Titan v4
Titan v4
Titan v4
Quick Build
You can make a titan quickly by following these suggestions.
First, put your highest ability score in Constitution, followed by
Strength. Second, choose the folk hero or soldier background.
Third, choose either the Elk, Lion, or Wolf emblem.
Creeping Shadow
3rd-level Code of the Duskblade feature
The area inside your bulwark is lightly obscured, and
opportunity attacks against you and allied creatures inside your
bulwark have disadvantage. At the start of each of your turns,
you can move your bulwark up to 10 feet in any direction.
Code of the Earthguard
The Earthguard are enduring and everlasting. They know that
they must weather the storm so that they can resist what comes
after it. Other titans believe that the Earthguards aren't
adaptive, and are too focused on the future, but the Earthguard
know that looking forward doesn't blind them to the present,
but instead allows them to better protect the ones they love.
Earthguard Relics
3rd-level Code of the Earthguard feature
Earthguards can draw upon the following relics, allowing them
to be unyielding forces of nature. You can choose one relic when
you finish a long rest. At 11th level, you can choose two relics.
Ancient Runestone. This runestone adds weight to your Woven Earth
strikes. The first time you hit a creature with a weapon attack on 7th-level Code of the Earthguard feature
your turn, you can move it 5 feet to an unoccupied space,
provided the target is no more than one size larger than you. You tug at the earth, weaving it to your will. As an action, you
Cracked Geode. This geode proves that even the strongest can choose to either pull or push a wave of earth towards or
stone can be moved. You can recenter your bulwark as a bonus away from you in a line 15-feet wide and 60 feet long, forcing
action on your turn, rather than as an action. each creature in the line to make a Strength saving throw.
Tangled Root. Gripping your armour, this root allows you to Pull. Creatures are pulled 20 feet directly towards you on a
failed save, and only pulled half as far on a success.
crush your foes. When you successfully grapple or shove a
creature on your turn, that creature takes bludgeoning damage Push. Creatures are pushed 20 feet directly away from you
equal to your proficiency bonus. You can also deal this damage on a failed save, and only pushed half as far on a success. A
to one creature that starts its turn grappled by you. creature can't be pushed beyond the end of the line.
You can use this feature a number of times equal to your
Tectonic Shift proficiency bonus, and regain all expended uses when you finish
3rd-level Code of the Earthguard feature a long rest.
You call, and the earth answers. At the end of each of your Slate Skin
turns, you can grant creatures of your choice inside your 15th-level Code of the Earthguard feature
bulwark temporary hit points equal to your proficiency bonus.
When you create your bulwark, you can instead shift the Your skin becomes as hard as rock, allowing you to resist the
earth itself to act as your shield, rather than creating a sphere. attacks of distant foes who can't pierce it. When a non-magical
When you conjure your bulwark this way, the area of the ranged attack that targets you deals damage equal to or less
bulwark consists of up to three 15-foot cubes, which you can than your titan level, it instead deals no damage to you.
arrange with the following limitations; one cube must be placed
centred on you, and each cube must have at least one face
Earthguard's Resolve
18th-level Code of the Earthguard feature
adjacent to the face of another cube.
When you use your action to recenter your bulwark while You can safeguard those who rely on your shelter. As an action
using this feature, you instead dismiss any one cube and create on your turn, creatures of your choice inside your bulwark
a new one, following the limitations for placing it as above. become immune to all damage until the start of your next turn.
When you reach 10th level, you can place up to five cubes Once you use this feature, you can't do so again until you
using this feature. At 20th level, you can place up to seven. finish a long rest.
Glacial Shroud
3rd-level Code of the Frostwarden feature
Dark ice twists inside your bulwark, impeding your foes.
Creatures of your choice that start their turn inside your
bulwark or move into it for the first time on their turn have their
speed reduced by 10 feet. Additionally, creatures of your choice
that move from a space inside your bulwark to a space outside
of it must spend all their remaining speed to do so.
