Trefferpunkte
Übungen
Titan
| Stufe | Übungsbonus | Eigenschaften | Might Points |
|---|---|---|---|
| 1 | + 2 | Might Permanence Staggering Strike | 1 |
| 2 | + 2 | Might Permanence Staggering Strike | 2 |
| 3 | + 2 | Might Permanence Staggering Strike | 3 |
| 4 | + 2 | Might Permanence Staggering Strike | 4 |
| 5 | + 3 | Might Permanence Staggering Strike | 5 |
| 6 | + 3 | Might Permanence Staggering Strike | 6 |
| 7 | + 3 | Might Permanence Staggering Strike | 7 |
| 8 | + 3 | Might Permanence Staggering Strike | 8 |
| 9 | + 4 | Might Permanence Staggering Strike | 9 |
| 10 | + 4 | Might Permanence Staggering Strike | 10 |
| 11 | + 4 | Might Permanence Staggering Strike | 11 |
| 12 | + 4 | Might Permanence Staggering Strike | 12 |
| 13 | + 5 | Might Permanence Staggering Strike | 13 |
| 14 | + 5 | Might Permanence Staggering Strike | 14 |
| 15 | + 5 | Might Permanence Staggering Strike | 15 |
| 16 | + 5 | Might Permanence Staggering Strike | 16 |
| 17 | + 6 | Might Permanence Staggering Strike | 17 |
| 18 | + 6 | Might Permanence Staggering Strike | 18 |
| 19 | + 6 | Might Permanence Staggering Strike | 19 |
| 20 | + 6 | Might Permanence Staggering Strike | 20 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
medium
heavy
shield
simple
martial
Startausrüstung
Klasseneigenschaften
Might (Level 1)
At 1st level, you have a wellspring of physical strength that allows you to fortify your body and force your will upon the world. Might can be used to move opponents, and to fortify your own body.
You have a maximum number of might points equal to your class level. You regain one might point whenever you land a critical hit, or after you pass a non-concentration based saving throw inflicted upon you by an enemy. Additionally, you regain all expended might points on a long rest. Some of your might features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Might
Permanence (Level 1)
Starting at 1st level, fortifying your body against incoming attacks or blows becomes second nature.
As a reaction to taking damage, you can expend a might point to mitigate that damage. The amount of damage you mitigate is equal to your Constitution modifier plus your Titan level.
Staggering Strike (Level 1)
Putting your might behind your blows is essential to a Titan, be it making the ground quake, or even overpowering opponents larger than you are.
When you hit a creature with a melee weapon attack, you can expend a might point to attempt to force them down. The target must make a Strength saving throw, or be knocked prone. On a success, the target is not knocked prone.
Living Weapon (Level 2)
At 2nd level, you begin to utilize more than your weapon of choice as a tool on the battlefield. As a bonus action, you may create one of the following effects.
You gain advantage on the next attack you make with a melee weapon this turn.
You stomp your foot down upon a creature that is prone and within 5 ft. of you. That creature must make a Constitution saving throw against your might save DC. On a fail, the target must use all of its movement instead of half to stand. This may only be done on creatures that are up to one size larger than you.
You fortify your body against incoming attacks. You gain an amount of temporary hit points equal to your constitution modifier plus half of your Titan level (rounded down).
Fighting Style (Level 2)
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Rocksteady (Level 3)
Beginning at level 3, you learn to solidify your position on the battlefield. Whenever you would be subject to an effect that would either knock you prone or move you, you may use your reaction to hold your ground. This feature does not work while you are grappled.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Codex (Level 5)
At 5th level, you reach a point in your training where you must adopt a codex to expand upon new horizons. A codex can be anything from a series of scrolls detailing physical growth techniques, to a highly militarized training regiment meant for shock troopers. There are three codexes available to you, which are Codex of the Arditi, Codex of the Oni, and Codex of the Wall, all of which are detailed at the end of the class description.
Ability Score Improvement (Level 6)
When you reach 6th 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.
If your DM allows the use of feats, you may instead take a feat.
Solemn Vigil (Level 7)
Beginning at 7th level, you can be the stalwart watch that protects your allies and companions. While you take a long rest, you can maintain light activity, such as keeping watch, for a number of hours equal to your Constitution modifier and still gain the benefits from that long rest.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Earthshaker (Level 9)
When you reach 9th level, you begin to utilize your weight behind your strike to physically manipulate the battlefields you wage war upon. Once per round on your turn, when you make a melee weapon attack against a creature, you can expend two might points to create a shockwave originating from the point of contact. All creatures except for you within 10 ft of you must make a Dexterity saving throw against your might save DC, falling prone and taking force damage equal to a roll of your weapon's base damage on a fail, or staying upright and taking half of the damage on a success.
Codex Feature (Level 10)
At 10th level, you gain a feature granted by your Titan Codex.
Martial Prowess (Level 11)
At 11th level, your ability to wield weapons goes far beyond that of the typical knight or soldier.
