Titan (5e Class)

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Titan[edit]

"Strive for honor. Stand for hope." — Grimoire description They are equipped with suits of powered armor that boost their strength and endurance. Titans utilize their strength and skill with firearms to kill their enemies.

Titans have long honed the Light of the Traveler, passing these skills to each new generation of warrior. Their strength gave birth to the City, and they have taken a blood oath to ensure it will always stand strong. The Wall surrounding the City was built by the first Titans, who also perished defending it. Steadfast and sure sighted, Titans face any challenge head-on, serving as living, blunt force instruments of the Traveler's will.

Life after Rebirth

Almost by definition, the life of a Guardian is an adventuring life. Unless other duties take him or her away from adventuring for a time, every guardian lives on the front lines of the cosmic struggle against darkness. Fighters are rare enough among the survivors of the collapse of the golden age, but even fewer people can claim the light of a traveller. When they do revive as a guardian, these warriors turn from their forgotten pasts and take up arms to fight the darkness.

The path of a guardian leads them into the service of the speaker and the vanguard of the tower as elite warriors, but even then their loyalty can falter.

Adventuring guardians take their work seriously. A scouting mission into a enemy infested zone or a hive crypt can be the difference between the survival or demise of the last bastion of humanity. The darkness lurks every where. In lost sectors or forests that reclaimed the formerly inhabited worlds of the golden age, and even the smallest victory can change the course of history.

Most have many theories on how guardians are chosen the most prevailing is the second chance theory in which creatures who have done many wrongs are granted a new lease on life, most guardians are left with amnesia after first awakening but there are some whom never forget what they have done.

Creating a Titan[edit]

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Image provided by bungie
Quick Build

Build Strength first then Dexterity

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: Martial, Simple, and Firearms
Tools: Tinker's Tools, Land vehicles, air/space vehicles
Saving Throws: STR, CON
Skills: Pick 2 from Athletics, 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 Dungeoneer’s Pack
  • Plate mail
  • If you are using starting wealth, you have 6d4 x 10 in funds.

Table: The Titan

Level Proficiency
Bonus
Features Fist
1st +2 Subclass, Ghost, Ghost Shells, Fist, Light 1d6
2nd +2 Barricade, Lift 1d6
3rd +2 Touch the light, Strike, Grenades 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack 1d8
6th +3 Strike Upgrade, Subclass Feature, Orbs of Light 1d8
7th +3 Shield 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Super Energy 1d8
10th +4 Strike Upgrade, Subclass Feature 1d10
11th +4 Weapon Crafting, Sub-Out, Extra attack 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Improved Critical 1d10
14th +5 Aspects of Power 1d10
15th +5 Strike Upgrade, Subclass Feature 1d12
16th +5 Ability Score Improvement 1d12
17th +6 Superior Critical 1d12
18th +6 Elemental Mastery 1d12
19th +6 Ability Score Improvement 2d6
20th +6 Become Legend 2d6

Subclass[edit]

Beginning at 1st level when you choose this class, you will choose one of 5 subclasses. You will choose between solar, arc, void, stasis, or strand this will determine the damage type for your melee and grenade damage type as well as what super you use, the damage for void is force, the damage for arc is lightning, the damage for solar is radiant, the damage for stasis is cold, and the damage for strand is acid. This will also give you additional abilities at 3rd level, 6th level, 10th level, and 15th level.

The saving throw DC for class abilities is equal to 8 + Constitution modifier + proficiency bonus.

(Optional) Rebirth[edit]

Death does not apply to ones such as us, we are deathless. at 1st level when you are reduced to 0 hp you leave behind a small construct called a ghost which can revive you after 10 minutes if an ally approaches the ghost, they can choose to revive you instantly as a bonus action.

(Optional) Ghost Shells[edit]

Ghost shells are items that guardians can use to upgrade their abilities and works like a guardians version of an arcane focus increasing the damage and dc's of their abilities. ghost shells comprise the housing unit of the ghost which means as long as the main piece the eye is not messed with then the shell can look like and be made of just about anything hell there are some shells comprised of chocolate.

Ghost[edit]

Ghosts are companions to guardians they act as living supercomputers, assistants, and most importantly best friends to their guardians. they are tied to their guardian by forces even beyond their own understanding The ghost has an AC of 21 and an hp of 5 and can go intangible as a reaction. Other features a ghost has includes turning into any kind of tool or toolkit and being a spare bag of holding.

Fist[edit]

At 1st level, you gain the ability to infuse your light into your melee attacks. When you make an unarmed melee attack, you deal 1d6 damage + your strength modifier. The damage dealt by your melee is decided by which subclass you have chosen. You unarmed melee attacks rolls go off of your strength modifier. when using ranged weapons, you can use str instead of dex for attack and damage rolls. as a bonus action after making a successful attack you may make an unarmed attack, at 6th level you make two unarmed attacks. At 5th level your strikes count as magical when dealing with resistances and immunities

Light[edit]

At 1st level, your abilities are powered by paracausal forces beyond most understanding, you gain a pool of light from where your abilities can pull from equal to your level + your str mod + con mod + prof bonus. light is fully restored at the end of a short rest.

Lift[edit]

At 2nd level, you gain the ability to infuse your light into your movement. When you make any kind of jump, you can hover up to your movement speed. you also gain a glide speed equal to your movement speed. At 5th level you are always considered to under effects of Feather Fall. At 7th level, your movement speed is doubled when you jump. At 11th level, when you land after making a jump, enemies within 15ft of you must make a dex save or take 3d8 bludgeoning damage on success take half.