Rise to Battle
7th-level Code of the Frostwarden feature
You can call upon a frostbitten servant, summoning it in an
unoccupied space within 10 feet of you as an action on your
turn. The servant uses the skeleton stat block in the Monster
Manual, except it has a number of hit points equal to your
Constitution modifier + your titan level. It remains animated for
1 hour, after which time it collapses and dies. The total number
of servants you can have summoned at a single time is equal to
half your proficiency bonus; attempts to summon additional
servants while at this limit fail, wasting a use of this feature.
In combat, the servant's turn comes immediately after yours.
It obeys your mental commands, and the only action it can take
is the Attack action, making one attack. While in inside your
bulwark, it gains a bonus to its AC and attack rolls equal to your
Constitution modifier.
You have a number of uses of this feature equal to your
proficiency bonus, and regain all expended uses when you finish
a long rest.
Permafrost
15th-level Code of the Frostwarden feature
You can have your Vengeful Protector feature deal cold damage,
rather than force damage.
Code of the Frostwarden When you deal cold damage to a creature with a titan class
Frostwardens are as hard as ice, unmoving on the battlefield. No feature or one of your servants hits a creature with a weapon
matter how the battle shifts and flows, a Frostwarden stands tall attack, that creature's speed is reduced by 10 feet until the start
of your next turn. A creature can suffer this effect multiple
against it, knowing that if they don't, no one will. They reach to
times, but can't have its speed reduced below 0.
darker magics to bolster their defensive capabilities, using
necromancy and undead to further their cause. Other titans see
Frostwardens as dark, and some believe they are something far
Frostwarden's Authority
18th-level Code of the Frostwarden feature
from the noble name of titan. Frostwardens, however, know
that any sacrifice is worth protecting those you love. You can invoke upon an ancient frostwarden to aid you in battle.
You can summon an ancient frostwarden in an unoccupied
Frostwarden Relics space within 10 feet of you as an action on your turn. The
Frostwardens can draw upon the following relics, allowing them ancient frostwarden shares your statistics, but has half of your
to both wield and endure the harshest winters. You can choose hit point maximum and is undead, rather than a humanoid. It
one relic when you finish a long rest. At 11th level, you can remains summoned for 1 minute, after which time it vanishes in
choose two relics. a cold breeze. The ancient frostwarden also has any armour or
Bearskin Blanket. This blanket is a reminder that even the weapons that you're carrying, which are non-magical.
harshest winters can be endured. You gain temporary hit points The ancient frostwarden is friendly to you. It obeys your
equal to half your proficiency bonus at the start of each of your spoken commands, moving and acting in accordance with your
turns. If you're below half your hit point maximum, you gain wishes and taking its turn immediately after you in combat.
temporary hit points equal to your proficiency bonus instead. The ancient frostwarden benefits from and can use any of
Frozen Skull. This rimed skull is painfully cold to touch. You your titan class features, but expends your uses of those
have advantage on death saving throws, and when you become features as if you had used them when it does so. The ancient
stable, you recover 1 hit point in 1d4 rounds. frostwarden counts as a servant for the purposes of your
Shard of True Ice. A representation of Frostwarden beliefs, Permafrost feature.
this ice is resilient and unchanging. Once per turn, you can give Once you use this feature, you can't do so again until you
yourself advantage on a weapon attack you make against a finish a long rest.
creature who's movement speed has been reduced or is 0. If
this attack hits, you deal an additional 1d6 cold damage.
Code of the Stormstriker
Stormstrikers hit first and ask questions later. Living by the
phrase "flow like lightning, strike like thunder", they use their
quick reflexes to weave through combat. Other titans often see
Stormstrikers as too brash or aggressive, but Stormstrikers know
that when push comes to shove, someone has to punch first.
Stormstriker Relics
3rd-level Code of the Stormstriker feature
Stormstrikers can draw upon the following relics, allowing them
to become an unstoppable force on the battlefield. You can
choose one relic when you finish a long rest. At 11th level, you
can choose two relics.
Blighted Totem. Crafted from a tree that was struck thrice by You can use this feature a number of times equal to your
lightning, this wooden totem focuses the storm. You have proficiency bonus, and regain all expended uses when you finish
advantage on initiative rolls, and you can create your bulwark as a long rest. If you use this feature and reduce the target to 0 hit
a reaction when you roll initiative. points, you immediately regain one use of this feature.