While wielding a melee weapon you are proficient with that has the two handed or heavy properties, but not the special property, your weapon's base damage die increases by one size to a maximum of d12, and you gain an additional damage die. Additionally, if you are small or smaller, your size increases to medium.
If you are wielding a one-handed weapon and shield, your capability also grows. If your weapon has the versatile property, you may use the damage die for attacking with two-hands while using a shield.
If you are wielding a weapon with grace and dexterity, your focus upon accuracy and precision becomes a key point to your fighting style. Whenever you hit an enemy with a melee weapon with the finesse property, if your attack roll exceeds the target's armor class, you deal additional damage equal to your Dexterity modifier.
When you reach 18th level, these features are upgraded again.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Strategos (Level 13)
Beginning at level 13, exploiting opportunities on the battlefield created by you or allies becomes natural, and its effects massive.
When you move adjacent to a creature that is prone and within your reach, or a creature is knocked prone within your reach, you may make a weapon attack against that creature as a reaction.
Unbreakable Mind (Level 14)
Starting at 14th level, your training and mentality as a Titan harden your mind to influences that would make you stray from your purpose. You make saving throws against effects that would charm, stun, frighten, or make you unconscious at advantage.
Codex Feature (Level 15)
At 15th level, you gain a feature granted by your Titan Codex.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Invigorated Existence (Level 17)
Beginning at 17th level, you begin to reach the cusp of physical aptitude. Once you reach this point, your body passively gains the following benefits:
You gain advantage on all Constitution Saving Throws.
You can hold your breath for a number of minutes equal to 2 times your constitution score even if you were not holding your breath when you began to suffocate.
You have advantage on all saving throws against exhaustion, and you cannot die from exhaustion.
You gain immunity to poison damage, and to all diseases.
A day's worth of food and water will keep you sustained for 3 days.
You do not suffer exhaustion from a lack of rest until you have not taken a long rest for 3 days
Martial Prowess (2) (Level 17)
Your two-handed or heavy weapons without the special property once again gain an additional die and the die size increases again to a maximum of d12.
Additionally, when you wield a shield and a weapon with the versatile property, in addition to using the versatile die when making one handed attacks, you gain an additional damage die.
Lastly, when you are wielding a weapon with the finesse property and hit a creature with a melee weapon attack, that creature is considered vulnerable to the attack's damage if your attack roll was greater than the target's armor class by 5 or more.
Against All Odds (Level 18)
At 18th level, when you are reduced to 0 hit points but not killed outright, you may use your reaction to drop to 1 hit point instead.
When you use this ability, you consume all remaining might points. You gain temporary hit points equal to your Constitution modifier times the amount of might consumed. These temporary hit points last for one minute, and while you have them, you regain hit points equal to your Titan level plus your Constitution Modifier at the start of your turn.
You may use this feature once per long rest.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Codex Feature (Level 20)
At 20th level, you gain a feature granted by your Titan Codex.
Multiklassen
Multiklassen-Voraussetzungen
- DEX: 13 oder STR: 13
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Codex of the Arditi
Codex of the Arditi (Level 5)
While Titans as a whole are the pinnacle of physical aptitude, Titans of the Codex of Arditi are those who sharpen their mind and ability to craft one of the greatest weapons of war ever seen.
Mortaio Infernale (Level 5)
When you adopt the Codex of the Arditi, you are provided with a set of plans and a list of materials to craft a weapon that surpasses those wielded with strength alone.
You gain proficiency with Tinker's tools, and may double your proficiency bonus for any check made with those tools.
Additionally, you gain the ability to craft a weapon that pulls from your pool of inner strength directly to power it's engine. The cost of materials for this weapon is 500Gp worth of fine metals, components, and a small engine, in addition to 20 days work to construct the weapon as well.
Lastly, this weapon is able to use your staggering strike and earthshaker features once you reach them. Staggering strike can be used against a single target within the radius of the shell's point of contact, and earthshaker's shockwave originates from the point of contact.
Mortaio Infernale
Two-handed, Special
Range: 5ft radius at a point within 300 ft.
Damage: 3d8 fire
Save: Dexterity saving throw against your might save DC
Ammunition: 1 Might per shot
Mortaio Infernale may only be fired once per turn
Crescendo Ardente (Level 10)
Beginning at 10th level, your ability to draw upon your own well of power to craft flames of war becomes a focal point to your science.
Fire damage dealt by your Mortaio Infernale ignores resistance to fire damage, and the damage increases to 4d10. This increases again at 17th level to 5d12.
Scudo Termico (Level 15)
At 15th level, your flames brun brighter than any opposition. Damage dealt by your Mortaio Infernale ignores immunity to fire damage. Additionally, you near the peak of your capability as an explosive specialist, and have begun to include a myriad of small updates to your mortar. Your weapon gains the following features:
While within 15 ft. of the mortar, creatures have resistance to cold damage, and have advantage on saving throws against the effects of extreme cold
Your mortar produces bright light out to 15 ft. and dim light for another 15 ft.
