Titanshifter (5e Class)
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- 1 Titanshifter
- 1.1 Introduction
- 1.2 Heroes of the Walls
- 1.3 Creating a Titanshifter
- 1.4 Class Features
- 1.4.1 Table: The Titanshifter
- 1.4.2 Sword Training
- 1.4.3 3D Maneuvering Training
- 1.4.4 Heroism
- 1.4.5 Military Branch
- 1.4.6 Ability Score Increase
- 1.4.7 Improved Gas Containers
- 1.4.8 Extra Attack
- 1.4.9 Titan Shift
- 1.4.10 Battle Scan (Variant Feature for Non-shifters)
- 1.4.11 Regeneration
- 1.4.12 Lightning Attack (Variant Feature for Non-shifters)
- 1.4.13 Agile
- 1.4.14 Sword Throw (Variant Feature for Non-shifters)
- 1.4.15 Instinct Mode (Variant Feature for Non-shifters)
- 2 Scout Regiment
- 3 The Garrison
- 4 The Military Police
Soldiers that fly around on gas powered grappling cables and transform into giants.
A thirty year old man in 3DM gear zooms through the destroyed town, dodging Titans left in right. His eyes narrows as he spots his target: a 6 meter Titan lumbering forward to a frightened little girl. Gas billows out of his 3DM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .
A black haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her 3 Dimensional Maneuvering Device. Compressed gas shot her forward just as the Titan lunged forward. . .
Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.
Heroes of the Walls
Eren Jeager looked up from the intersection. He and his friends Armin and Mikasa looked up at the 50 meter wall that stood in the distance. And on top was a hand bigger than a cabin. It gripped the wall, sending a small rain of rocks down below.
"No way," Armin Muttered. "That wall is over fifty meters tall!"
Eren's eye started twitching.
A giant shadow appeared blocked out the sun. A giant steaming face with no skin, only muscles appeared over the wall.
"A Titan," Eren whispered.
In one mighty motion, the Colossal Titan lifted it's leg up and brought it forward, decimating the gate that kept out the Titans. Chunks of rock slammed into people from the explosion. A girl carrying some bread who got to close was knocked back by the steam. A wave of destruction tore through the outlying district of Shiganshina.
Years later, these three survivors of the joined the Cadets Corps, and vowed to fight for their freedom from the giant Titan threat. They trained to handle 3D Maneuvering Gear, gas powered contraptions that could essentially let them fly. But as their training ended, the Colossal Titan attacked the City of Trost, breaking down the gate and letting Titans in. During the battle, cadet Eren Jeager lost his life by being eaten by a Titan. Later that day, cadets noticed a Titan in the city, that despite all reason, was attacking other Titans. After some time, the Titan collapsed to reveal that Eren was alive, in the Titan, and controlling it the whole time.
Creating a Titanshifter
Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King?
- Quick Build
You can make a Titanshifter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rosa, and Noble background if you are from Wall Sina.
As a Titanshifter you gain the following class features.
- Hit Points
Armor: 3D Maneuvering Device
Weapons: Simple Weapons, Titan piercing sword (1d6 slashing, 15 GP, Finesse, Light)
Tools: Flare Guns
Saving Throws: Dexterity, Constitution
Skills: Acrobatics + two more: Animal Handling, History, Intimidation, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Two Titan piercing swords and a dagger
- 3D Maneuvering Device (AC 12 + Dexterity modifier) and a flare gun with 15 green flares, 15 red flares, and 5 black flares
- (a) Explorers pack or (b) Dungeoneers pack
- If you are using starting wealth, you have 2d4 x 10 GP in funds.
|1st||+2||Sword Training, 3D Maneuvering Training|
|4th||+2||Ability Score Improvement|
|5th||+3||Improved Gas Containers, Extra Attack, 3D Maneuvering Training Improvement|
|6th||+3||Military Branch Feature|
|7th||+3||Titan Shift (Battle Scan if you are not a shifter)|
|8th||+3||Ability Score Improvement, Improved Gas Containers|
|9th||+4||Extra Attack (2), Military Branch Feature|
|10th||+4||Regeneration, (Lightning Attack if you are not a shifter)|
|12th||+4||Ability Score Improvement|
|13th||+5||Military Branch Feature|
|14th||+5||Titan Shift Improvement, (Sword Throw if you are not a shifter)|
|15th||+5||Improved Gas Containers|
|16th||+5||Ability Score Improvement, Titan Shift Improvement|
|18th||+6||Military Branch Feature (Variant if you are not a shifter)|
|19th||+6||Ability Score Improvement, Improved Gas Containers|
|20th||+6||Titan Shift Improvement, (Instinct Mode if you are not a shifter)|
As a Titanshifter, you have learned to fight titans with the iconic dual swords designed to pierce the necks of Titans. At level 1, this grants you the Two-Weapon fighting style of the fighter. This allows you to add your ability modifier to your second weapon when two weapon fighting. Also, when you attack with two light weapons, both weapons count as the same attack, so you don't have to use a bonus action to attack with the second blade.