Ionized Harness. Allowing you to embrace lightning, this
harness lets you flow through the battlefield. Once per turn Leaping Lightning
when you take the Attack action, you can move up to 10 feet 15th-level Code of the Stormstriker feature
without provoking attacks of opportunity immediately after you Lightning surges through your body, leaping to nearby foes.
make an attack as part of that action. Once per turn when you hit a creature with a weapon attack,
Thunderous Bell. This bell charges your body with the might you can cause any number of other creatures within 5 feet of
of thunder. Your body becomes a natural weapon, which you your target to take 1d6 lightning damage.
can use to make melee weapon attacks. You are proficient with If you're inside your bulwark and hit a creature who's also
your body, and if you hit with it, you deal thunder damage equal inside your bulwark, you can instead target any number of other
to 1d10 + your Strength modifier. Attacks you make with your creatures who are also inside your bulwark.
body deal twice as much damage to objects and structures.
Stormstriker's Ferocity
Rolling Thunder 18th-level Code of the Stormstriker feature
3rd-level Code of the Stormstriker feature
The full power of the storm is granted to you. As an action on
When you create your bulwark, you can have it be centred on your turn, you can begin channelling, becoming a conduit for
you and move with you. Creatures of your choice that start their lightning. You can channel this way for 1 minute, after which the
turn inside your bulwark have their walking speed increased by built-up lightning discharges harmlessly. It also discharges
10 feet until the start of their next turn. harmlessly if you're reduced to 0 hit points or become
incapacitated while channelling.
Seismic Strike At the end of a turn you've spent channelling this ability, you
7th-level Code of the Stormstriker feature
can release a devastating blast of lightning, forcing any number
You're able to build up momentum, allowing you to deal of creatures of your choice within 20 feet of you to make
devastating blows to your enemies. When you hit a creature Dexterity saving throws. A creature takes lightning damage
with a melee weapon attack, you can have that creature take an equal to the total accumulated damage on a failed save, or half
additional 1d12 lightning damage and must make a Strength as much damage on a successful one. The base damage is 4d12,
saving throw or be knocked prone. If you move 20 straight and increases by 2d12 at the start of each of your turns you're
towards a creature and then use this feature against it on the channelling.
same turn, the target takes an additional 1d12 lightning damage Once you use this feature, you can't do so again until you
and has disadvantage on the saving throw. finish a long rest.
Code of the Sunkeeper Burden of Light
7th-level Code of the Sunkeeper feature
Sunkeepers channel powerful solar magic to smite their foes. To
Sunkeepers, good and evil is as clear and light and dark, and When you hit a creature with a weapon attack, you can summon
those who fall on the wrong side are quick to feel their wrath. a radiant inferno of pure burning sunlight centred on a point
Even though other titans believe Sunkeepers are too narrow in within 5 feet of it, expending a use of this feature. The area is a
their ideas, no one can deny their prowess in battle. 10-foot radius sphere that lasts for 1 minute and is filled with
bright light. The first time each turn a hostile creature inside the
Sunkeeper Relics area takes fire damage, or a creature hits it with an attack that it
3rd-level Code of the Sunkeeper feature has advantage on, it takes an additional 1d4 radiant damage.
Sunkeepers can draw upon the following relics, allowing them to You can use this feature a number of times equal to your
proficiency bonus, and regain all expended uses when you finish
nurture the smallest flame and fan the fires of battle. You can
a long rest.
choose one relic when you finish a long rest. At 11th level, you
can choose two relics.
Empyrean Band. This arm band fills you with the grace of
Roaring Flames
15th-level Code of the Sunkeeper feature
the sun. You can take the Help action as a bonus action on each
of your turns. Once per turn when you deal fire damage to another creature
Golden Medallion. This worn medallion is warm to the using a titan class feature, you can choose of the following:
touch, reminding you of the sun's fire, even when its heat is
Another creature within 10 feet of the target takes the
distant. Once per turn when you hit a creature with a weapon
same amount of fire damage.
attack, you can deal an additional 2d4 fire damage.