While camping, your mortar may serve as a substitute for a campfire, filling all needs the campfire fills. While taking a long rest, creatures who spend at least half of the time required for their rest around the mortar gain an amount of Temporary Hit Points equal to the Titan's level+Constitution modifier. These hit points last for 24 hours or until another long rest is taken.
Cieli In Fiamme (Level 20)
Finally, at level 20, you have become a harbinger of war, a king of flames, and a true Titan of the Arditi.
You gain immunity to fire damage. Additionally, whenever an enemy fails their Dexterity Saving Throw against your Mortaio Infernale, they are set on fire. A creature on fire takes 1d12 fire damage at the start of their turn until they or another creature within 5ft. uses their action to put out the flames. Additionally, while a creature is on fire in this way, they make all attacks at disadvantage, and cannot maintain concentration on any spells.
Codex of the Oni
Codex of the Oni (Level 5)
Titans understand that their body is a weapon, however, those of the Oni know that their body is a resource as well. There is power in sacrifice, and none practice that fact better than the demons who follow this creed.
Visage of the Oni (Level 5)
At 5th level when you devote yourself to the training of the Oni, your journey begins with the construction of a mask that you adorn while upon your travels. You may either roll a d8 and consult the table for a mask, choose one from the list, or construct one of your own.
| d8 | Mask Appearance |
|---|---|
Mempo mask | |
Noh mask | |
Hyottolo mask | |
Oakame mask | |
Oni mask | |
Hannya mask | |
Kitsune mask | |
Tengu mask |
Inhuman Resilience (Level 5)
Also at level 5, you training under the teachings of the Oni allows you to begin to resist blows and mend yourself in unnatural ways. When you use your permanence ability, if the amount you resist is greater than the damage you would take, you regain hit points equal to the difference.
Strength of Body (Level 10)
Once you reach level 10, you learn that your body is both a resource and a conduit for you, allowing your will to be shaped through its power.
While you are at or above half of your maximum hit points, you gain a bonus to attack rolls equal to half of your Constitution modifier rounded up.
While you are below half of your maximum hit points, you gain a bonus to damage rolls equal to half of your Constitution modifier rounded up.
Demon's Vitality (Level 15)
Starting at 15th level, you have begun to reach the mountaintops of your capability under the banner of the Oni, and your body begins to be molded with the strength of the very beings your vocation was derived from.
You gain 1 extra maximum hit point for each level you have in this class. This bonus applied retroactively to previous levels gained.
Additionally, you have advantage on death saving throws, and will stand up with one hit point on a roll of 19-20. Lastly, when you critically succeed on a death saving throw, you automatically stand without expending movement.
Lifeblood of the Oni (Level 20)
At level 20, you become an Oni. A true demon who walks upon the earth. Your body mends itself faster than your enemies can wound it, and your well of strength becomes nearly limitless. Once you reach this point, you gain the following benefits:
While below half of your maximum hit points but not at 0 hit points, you regain hit points equal to twice your constitution modifier at the start of your turns.
When you are out of might to expend, you may draw upon your body to do so. In place of spending a might point while you have none, you may instead lose 10 hit points to fuel that ability. This ability may only be used when using abilities that require might, and any might generated by this ability that is not immediately consumed is lost.
Codex of the Wall
Codex of the Wall (Level 5)
Titans are paragons of strength, their might unending, however Titans of this codex follow by one simple principle: "I will not be moved."
Ironclad (Level 5)
At 5th level as a Titan following the Codex of the Wall, your training with armors and defensive techniques becomes your martial focus.
While you are wearing heavy armor and wielding a shield, your Armor Class increases by 1. Additionally, while you are wearing heavy armor, you reduce all incoming bludgeoning, piercing, and slashing damage by an amount equal to your Constitution modifier. This reduction is applied before resistances.
Line in the Sand (Level 10)
When you reach level 10, you understand that a legion of soldiers can hold a position for a month, however you can hold a position forever.
As a bonus action, you can enter a defensive stance until the start of your next turn. While in this stance, if you would make an opportunity attack, you may spend a might point to make that opportunity attack not consume your reaction.
Additionally, you may use your reaction to make a weapon attack against a creature that ends it's turn within your reach. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Man At Arms (Level 15)
Starting at 15th level, your training in defensive techniques has reached a stage of near-mastery. Your armor becomes a second skin, and your weapons an extension of your will.
When you attack an enemy, you may force them to attack you. That creature must make a Wisdom Saving Throw or suffer disadvantage on all attack rolls against targets that are not you until the end of your nect turn.
Additionally, you are immune to the effects of critical hits while wearing heavy armor.
Insurmountable (Level 20)
At level 20, you have become the immovable object. The wall for your allies to find refuge behind, and the stalwart defender for all you treasure.
As a reaction to taking damage or being effected by a status effect that you do not want to be affected by, you can spend 5 might points. If you do, you ignore that instance of damage or status effect. Additionally, after you use this reaction, you are resistant to all damage and you make all saving throws at advantage until the start of your next turn.
You may use this reaction twice per long rest.