Barricades[edit]

at 2nd level you can as an action and 5 light create a Barricade. You can only have one type of Barricade (Towering, Rallying) equipped at a time but can change your barricade type during a short or long rest.

Towering Barricade you create a 15-feet-long shield that is also 15 feet tall, the shield provides full cover to any creature behind it. it has an AC of 15 and hit points equal to 10 times your Titan level.

Rallying Barricade you create a 15-feet-long shield that is also 5 feet tall, the shield provides half cover to any creature behind it. it has an AC of 10 and hit points equal to 5 times your Titan level. you and allies who take cover within 5ft of the barricade have all ranged weapons reloaded and gain resistance to all non-magical damage.

Grenade Energy[edit]

At 3rd level, you gain the ability to channel your light into a grenade like projectile that explodes on impact. As a bonus action and 1 light, you choose a point within 30 ft. Every enemy within a 15ft radius of that point must make a Dexterity saving throw. They take 1d8 damage on a fail or half as much on a success. The damage dealt by your grenade is decided by which subclass you have chosen.

At higher levels your grenades do more damage, 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 18 level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. You gain an additional attack at 11th level and again at 16th.

Orbs of Light[edit]

Beginning at 6th level, you use a class ability or subclass feature you spawn your prof bonus orbs of light within 5ft of you. when an ally picks up an orb of light via walking into the square the orb occupies or using an object interaction to pick it up, they can either heal a d6 + your lvl hitpoints or gain advantage on their next roll.

Shield[edit]

Beginning at 7th level you gain temporary hit points that act as a protective shield. You gain 5 times your level temporary hit points that regenerate after 1 minute of non-combat.

Super Energy[edit]

Beginning at 9th level, you gain the ability to summon your light into an ultimate attack. Your super is decided by which subclass you have chosen. You may use this equal to half your proficiency bonus times per short rest.

-Void- Ward of Dawn- You create a dome of translucent void energy which surrounds a radius of 30ft around you and with an AC of 10 and has a base health of 10 times your Str modifier plus level. it can stop/absorb damage from ranged, physical, and magical attacks and spells.

-Solar- Hammer of Sol- You become encompassed in solar fire that bolsters you. For 1 minute, you can conjure and throw Solar infused warhammers as part of your attack action which deal 3d8 radiant damage. The damage increases to 4d8 at 15th level and 5d8 at 20th level. the warhammers explode creating sunspots whereever they land.

-Arc- Thunder Crash- You become a lightning infused ballistic missile. For 1 minute you gain a fly speed equal to your walking speed and you can use your action to lighting burst which causes enemies within a 20 ft radius of you to make a dexterity saving throw dealing 3d12 lightning damage on a failed save and half as much on a success, enemies also become jolted. The damage increases to 4d12 at 15th level and 5d12 at 20th level.

-Stasis- Glacial Quake- Your fists hold the power of glaciers. For 1 minute your unarmed strikes deal an additional 5d8 cold damage this grows to 7d8 at 15th level and 10d8 at 20th level. creatures hit by your unarmed strikes while glacial quake is active become frozen and slowed.

-Strand- Blade Fury- Your fists have become reinforced with the threads of reality, for 1 minute your melee range increases to 15ft and your unarmed strikes deal an additional 2d12 psychic damage and enemies hit by your unarmed strikes become suspended. The damage increases to 3d12 at 15th level and 4d12 at 20th level.

(Optional) Weapon Crafting[edit]

Beginning at 11th level, your arsenal has been quite limited from swords and shields to basic battle rifles and shotguns you need truly exotic gear. You can sacrifice 5000 x your prof bonus gp and make a DC 25 tinkerers tools to create magic items up to legendary in one hour. (DM must approve item before you can make it)

Sub-Out[edit]

Beginning at 11th level, you fully understand how to utilize your light. You are able to switch out your subclass for another, gaining all of its abilities. you can change out subclasses during a long rest.

Improved Critical[edit]

Beginning at 13th level, your attacks score a critical hit on a roll of 18 or 20.

Aspects of power[edit]

Beginning at 14th level, you may choose an additional option from your subclass features.

Superior Critical[edit]

Beginning at 17th level, your attacks score a critical hit on a roll of 17 through 20.

Elemental Mastery[edit]

Beginning at 18th level, you've mastered the powers of your subclass and have access to powerful buffs.

Solar Mastery Your restoration and immolate die turn to a d10. Allies gain health from all your damaging abilities equal to the damage dealt.

Void Mastery Your devour die grows to a d6. and devour lasts for 2 rounds more.

Arc Mastery Your Lightning damage ignores resistances and immunities.

Stasis Mastery when a creature becomes frozen or slowed hostile creatures within 15ft of them must make a strength save or become frozen and slowed

Strand Mastery

Become Legend[edit]

Beginning at 20th level, you have slain the mightiest there is you have become a true legend. You have become stronger than any guardian before you. As a bonus action, you may switch out your subclass for another available to your class. Your strength score and constitution score maximum grows by 8.

Titans SUBCLASSES[edit]

Here are the titan subclasses.

Sunbreaker[edit]

The fiery power of faith of hope, the burning duty of a crusader, and the molten crucible of battle. Solar Titans are the damaging tank of any good fire team able to keep allies healed up and going while also being able to deal searing damage to enemies.

Forge Fire[edit]

some of your abilities can apply effects.

Immolate Enemies inflicted with immolate take an additional number of d6's of radiant/fire damage equal to half your prof bonus from you and your allies attacks, immolate lasts until the end of their next turn.

Restoration Allies with Restoration regain hitpoints equal to your prof + your level + your Strength mod.