3D Maneuvering Training
At level 1, you can use Three Dimensional Maneuvering Gear, or 3DMs, to move through the air. This essentially allows the users to fly, though not exactly. Metal canisters on the user's waist power grappling guns held in the user's hand. The canisters also shoot pressurized gas from behind you, rocketing you forward. When you hold down the triggers, your cables will shoot into objects and pull you forward while gas shoots you forward. Your 3DM requires regular maintenance, which can be done whenever you take a long rest. If you go a week without maintenance, there is a 10% chance that your gear will fail in flight and you take fall damage.
Below the gas canisters is a sheath that holds your extra blades for your handles. The grappling guns you hold in both hands double as the hilts for your swords. You can attach swords as a bonus action. This is the only way to fight while flying, as you can still maneuver with swords in your hilts. Your sheaths can hold a total of 8 blades, 4 on each side.
When maneuvering, you have a flying speed of 60 ft. The catch to this is you can only move forward in a cone, unless you take a bonus action to change direction. Because of the length of your wire, you can only fly as long as you have something for your grappling cables to latch on to. Because of the speeds you go at, you have -5 reduction on all attack rolls. Remember that the only weapons you can use are swords.
When you are maneuvering through the air, you can only carry up to half of your maximum carrying capacity, because the 3DM gear can only support so much weight.
You can stay in the air for up to a minute before you run out of gas. Your gas canisters fully recharge over the course of 30 minutes, because of the weird gas they are made with. If your 3DM breaks, you can replace it during a long rest by spending 50gp. If your swords break, you can replace one of them for 10 gps worth of materials and 10 minutes of crafting.
When you reach level 5, you no longer have a -5 reduction with sword attacks when flying.
Starting at level 2, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being frightened for 1 minute, and can make a free saving throw against any frightened conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.
When you reach level 17 in this class, you are completely immune to being frightened, and so are all allies within 60 ft.
At level 3, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at levels 6, 9, 13, and 19.
Ability Score Increase
When you reach 4th level, and again at 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.
Improved Gas Containers
When you reach 5th level, you have modified your 3DM to contain more gas. You can now stay aloft for 2 minutes without recharging. This part of the feature increases at level 8 (3 minutes), level 15 (4 minutes), and level 19 (5 minutes).
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at Level 9. You cannot use this extra attack in Titan form.
When you reach level 7, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.
You change into a Titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:
- The Attack Titan (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.
- The Armored Titan (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.
- The Jaws Titan (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.
- The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.
- The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.
- The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Titanshifters, and can throw heavy objects a great distance.
- The War Hammer Titan (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.
You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances do not become immunities again when you reach level 20). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.
You can stay as a Titan in minutes equal to your Titanshifter level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form will fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.
You transform under the affects of the true polymorph spell, except you keep your Intelligence, Wisdom, and Charisma scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.
Every time you transform, you must make a DC 15 Wisdom saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the confusion spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.
When you come out of the Titan, you gain one level of exhaustion.
You can use this feature once. In order to regain this use, you must succeed a DC 18 Constitution saving throw a the end of a short or long rest. Every time you fail this saving throw, its DC is decreased by 1 until you succeed it.
When you reach level 14 in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, you don't have to make a Wisdom when you transform to avoid confusion, and you only suffer a single exhaustion when you leave your Titan form.
When you reach level 20 in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.
Battle Scan (Variant Feature for Non-shifters)
At level 7, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making Dexterity (Stealth) checks against your passive Wisdom (Perception) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in combat initiative, you can make Wisdom (Perception) or Intelligence (Investigation) checks as a bonus action.
At 10th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.
With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.
If you ever drop under 0 hit points, or you become unconscious with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point. If you enter rapid-regeneration mode this way, you are unconscious until you have half of your hit point maximum.
This feature ceases to function when you are in your Titan form, as it already heals for you.
Lightning Attack (Variant Feature for Non-shifters)
At level 10, you have practiced with you 3DM enough that you can strike targets with incredible haste. When you make an attack on someone, you can ignore any reactions they take in response to your attack. For example, if you attack someone with your swords, and they cast shield in defense, they do not gain the +5 AC bonus until your attack ends. This feature is especially useful when attacking a Titan that is trying to harden their skin in response to your attack.
At level 11, your skills while flying rival even the toughest captain. While using your 3DM, you can take the disengage action as a bonus action on your turn. You can also maneuver in any direction without taking a bonus action to turn around.
Sword Throw (Variant Feature for Non-shifters)
At level 14, you have mastered the art of detaching your blade at the right moment to propel it into the air. As an attack, you can detach one of your blades to make a ranged attack roll at a range of (20/60). On a hit, the target takes the normal damage of the sword.
Instinct Mode (Variant Feature for Non-shifters)
At level 20, you have can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all your attacks are considered critical hits, you have advantage on Strength, Dexterity, and Constitution saving throws, and you are considered resistant to all damage types except psychic. Because your attacks are so powerful and reckless, all sword attacks you make shatter your blades once they hit. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do it again.
Your first option is the Scout Regiment. These brave soldiers go outside the Walls into Titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the Titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.
