allowing you to unleash a torrent of fire upon your enemies. Whenever you hit a creature with a melee weapon attack, you can choose to add fire damage to the attack equal to your Wisdom modifier.
- Consuming Inferno
At 6th Level Your fire-based abilities become even more potent. When you deal fire damage to a creature, it is also afflicted by the Burned condition. A creature suffering from the Burned condition takes additional fire damage equal to your Wisdom modifier at the start of its turn. The Burned condition lasts for a number of rounds equal to your proficiency bonus.
- Immolation
At 10th Level Your connection to the flames of the Sun grants you the ability to ignite yourself in a blazing inferno. As a bonus action, you can activate Immolation, causing your body to become wreathed in flames. While Immolation is active, any creature that starts its turn within 10 feet of you takes fire damage equal to 2d6 + your Wisdom modifier. In addition, your melee attacks deal additional fire damage equal to your Titan level x 2.
You can maintain Immolation for a number of rounds equal to your proficiency bonus + Constitution Modifier. you must finish a short or long rest before you can use this feature again.
- Solar Annihilation
Starting at 15th Level Once per long rest, you can unleash a cataclysmic display of solar power. As an action, you summon a massive solar explosion that engulfs a 30-foot radius centered on a point you can see within 120 feet. Creatures within the area must make a Dexterity saving throw, taking 15d6 fire damage on a failed save, or half as much damage on a successful one. Structures and objects in the area are destroyed or set ablaze. After using this ability, you cannot use it again until you finish a long rest.
Striker[edit]
Thunderous Impact Specialization
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Juggernaut Specialization
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Sentinel[edit]
When you Pick Sentinel the following Light Abilities become available
- Sentinel Shield
You summon a void energy shield that provides you with +2 AC and can be used to make a melee attack, dealing 2d8 Necrotic damage and 1d8 Bludgeoning. The Shield has the thrown property (40/120) and If it hits a target after being thrown you can make another attack against a creature within 15ft of them as the shield ricochets off one target to another. This shields lasts a number of rounds equal to your Wisdom modifier but ends early if you throw it.
- Guardian Aura
You manifest a Void Aura that covers your body and protects you from harm. This aura provides you With the following bonuses for 1 minute
-Your AC increases by 3.
-You gain temporary health equal to your level in this class multiplied by 2.
-You deal an additional 1d4 Necrotic damage on all hits.
- Aggressor Specialization
Upon choosing the Aggressor Specialization you gain the following bonuses
- Shield bash
When you hit a creature with your Sentinel Shield ability, they must make a Strength saving throw (DC 12) or be pushed back 10 feet and knocked prone.
- Rampant Assault
Whenever you defeat an enemy with your Sentinel Shield ability, you gain temporary hit points equal to 1/4 their max health. This temporary health doesn't go away unless you are hit and can be stacked
- Shield Breaker
Starting at 3rd Level Your Sentinel Shield strikes become focused on breaking through enemy defenses. Whenever you hit a creature with your Sentinel Shield ability or a melee attack using your Sentinel Shield, you can choose to impose disadvantage on the target's next attack roll before the start of your next turn. Additionally, if the target is wearing a shield, their shield is temporarily disabled and provides no bonus to their AC until the end of your next turn.
- Unyielding Assault
At 6th Level You can make an additional melee attack as part of your Sentinel Shield ability. After hitting a creature with your first attack, you can immediately make a second attack against the same target or a different one within reach.
- Sundering Strike
At 10th Level When you hit a creature with a melee attack while your Sentinel Shield ability is active, you can choose to sunder their defenses. The target must make a Strength or Dexterity saving throw (their choice) against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target's AC is reduced by 2 until the start of your next turn.
- Relentless Assaults
At 15th Level Your relentless assault in combat knows no bounds. While your Sentinel Shield ability is active, you have advantage on all melee attack rolls and your attacks score a critical hit on a roll of 18-20. Additionally, when you reduce a creature to 0 hit points with a melee attack, you can immediately make one additional melee attack as a bonus action against another creature within reach.
- Defender Specialization
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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