Sunspots when you reduce a creature to zero hitpoints it creates a burning pillar that occupies a 5ft space and is 5ft tall, enemies who start/end their turn or enter within 10ft of the sunspot must make a con save on fail they take 1d6+ str mod radiant damage or half on success and become immolated, a sunspot lasts until the end of your next turn.

Solar Aspects[edit]

At 1st level, you define how your solar energy courses through you, what it does to you, and what it does to others. Choose two of the three options, once you choose you can switch out options as part of a short rest.

-Consecrate- As an action and 3 light when you move at least 15ft in a straight line you may make a melee attack against a creature, this melee attack deals an additional your prof bonus d6's radiant damage. Enemies hit by this ability are immolated. As a bonus action and 3 light you can slam down the hammer causing a 30ft cone in which hostile creatures must make a con save or take your prof bonus d6's plus your str mod and become immolated on save take half and become immolated

-Sol Invictus- After inflicting immolate onto a hostile creature you gain 2 additional damage die to subclass abilities until the end of your turn.

-Solar Restoration- when you or your allies are within 10ft of a sunspot you gain restoration at the start of your turn.

Hammer of Sol[edit]

At 2nd level, your solar light has manifested into the shape of a mighty Warhammer. you can freely conjure this warhammer that deals 1d8+str radiant damage and has the light and thrown (30/90) properties, when you make a successful thrown attack against a creature, they become immolated, and the hammer returns to you. at 5th level you can replace the hammers damage die with your unarmed damage die. Choose two of the three options, once you choose you can switch out options as part of a short rest.

-Burning Maul- Your warhammer becomes a maul increasing the damage to 2d8+ Str radiant damage it loses the thrown and light properties and gains the heavy and two-handed properties. As an action and 1 light you can strike the ground in front of you to send out a 15ft cone of fiery energy hostile creatures caught in the cone must a con save or take your prof bonus d6's of fire damage on fail, on success they become immolated.

-Anvil Smash- As an action you conjure a solar infused anvil and strike a creature with it. make an unarmed strike on hit the anvil deals 2d10 radiant damage and immolates the creature, they must then make a con save or become stunned. the anvil can then be placed down within 5ft of you, as a bonus action and 2 light the anvil can be struck granting allies within 30ft of you restoration.

-Meteor Hammer- Your warhammer gains thrown (60/120) and deals an additional dice of damage when making a ranged attack, if you have burning maul the cone becomes 30ft and immolated enemies automatically fail the save.

Solar Grenades[edit]

At 3rd level, you define how your solar energy courses through your grenades, what it does to you, and what it does to others. Choose one of the three options to improve your grenades, once you choose you can switch out options as part of a short rest.

-Sticky Sun- when you throw your grenade you can choose a single target, they must make a Dex save on fail the grenade attaches to the target and will explode normally and will explode again at the start of the targets turn until the end of their next turn, on success the grenade explodes normally.

-Solar Nade- When this grenade hits a creature or hard surface it leaves behind a 15ft sphere of solar energy. hostile creatures within 15ft of the sphere or in the sphere must make a con save or take 2d12 radiant damage half on success and become immolated. the sphere lasts until the end of your next turn.

-Thermite Grenade- when this grenade explodes it launches a 20ft long 10ft wide wave of fire hostile creatures caught in the wave must make a dex save or take an additional 3d8 radiant damage on fail, on success take half and become immolated.

-Swarm Grenade- when this grenade detonates it leaves behind your prof bonus + your strength modifier swarm missiles that cover a 10x10 radius of where the grenade was thrown, when a hostile creature is within 15ft or passes through the swarm, the swarm launches your prof bonus missiles at them, each missile deals 1d10 damage and immolates the target. The swarm lasts until the end of your next turn.

-Healing Nade- Allies caught in your grenade heal equal to the damage the grenade deals. This ability grants your allies a stack of restoration.

-Trip mine- this grenade does not explode but can attach to any surface hostile creatures who enter within 10ft of the mine must make a dex save or take the grenades damage x2 on success take half and become immolated. creatures can make a perception test DC (your stealth + constitution) to spot the trip mine on success they have advantage on the dex save on fail the automatically fail the save.

Solar Arms[edit]

At 6th level, you define how your solar energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you can switch out options as part of a short rest.

-Anvil Drop- As a bonus action and 2 light after you use anvil smash you can make a ranged attack with your anvil this ranged attack goes off your unarmed attack and deals 2d10 radiant or fire damage.

-Sun's Might- While you have Sol Invictus active you gain resistance to all non-magical damage and advantage on unarmed attacks and athletics rolls.

-Furiosa Assault- When you make a successful attack with your hammer or a ranged weapon you may make an unarmed strike as part of that action. Enemies hit by this ability become immolated.

Burning Soul[edit]

At 10th level your connection to solar light has grown such that you receive some kind of buff to your natural abilities. Choose two of the three perks, once you choose you can switch out options as part of a short rest.

-Forge Beat- When you place an anvil you can as an action and 4 light begin forging. once you begin forging you must spend an action and 1 light to strike the anvil with solar might creating a flaming copy of a weapon, each round you spend striking the anvil it gains +1 magic bonus(max +6) you can then as a bonus action grant this weapon to an ally giving them the weapon and restoration, while an ally wields the weapon, they deal radiant damage and apply immolate on enemies. the weapon lasts for one minute. when striking the anvil, you can up the cost by 1 light to have allies within 30ft of you to gain restoration.