When you first join the Scout Regiment, you gain proficiency in Smith's tools, so you can create your own blades, and later, Thunder Spears.
At level 3, you have been provided a horse by the military. You can use this in combat or while traveling. Unlike normal horses, this one travels at a speed of 70ft because it has been specially bred to be fast. Your horse will follow your commands no matter how suicidal. If your horse dies, you can have it replaced within 1 day as long as you are in a population center of some sort that has a military presence.
At level 6, you gain knowledge of your enemy through the Survey Corps. This offshoot of the Scout Regiment gathers data on Titans. Because of this, you gain the Rangers “Favored Enemy” feature, but only for Titans (Aberrations if it is a normal campaign).
When you reach level 9, you have become quick and reflexive with your 3 Dimensional Maneuvering. When fail to make a Strength, Dexterity, or Constitution saving throw when you are flying, you can choose to succeed instead. You must make a short or long rest to use this feature again. This feature also increases your flying speed to 90 feet.
At level 13, you (and possibly others in the Scout Regiment) have developed a high impact metal rod that is designed to be powerful enough to destroy even hardened Titan skin. When you level up, you can spend an hour to create two of these Thunder Spears. When they are created, you can attach them to the bottoms of your 3DM trigger, and connected to a third trigger that is activated by your pinky. You can carry 1 Thunder Spear in each arm, connected to your 3DM triggers. You can fire a Thunder Spear as an attack. Make a ranged attack roll. The Thunder Spears have a range of 600 feet. On a hit, the target takes 35 (10d6) force damage and if the target is large or smaller must make a DC 20 Constitution save or be stunned for one minute, and the Thunder Spear is destroyed. When a Thunder Spear hits, everything with within a 30 foot sphere also takes 17 (5d6) Thunder damage, including the target. The damage done by a Thunder Spear ignores any immunity or resistance force and thunder damage.
To create more spears, you must be at a blacksmith or other such area, spend half an hour to create one, as well as 50 gps worth of materials like steel and explosives.
When you reach level 18, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.
Squad You (Variant Feature for Non-shifters)
You have a squad of four elite NPCs in the Scout Regiment who are under your control that is named after you. Their race, sex, age, ect., is up to your DM, but whoever they are, they will follow your orders to the grave, unless you actively try to hurt them.
Use the stat block below for each of the squad members. Your DM can adjust some of their stats to accommodate for any racial traits they have, and can also change them for flavor.
If an NPC in your squad dies, you can find a replacement within a week if you are near a military base.
The Garrison is a troop of soldiers sent to protect the walls using cannons and 3DMs. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.
Heavy Weapons Training
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks against them.
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all Wisdom and Intelligence saving throws against creatures that have the word “Evil” in their alignment. You also have advantage on Intelligence (History), Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) checks against the same group. If you do not have it already, you gain proficiency in the Intelligence (Investigation) skill. If you already have it, your proficiency doubles.
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:
- Use the MM stat block in the humanoids section for their stats.
- The soldiers will not leave the Village, Town, or City you are in.
- The soldiers panic and must make a DC 18 Wisdom saving throw or run away from the fight if you are knocked unconscious or killed.
- You cannot use this feature when you shift into a Titan.
- They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.
Once you use this ability, you must make a short or long rest to use it again.
There is a variant feature to this, where you can summon 1d4 Scout Regiment Soldier instead, if you are playing in the The Walls (Attack on Titan) campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same.
At level 18, you learn a difficult feature used by the strongest Titanshifters. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 Constitution saving throw to transfer your consciousness as a reaction.
Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it as at half or more of its maximum hit points.
If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely stunned and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.
Commander (Variant Feature for Non-shifters)
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 day to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.
You also receive an NPC bodyguard who is proficient in 3DM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to him. Reflavor the stat block as a Garrison soldier.
The Military Police
The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.
At level 3, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.
By level 6, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.
When you reach level 9, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords (or two loaded anit-personal guns later), you can use your reaction to gain a bonus to AC equal to your Constitution modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at level 18, you can do the same if you have to guns equipped.
When you reach level 13, your developments in 3DM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the 3DM Improvement feature. Your flying speed also increases to 90 feet.
At level 18, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points and an action or reaction to force all targets you want within a 120 ft. radius to make a DC 24 Dexterity save or take 110 (20d10) fire damage, or half on save. This feature can be used only once per day. The turn after you use this ability, you cannot take an action or move until the end of your next turn.
Anti-Personnel 3DM (Variant Feature for Non-shifters)
At level 18, you have either designed or received from your superiors guns that are designed to work in tangent with your 3DM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers can connect to barrels that act as shotguns. You can connect these barrels as a bonus action, and fire one of them as an attack. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs.
If you run out, you can create more by spending 10 gp per barrel and 30 minutes crafting it, or by getting more at a military center.
At this level, you have also received or crafted custom 3DM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your Dexterity modifier.
Proficiencies. When you multiclass into the Titanshifter class, you gain the following proficiencies: Titan piercing swords, 3D Maneuvering gear, and you cannot turn into a Titan and have to take the alternate path.