A creature within 10 feet of the target gains temporary
Scorched Battle-Standard. This banner smells of ash
hit points equal to the fire damage you dealt.
and smoke, and its presence causes your flames to roar.
When you deal fire damage to a creature with a titan Sunkeeper's Edict
class feature, you can roll the damage twice and take 18th-level Code of the Sunkeeper feature
the higher result.
You can pass judgement on another creature within 30 feet of
Blazing Bulwark you as an action on your turn, choosing one of the following:
3rd-level Code of the Sunkeeper feature Sun's Grace. The creature gains 10d12 temporary hit points,
which last for 1 minute. While it has these temporary hit points,
The area inside your bulwark is bright light, which is sunlight.
it has advantage on attack rolls.
Creatures of your choice that start their turn inside your
Sun's Fury. The creature takes 10d12 radiant damage and is
bulwark take fire damage equal to 1d4 + half your proficiency
blinded until the start of your next turn.
bonus. They also take this damage the first time they move
Once you use this feature, you can't do so again until you
inside your bulwark on their turn.
finish a long rest.
Code of the Weavewalker Arcane Rift
3rd-level Code of the Weavewalker feature
The Weavewalkers are an adaptable presence on the battlefield.
Tapping into arcane magic, they control the flow of battle like a Inside your bulwark, magic cascades in on itself. When you use
symphony, pulling on strings of arcane power to bolster the your Valiant Protector feature on an allied creature inside your
protective magic they already wield. Other titans believe that bulwark, it can use its reaction to immediately teleport to an
the Weave-walkers are too dependant on their magic and not unoccupied space of its choice inside your bulwark.
enough of the might of their weapons, but Weavewalkers easily
flourish both blade and spell in the heat of battle. Magical Rite
7th-level Code of the Weavewalker feature
Weavewalker Relics As an action on your turn, you can expend up to 2 uses of this
3rd-level Code of the Weavewalker feature feature. You can cast a spell that has a level equal to the number
Weavewalkers can draw upon the following relics, allowing of uses you expend. The chosen spell must appear on the wizard
them to harness magical powers. You can choose one relic when spell list and have a casting time of 1 action or bonus action. You
you finish a long rest. At 11th level, you can choose two relics. don't require material components for a spell you cast this way,
Ancient Tome. This tome imparts lost knowledge. When you even if the component has a gold cost or is consumed.
first gain this tome or finish a long rest with it, you can choose You have a number of uses of this feature equal to your
up to three wizard cantrips. Until you next finish a long rest, you proficiency bonus, and regain all expended uses when you finish
can cast these cantrips at-will, and you don't require material a long rest.
components to cast them. Constitution is your spellcasting
ability for them. Eldritch Guardian
Gleaming Crystal. Focusing your strikes, this arcane focus 15th-level Code of the Weavewalker feature
sparks with latent energy. The first time you make an attack roll You have advantage on saving throws against spells and other
on each of your turns, you can roll a d4 and the number rolled magical effects.
to your attack roll.
Pure Incense. This incense heightens your senses and allows Weavewalker's Negation
you to see beyond. You're always under the effects of the detect 18th-level Code of the Weavewalker feature
magic spell, and it doesn't require concentration for you.
When you create your bulwark, or as a bonus action on your
turn while inside your bulwark, you can empower it. Your
bulwark gains the functionality of an antimagic field. Creatures
of your choice inside your bulwark can ignore the effects of the
antimagic field while your bulwark is empowered this way. Your
bulwark remains empowered until it vanishes, or until you lose
concentration (as if concentrating on a spell).
Once you use this feature, you can't do so again until you
finish a long rest.
Credits
Lead Designer/Producer: u/Rain-Junkie
Version: 4.0 [19/06/23] Changelog
References: Player's Handbook
Editing/Proofreading: u/Cometdance, u/InfKore,
u/NotTheSmoooze
Titan Icon: Game Icons
Interior Illustrators: Bone Dust, Anton Fadeev,
Matteo Bassini, and Dominik Mayer.
The Titan is unofficial Fan Content permitted
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.