-Solar Torrent- your sunspots grow to encompass 20ft instead of 15ft and increase their damage by 2 dice, sunspots will begin moving toward either the lowest health ally within their area or the nearest enemy they move by 5ft each turn. sunspots now last for a minute.

-Sol Stands- When you have sol invictus you grant your allies sol invictus but instead of solar abilities it applies to all of their abilities. sol invictus grants you restoration at the start of your turn.

Barricade Mods[edit]

At 10th level your connection to solar light has grown such that you receive some kind of buff to your rift. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Pyre Bunker- when you activate your barricade the area within 15ft of your barricade becomes difficult terrain for hostile creatures and when hostile creatures cross the terrain, they become immolated. this effect lasts as long as the barricade is active.

-Molten Shell- when you activate your barricade you and allies gain restoration.

-Sol's Surface- when you activate your barricade you spawn a sunspot within 5ft of you.

Solar Aspects[edit]

At 14th level your connection to solar light has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Aspect of Ember- When you inflict immolate on an enemy you gain restoration.

-Aspect of Charcoal- when enemies with immolate reach 0 hp they explode dealing 3d10+your str mod radiant damage in a radius of 15ft enemies caught in the explosion become immolated.

-Aspect of Renewal- Allies with restoration regain additional health points equal to your prof bonus+ your strength modifier+5.

Hephaestus Rising[edit]

At 15th level, you've learned to weave your Hammer of Sol to have extra abilities. Choose two of the three super upgrades, once you choose you can switch out options as part of a short rest.

-Solar Sail- You gain a 120ft flight speed.

-Explosive Anvil- When you activate Hammer of Sol you can throw anvils instead of hammers which have a 30ft sphere explosion radius.

-Hammer Down- When you activate Hammer of Sol as a bonus action you can slam down onto the ground stunning and immolating hostile creatures within a 30ft cone.

Sentinel[edit]

The hope of a better tomorrow, the power to put yourself in front of danger, and perseverance to push for the sake of others. that's what makes a void titan they are the ones who the first to leap into danger and the last to leave the firefight they protect a fireteam with mass amounts of overshield and debuffs.

Void Power[edit]

Your grasp over the void has given you some interesting effects.

Overshield when you gain overshield you gain your prof bonus + your level + strength mod temporary hitpoints.

Weaken enemies with weaken have their attacks deal half damage. weaken lasts for until the end of their next turn.

Volatile when enemies become volatile, your and allied attacks against them deal an extra half your prof bonus d6 force damage. volatile lasts until the end of their next turn.

Vestiges of the Void[edit]

At 1st level, you begin channeling the void and forming it to form around your fingertips and have found ways to aid you in your journey into the ways of the titan, choose two of the following you may change this choice during a short rest.

-Dome Grenade- As a bonus action and 3 light you can throw a grenade within 60ft of you this grenade creates a 10ft see through bubble at the point hostile creatures cannot enter the bubble. allies who enter or start their turn in the bubble gain overshield. the bubble has an AC of 10, double your maximum hit points for hp and lasts until the end of your next turn. Allies can enter and leave the bubble freely while hostile creatures cannot enter or leave the bubble.

-Disintegrate- Once per round when you reduce a creature to 0 hit points you cause that creature to violently explode with void energy hostile. creatures within 15ft of the creature become volatile.

-Hauberk of Hope- When you make a successful attack against a creature you grant allies within 5 times your prof bonus ft of you gain overshield.

Void Shield[edit]

At 2nd level, you can summon a shield of void energy this shield provides a +2 to your AC and grows by 1 at levels 5 and 11, as part of an unarmed strike you instead can slam your shield into an enemy dealing 1d10 + strength mod or your unarmed strike damage force damage, the shield can be thrown 30/90 and can bounce off surfaces. when you make a successful attack with the shield you gain overshield if it's a ranged attack the shield returns to you. Choose two of the three options to improve your shield, once you choose you can switch out options as part of a short rest.

-When He Throws His Mighty Shield- when you make a ranged attack with your shield you ignore 3/4's and 1/2 cover, when you make a successful ranged attack with the shield you bounce the shield to the nearest enemy within 15ft of the target you can bounce the shield to a number of enemies equal to your prof bonus. your shield attacks now apply weaken.

-Shield Bash- As an action and 4 light you move 20ft in a straight line toward a creature you then make an unarmed strike against them on success you deal an additional 2 damage die and applies volatile.

-Stand Behind Me!- As a bonus action or reaction and 1 light you can project your shield outward creating a 15ft wide and 15ft tall barrier that has 2x your overshield hitpoints allies within 5ft of the barrier gain overshield and any attacks targeting them now target the barrier.

Grenades of the Void[edit]

At 3rd level, you define how your void energy courses through your grenades, what it does to you, and what it does to others. Choose one of the three options to improve your grenades, once you choose you can switch out options as part of a short rest.

-Suppressor Nades- Enemies hit by this grenade become suppressed which means they can no longer activate abilities and traits (ex, A dragon would not be able to use its breath attack, a troll wouldn't be able to regenerate, or spellcasters wouldn't be able to cast spells) for 1 minute, at the end of their turns they may make a wisdom save to remove the effect.

-Axion Bolt- instead of a burst of energy this grenade sends out seeking bolts that automatically hit their targets but only can hit up to your prof bonus of targets (ex, you throw an axion bolt at three goblins and your prof bonus is two it will only deal damage to two goblins even though it would hit all three if it was a regular grenade.) enemies hit by this ability gain weakened.

-Miniature Singularity- When enemies are hit by your grenade, they must a constitution save or be pulled to the center of the grenade's impact or closest space available. enemies hit by this ability gain volatile.

Hands of the Void[edit]

At 6th level, you define how your void energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you can switch out options as part of a short rest.

-Void Munitions- After making a successful attack you can spend 2 light to grant allies within 30ft of you your level + prof bonus + strength mod damage to their next damaging ability or attack.

-Shield of the City- When you see an ally within 30ft of you take damage you can as a reaction and 1 light take the damage of the attack for an extra 2 grenade energy you may allow an ally to pass a failed save.

-Perfect Parry- When you are subjected to an attack or a save you may spend your reaction and 3 light to parry the attack, roll an unarmed strike if the roll is higher than the attack or passes the save DC you parry the attack ignoring the effects and damage and regain your reaction, for 2 light as part of the reaction you may make an attack against the attacking creature with advantage, if the attack hits it counts as a critical.

Void Soul[edit]

At 10th level your connection to void light has grown such that you receive some kind of buff to your natural abilities. Choose two of the three perks, once you choose you can switch out options as part of a short rest.

-Soul of Reaction- You can throw grenades at points within 60ft of you and creatures explode when they reach 0 hitpoints from your abilities like your unarmed attacks or grenades, when an enemy explodes, they deal half your grenade damage in a 15ft radius. enemies hit by this ability grant you overshield.

-Soul of Aegis- Your shield ability now has 20 more temp hp. Your allies' attacks now deal an additional d6 force damage and apply the weakened condition.

-Soul of Devouring- When you reduce a creature to 0 hitpoints you regain health points equal to half the creature's maximum health points.

Barricade Mods[edit]

At 10th level your connection to void light has grown such that you receive some kind of buff to your barricade. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Plate of the Innocent- when you activate your barricade you grant allies within 15ft of the barricade gain overshield at the start of their turn.

-Riot Shield- You can activate your barricade as a reaction, enemies within 15ft of your barricade must make a constitution save or become blinded until the end of their next turn, enemies within 5ft automatically fail the save and also become volatile.

-Spiked Barricade- when your barricade takes damage it deals the same damage as force damage to enemies within 5ft of the barricade. if the barricade is reduced to 0 hitpoints it explodes hostile creatures within 15ft of the barricade must make a constitution save or take 4d6+strength mod force damage half on success and become weakened.

Void Aspects[edit]

At 14th level your connection to void light has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Aspect of Heroes- you gain a 60ft aura allies within this aura gain your prof bonus to their attack and damage rolls.

-Aspect of Safety- when allies have overshield they reduce all damage by your lvl.

-Aspect of Hope- When you have overshield allies gain your prof bonus d4 force damage to their attacks.

Bending the Void[edit]

At 15th level, you've learned to force your Ward of Dawn to have extra abilities. Choose one of the four super upgrades, once you choose you can switch out options as part of a short rest. enemies hit by this ability grant you devour.

-Domain Expansion- As a reaction you can activate ward of dawn when you do so hostile creatures cannot leave your ward of dawn. Hostile creatures become blind, deafened, and suppressed whilst in your ward of dawn. you gain double your level of overshield and add your level to attack and damage rolls whilst in your ward of dawn.

-Bunker of Light- Allies within your ward of dawn gain your level to their attack damage and gain double overshield when they start their turn inside your ward of dawn.

-The Cities Walls- Your ward of dawn doubles its Hitpoints and gains your prof bonus to its AC. You can choose who can enter and exit your Ward of Dawn.

-A Good Offense Is the Best Defence- You create up to your prof bonus of +3 vorpal Greataxes within 15ft of you and your allies count as being proficient in them, they last for 1 minute.

Striker[edit]

The power of a thunder strike, the speed of a raging storm, and the strength of a typhoon. A striker titan is the damage dealer and tank of the five types of titans any fire team is happy to have one aboard since they can provide shocking results.

Arc Subclass[edit]

some of your abilities can apply three effects.

Jolt Enemies inflicted with jolt whenever they take damage from a source, deal that damage as lighting damage to other creatures who are inflicted with jolt, the jolt condition lasts until the end of their next turn. when you damage a creature with jolt you gain 1 ionic trace.

Amped Allies with Amped gain 10 x half your prof bonus (round down) to their movement speed and gain AC equal to half your prof bonus (round down), Amped which last for 1 minute.

Ionic Traces when you have stacks of Ionic Traces you gain 10 x your stacks of Ionic Traces to your movement speed, you can only have up to your prof bonus of Ionic Traces stacks and stacks last for 1 minute.

Shocking Tools[edit]

At 1st level, you define how your arc energy courses through your body, what it does to you, and what it does to others. Choose two of the three options to improve you, once you choose you can switch out options as part of a short rest.

-Running in the 90's- Your move speed increases equal to 5 x your prof bonus, at the start of your turn every 10ft you move you gain 5 temp hp. this temp hp lasts until the start of your next turn.

-Death on The Wire- When you are at 1/2 hitponts or lower your unarmed attacks deal an additional damage die, as a bonus action you can convert temporary hitpoints into regular hitpoints.

-Large Capacitor- you can take the dash action as a bonus action, when you dash you gain 15 temp hp and opportunity attack have disadvantage against you.

Arc Bolt[edit]

At 2nd level, you can freely summon a javelin of pure Arc energy that deals 1d6 or your unarmed damage thunder damage and applies jolt and has the thrown (60/180). Choose two of the three options to improve your javelin, once you choose you can switch out options as part of a short rest.

-Thunder Bolt- As an action and 4 light you throw a bolt of lightning at a creature within 120ft of you, make an unarmed strike at the creature on hit deal your prof bonus d8 + strength mod lighting damage and become jolted you can use your bonus action to turn the attack into a 30ft cone hostile creatures caught in the cone must make a dex save or take your prof bonus d8 + strength mod lighting damage on success take half and become jolted.

-Shoulder Slam- Once per round and for 2 light as part of an attack action you can slam your full body weight into a target you force them to make a con save on fail, they become stunned until their next turn on success they become jolted, and you gain 2 ionic traces.

-Yeet!- As a bonus action and 3 light you can launch yourself 20ft toward a creature and make an unarmed strike on hit the creature takes an additional 2 damage die and becomes jolted.

Static Grenades[edit]

At 3rd level, you define how your arc energy courses through your grenades, what it does to you, and what it does to others. Choose one of the three options to improve your grenades, once you choose you can switch out options as part of a short rest.

-Lighting Bolt Grenade- A small thunderstorm erupts from the grenade, enemies caught in the grenade must make a wisdom save on fail they are stunned for 1 round. enemies hit by this ability become jolted.

-Puddle pool Grenade- Slippery Water covers the ground in a 10-foot square centered on the point the grenade impacted on and turns it into difficult terrain for 1 minute. When the water appears, each enemy standing in its area must succeed on a Dexterity saving throw or fall prone. An enemy that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. enemies with jolt automatically fail the saving throw. An ally that enters the area or ends their turn there, gain amped.

-Pulse Grenade- Enemies struck by this grenade are marked out to you and all allies for 1 minute, marked out enemies cannot benefit from the hide action nor can benefit from invisibility their location is always known as long as their marked. enemies hit by this ability become jolted.

-Flash Bang- Enemies struck by this grenade must make a constitution save or become blinded for 1 minute at the end of their turn they can reroll the save to remove the blindness. enemies hit by this ability become jolted.

Thunderous Grips[edit]

At 6th level, you define how your arc energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you can switch out options as part of a short rest.

-Jacobs Ladder- For 6 light your melee attack chains to a number of enemies equal to your strength mod who are within 10ft of each other. enemies hit by this ability become jolted.

-The Tempest- You gain a 10ft aura in which terrain becomes difficult terrain for hostile creatures. As a bonus action and 3 light you can send a shockwave around you all hostile creatures within 15ft of you must make a constitution save or be restrained until the end of their next turn on success become jolted.

-Lighting Rod- When you take damage as a reaction you may spend 4 light to have enemies within 15ft of you take the same damage as lighting damage. enemies hit by this ability become jolted.

Arc Soul[edit]

At 10th level your connection to arc light has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Knock out- When you make a successful melee attack you gain an additional damage die to your next melee attack until the end of your turn.

-Cumulo-Crash- When you take the dash action you may make an unarmed strike as part of that action.

-Chaac's Axe- As an action and 12 light you may launch a powerful thunder bolt at an area within 100ft of you, creatures within a 15ft sphere of that area must make a con save or take 4d10+str lighting damage and become paralyzed until the end of their next turn.

Barricade Mods[edit]

At 10th level your connection to arc light has grown such that you receive some kind of buff to your barricade. Choose one of the two perks, once you choose you can switch out options as part of a short rest.

-Faraday Cage- when allies start or end their turn within 15ft of your barricade, they gain amped and gain the effects of the dodge action.

-Ionic Displacer- when enemies make a ranged attack against creatures protected by your barricade if it would miss the attacker must reroll the attack against themselves.

Arc Aspects[edit]

At 14th level your connection to Arc light has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Aspect of Thunder- your allies gain the ability to deal an additional d12 lightning to their damage on attacks and damaging abilities. this also applies jolted.

-Aspect of Flash- when allies or you have stacks of amped or ionic traces, you generate a 15ft aura in which enemies who end their turn in this aura become jolted.

-Aspect of Ionization- Wasted Ionic traces surge toward the nearest enemy within 15ft dealing 1d10+str mod lighting damage. enemies hit by this ability become jolted.

Thor's Call[edit]

At 15th level, you've learned to force your Thundercrash to have extra abilities. Choose one of the three super upgrades, once you choose you can switch out options as part of a short rest.

-Feel the Thunder- When you activate thunder crash you instead gain a 300ft fly speed and can make a single attack against a creature dealing your thundercrash damage plus your level, hostile creatures within a 30ft sphere of the target take half damage and become jolted. your thunder crash immediately ends.

-Raijin's Call- When you activate thunder crash allies gain temp hp equal to the damage of thunder crash.

-Heart of Inmost Light- When you activate thunder crash each time you use the lighting burst you gain +1 additional damage for each hostile creature caught in the burst.

Stasis Subclass[edit]

The frozen touch of the tundra, the unfeeling sting of frostbite, and the protective shell of an igloo. Stasis titans are brutal glaciers who move for no one other than to disable their targets with an avalanche of damage.

Stasis Subclass[edit]

some of your abilities can apply an effect.

Frozen Enemies inflicted with frozen become paralyzed and vulnerable to all damage for one round. when an enemy who is frozen is hit by an attack or is forced to make a damage save the condition ends immediately.

Slow An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. Slow lasts for until the end of their next turn unless stated otherwise.

Stasis Shards several abilities create stasis shards; stasis shards can be collected via walking into the space they occupy or by using an object interaction when within 5ft of one or more.

Frost Pillar Some abilities may create a frost pillar, a 15ft tall 5ft thick frozen pillar that occupies 5ft square. It counts as 3/4 cover and has 15 ac and 10 x your prof bonus hp. When the pillar is destroyed it creates a 10ft pulse where hostile creatures must make a Str save or become slowed, and it creates 3 stasis shards within 5ft of where the pillar was.

Vestiges of Stasis[edit]

At 1st level, you begin channeling Stasis and forming it to form around your fingertips and have found ways to aid you in your journey into the ways of the titan, choose two of the following you may change this choice during a short rest.

-Diamond Lance-As a bonus action and 1 light you can create an ice javelin which when used for a thrown attack at a creature on hit deals 1d6+ str mod cold damage and the creature and adjacent hostile creatures must make a con save or become frozen on fail, on a success they spawn stasis shards equal to their cr.

-Shatter Burst- once per round you can spend 3 light to infuse your next successful attack to cause the target to become frozen. When you attack a frozen creature, they create a 5ft pulse centered on them that causes hostile creatures to make a constitution save on fail they become slowed on success they spawn stasis shards equal to their cr.

-Frost Armor- you become immune to extreme cold. when you collect stasis shards you gain temp HP equal to the number of shards you've collected which lasts until the end of your next turn.

Glacial Gauntlets[edit]

At 2nd level, you can freely summon Glacial Gauntlets. Choose two of the three options to improve your sword, once you choose you can switch out options as part of a short rest.

-Glacial Rise- When you make a successful melee attack you may spend 2 light to force the target to make a Dex save on fail a frost pillar erupts from the ground and knocks the target up 30ft in the air.

-Avalanche Uppercut- As an action and 5 light you can unleash a 30ft cone of frost from your palm hostile creatures caught in the cone must make a strength save or become frozen. the area caught in the cone becomes difficult terrain as the ground freeze into a thin sheet of ice.

-Permafrost Punch- When you make a successful melee attack you may spend 2 light to shove the target 30ft. should the target collide with a frost pillar it will instantly shatter forcing the target to make a con save on fail become frozen on success take your prof bonus+ your str mod cold damage.

Stasis Grenades[edit]

At 3rd level, you define how your stasis energy courses through your grenades, what it does to you, and what it does to others. Choose one of the three options to improve your grenades, once you choose you can switch out options as part of a short rest.

Duskfield Grenade

You throw this grenade at a hard surface within range and a 15ft sphere forms, everything within that sphere or that moves through that sphere must make a Strength save or be slowed. This area counts as difficult terrain and heavily obscured for everyone apart from you. the sphere lasts for 3 rounds.

Coldsnap Grenade

You throw this grenade at a hard surface within range a bolt of cold energy will track towards the closest hostile creatures within 10ft of impact must make a Strength save or become frozen, on a successful save the target is slowed until the end of their turn.

Glacier Grenade

You throw this grenade at a hard surface within range a wall of ice 10ft tall, 15ft wide and 5ft thick forms, this acts as full cover if used as such, hostile creatures caught by this grenade must make a Strength save or become frozen, on a successful save the target is slowed until the end of their turn. this wall counts as being made of frost pillars and follows the same rulings when it comes to being broken.

Chilling Touch[edit]

At 5th level, you define how your stasis energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you can switch out options as part of a short rest.

-Frost Squared- when you force a creature that is already frozen to make a save or be inflicted with frozen or inflict the frozen condition on them

-Yeti Eruption- As an action and 6 light you can stomp your foot down creating a 5ft wide and 20ft long line hostile creatures caught in the line must make a dex save or be launched 15ft in the air hostile creatures within 15ft of the line must make a str save or become frozen.

-Glacial Drift- As a bonus action you can summon a 15ft tall 5ft thick frozen pillar in a 5ft square onto the field anywhere within your sight. It counts as 3/4 cover and has 15 ac and 10 x your prof bonus hp. When the pillar is destroyed it creates 3 stasis shards within 5ft where the pillar was. when you or an ally collects a stasis shard, they gain damage reduction equal to the number of stasis shards they have picked up this damage reduction lasts until the end of their or your next turn.

Frozen Soul[edit]

At 10th level your connection to stasis has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Cold Burst- Enemies hit by your grenade spawn 3 stasis shards within 5ft of them. Your allies become immune to difficult terrain you create.

-Frost Bite- When hostile creatures enter or start/end their turn in difficult terrain you created they take d12 of cold damage and spawn 3 stasis crystals within 5ft of them.

-Wall of Ice- You may summon up to your prof bonus ice pillars instead one at a time. when an ice pillar is reduced to 0 hp it releases a 10ft burst of frost enemies caught in the blast must make a Dex save or become frozen.

Barricade Mods[edit]

At 10th level your connection to solar light has grown such that you receive some kind of buff to your rift. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Fro-Zone- when you put down your rift it sends out a wave of cold energy in a 30ft radius hostile creatures caught in the radius must make a Con save or become frozen on success become slowed.

-Glacial Rise- when you activate your rift you spawn 10 stasis shards.

-Chill Out- when allies start or end their turn inside your rift, they gain damage reduction equal to your prof bonus as long as they stay in the rift.

No Chill[edit]

At 15th level, you've learned to weave your Winter's wrath to have extra abilities. Choose one of the three super upgrades, once you choose you can switch out options as part of a short rest.

-Sub-Zero Temp- When a creature becomes frozen, they take an extra 2d12 of cold damage.

-Shatter Star- When a frozen creature reaches 0hp they shatter causing 15ft bursts hostile creatures caught in the burst become frozen, slowed, and spawn 6 stasis shards.

-Glacial Power - As an action you may cast a 9th level Wall of ice

Thread Weaver[edit]

The strand represents the emotional connections that bind people, places, and objects together it's all around us and constantly being cut and added to. Strand warlocks are of the most empathetic warlocks as their kit is geared more toward disabling enemies and protecting allies.

Strand Subclass[edit]

some of your abilities can apply an effect.

Suspend Creatures inflicted with suspend are restrained for 3 rounds.

Unravel Creatures inflicted with Unravel fire three strand darts at the closest non unraveled creatures within 15ft they must make an intelligence save or become unraveled if there are no creatures without unravel the darts strike the nearest unraveled creature for 1d6+ your wisdom mod psychic damage, unravel lasts for 3 rounds.

Sever creatures with sever deal half damage for 3 rounds.

Woven Mail when you have woven mail you gain resistance to all damage until the end of your next turn.

Tangles when a creature who is either suspended, unraveled, or severed reaches 0 hit points they leave behind a slightly larger basketball sized ball called a tangle on their body, the tangle has 0 ac and 5 hit points if destroyed it releases a wave of psychic energy in a 20ft sphere hostile creatures caught in the sphere must make an intelligence save on fail take 4d8 + your wisdom mod psychic damage and become suspended, on success take half and become severed. your or your allies can as an object interaction or bonus action grab a tangle and as an action throw it at a target location or creature within 60ft at which point it will be destroyed read previous sentence for effects.

Threadlings threadlings are created from certain abilities you can have a maximum of 5 threadlings on you at any time, when you make a successful attack roll you can launch a threadling at the target it deals 1d6 psychic damage and the target must make an intelligence saving throw or become either suspended or unraveled your choice.

Vestiges of strand[edit]

At 1st level, you begin channeling strand and forming it to form around your fingertips and have found ways to aid you in your journey into the ways of the warlock, choose two of the following you may change this choice during a short rest.

-Weave walk- As a reaction or bonus action you become intangible until the start of your next turn afterward you gain woven mail and 5 threadlings.

-Grapple- As a bonus action you target a location, creature, or object within 60ft and throw a strand grappling hook at it, at which point you can swing freely in a 60ft sphere centered around the grapple point at the end of your turn, you will move 15ft closer to the grapple point, once per round you can as an action break your grapple and attack a creature, make an unarmed strike attack you deal an additional 3d8 psychic damage and the target must make an intelligence save or become suspended. the grappling hook cannot be physically broken, nor can a target being grappled remove the grapple; you can dismiss the grapple as a free action.

-Ball o Bees- when a tangle is destroyed it releases your prof bonus of threadlings they will target the nearest hostile creature within 15ft of them if there is none they will return to you or disappear if you have max threadlings.

[edit]

At 2nd level, you can as a free action summon 3 Darts of strand energy, as part of an attack action you can make an unarmed attack at a creature within 60ft they take 1d8+ your wisdom mod psychic damage and make an intelligence save on fail become unraveled. Choose two of the three options to improve your darts, once you choose you can switch out options as part of a short rest.

-Spider Dart- When you make a successful attack with your dart you gain one threadling.

-Defensive Dart- as a bonus action or reaction you can fire one of your darts at an ally granting them woven mail.

-Marker Dart- allies have advantage on their next attack against a creature you've hit with a dart.

Strand Grenades[edit]

At 3rd level, you define how your strand energy courses through your grenades, what it does to you, and what it does to others. Choose one of the three options to improve your grenades, once you choose you can switch out options as part of a short rest.

Shackle Grenade

hostile creatures caught in your grenade must make intelligence save on fail become suspended.

Threadling Grenade

this grenade will release 4 threadlings they will target the nearest hostile creature within 15ft of them if there is none, they will return to you or disappear if you have max threadlings.


The Strings of Fate[edit]

At 5th level, you define how your strand energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you can switch out options as part of a short rest.

-Daddy Long Legs- you can now target your allies with your threadlings when you do they gain woven mail and 1d8+ your wisdom mod health points.

-High Strung- When a creature becomes unraveled their move speed becomes zero. when a creature becomes suspended, they can no longer take actions only bonus actions. when a creature becomes severed, they have disadvantage on all saving throws.

-Point Guard- when you or an ally are carrying a tangle you gain woven mail and gain 2d6 health points at the start of your turn. you can pass the tangle to another ally as a bonus action.

String'em Up[edit]

At 10th level your connection to strand has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Momma's little Hellions- Your threadlings deal an additional die of damage and hostile creatures who pass their save against a threadling have disadvantage on their next saving throw.

-Hanging Around- When you use your grapple on a creature, they must make an intelligence save or become severed. you can now grapple as a free action.

-Three Pointer- Your tangles gain double the range it can be thrown and the radius of the sphere and add 2 extra damage die.

Barricade Mods[edit]

At 10th level your connection to solar light has grown such that you receive some kind of buff to your rift. Choose one of the three perks, once you choose you can switch out options as part of a short rest.

-Swarm Rift- when you put down your rift it creates 3 trheadlings they will target the nearest hostile creature within 15ft of them if there is none, they will return to you or disappear if you have max threadlings.

-Knights of the rift- when you or an ally enter your rift you gain woven mail.

-Ballin- when you activate your rift you spawn 3 tangles.

Spider Man[edit]

At 15th level, you've learned to weave your Needle Storm to have extra abilities. Choose one of the three super upgrades, once you choose you can switch out options as part of a short rest.

-Go my Minions- You double the amount of threadlings you can hold and the amount you summon when activate your super.

-Caught in the Spider's Web- When a creature becomes severed, suspended, or unraveled they take an extra 2d12 psychic damage and fail their next saving throw.

-From DOWNTOWN!- Your threadlings turn into tangles and deal an additional 3 extra damage die and allies gain woven mail.

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