Destiny Titan (5e Class)

This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Destiny Titan

Clad in armour dented, broken and caked in the dust and grime of long battle, a titan ready's his weapon as he takes his places at the wall, waiting for the regrouping fallen to make their next assault. When over the radio the booming voice of lord shaxx calls forth for all remaining guardians to push the advantage, to break the fallen lines. the man’s words fuel a deep passion within, and the titans fists fill with arc energy as he leaps to the raging battle bellow. A titan crouches behind an outcrop, at her back are her hunter and warlock fire team guiding refugees to the last city.

Deep in a fallen barons territory extra vigilance is needed when out of the silence the chittering of fallen chatter fills her heart with dread. An ambush, but with fast reactions and steady nerves she casts the protective dome just at a fallen shell is fired. A gruelling fight ensued and the fire teams victory was well erned. But without her stead hand and quick thinking many an innocent would have died that day.

As the hammer of flaming light fly's through the air, the hive wizard screams with exultation. As her claw like hands flashes with twisted spells of the deep, until the hammer strikes in an explosion of solar light. Setting blaze the hoards of shadow like thralls, leaving a pool of burning flames that overcomes her dark magics. The titan throws another hammer and strikes true, killing the guarding knights, the wizard whilst blasting bolts of arc energy, is felled by a final flaming hammer.

Whatever their orders or their mission, titans are united by their oaths to stand against the forces of darkness. Whether sworn before the speaker, or in their moment of their resurrection with their ghost as the only witness, a titans link to the light is a powerful one.>

The Cause of a Guardian

A Guardian swears to uphold the defence of the walls of the last city, the survival of humanity and the defence of the traveller, to stand with the vanguard against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different Guardians focus on various aspects of the defence of the city, but all are bound to the traveller the source of their powers.

Although many guardians are strong, devoted and practically immortal warriors a gradian is still fallible, and despite their ability to resurrect from the dead they can still be mortal. If the light of the travellers leaves the guardian or is forcefully taken by a powerful foe a guardian can die.

Guardians train for years to learn the skills of combat, mastering a variety of weapons and armour. Even so, their martial skills are secondary to the powers of light that they wield.

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.

City Consensus and Factions

This section is fore character development a player may want to add one of the following factions to their characters story or roleplay the factions ideology. A player also might wish to make their own.

Short History

Before the City was founded, the Risen joined factions located within the refugee camp beneath the Traveller. When the fighting broke out, all of the many factions were trying to seize power and control the City. The wars came to an end when the Fallen began attacking and the factions were too weak to fight. The ensuing peace treaty united the refugee camp as the Last City, and established the government of the city as the Consensus, the Vanguard, and the Speaker, to promote cooperation instead of fighting one another.

The Consensus was founded at the conclusion of the Faction Wars and was made to keep peace between the factions and the Vanguard. They authorized the attempt to retake the Moon from the Hive, against Lord Shaxx's protests. After the invasion met with disaster, they also gave the order to retreat and collected intel and casualty reports.

The Consensus makes all of the decisions regarding the security of The City, and public order. The head of the Consensus is The Speaker, who calls meeting in to order, and delivers the final say.

The Vanguard
The Vanguard is a faction that consists of high-ranking Guardians who are considered the best of their respective classes. Dedicated to the protection of humanity and the reclamation of humanities lost golden age. Prior to the Red War, the Vanguard originally resided in the Hall of Guardians in the Tower.
The new monarchy
New Monarchy advocates abolishing the Consensus and transferring governmental power from the Speaker and the consensus to an elected Monarch.
The Future War Cult
The FWC (through vex time simulation technology) believes that another war with The Darkness cannot be avoided, regardless of whether they stay in or flee the City; therefore they must be ready to fight.
Dead Orbit
Dead Orbit wants to abandon the City and intend to escape the dying Earth before The Darkness returns, as they've no longer believe the Traveller can protect humanity and put little faith in The City's ability to hold out against a major attack.

The Tenants of a Titan

Becoming a Titan involves joining on order taken when he or she reaches 3rd level, joining the a Titan order is the culmination of all the Titans training, each order having it own tenants and is focused on different a fundamental light energy of reality. Some characters with this class don’t consider themselves true Titans until they have reached 3rd level and joined an Order. For others it is a formality, an official stamp on what has always been true in the Titans heart.

These are some examples that you may wish to use when making your Titan.

TENETS OF THE TITANS

Honesty

Don’t lie or cheat. Let your word be your promise.

Courage

Never fear to act, though caution is wise.

Compassion

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honour

Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Actions over Words

Strive to be known by deeds not words.

Challenges Are but Tests

Every hardship serves to challenge your abilities and harden your resolve.

Embrace Destiny

You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.

Hone the Body

Like raw stone, your body must be worked so its potential can be realized.

Creating a Destiny Titan

The most important aspect of a Titan character is the nature of his or her titan order. Although most of the class features related to your order don’t appear until beyond 3rd level, you should plan ahead for that choice by reading the titan order codes in the descriptions at the end of the titan class.

Are you a devoted mercenary of the sun breakers, loyal defender as a sentinel or a brave all in striker wreathed in arc thunder. Are you a champion of the crucible and prodigy of lord shaxx, a member or the iron banner and the iron lords that stands against the shadows of the secrets of the old world.

A guardian of the vanguard, devoted to the defence of the last city? Or are you a follower of one of the many factions of the consensus, the future war cult, new monarchy and dead orbit are the three biggest. Or maybe you are a member of one of the lesser known or banished factions eager to make a name for yourselves? How did you experience your rebirth as a guardian? Did you hear a whisper from the traveller or your ghost? Did another guardian sense the potential within you and decide to transfer their ghost or light to you once they died their final death? Perhaps you stumbled into an abandoned grove or a hidden enclave where you found yourself a piece of traveller, absorbing the light directly?

As guardian you fight against the forces of darkness, guardians are rarely of any evil alignment. Most of them walk the path of the traveller. Consider how your alignment shapes the way you pursue your quest and the manner in which you conduct yourself.

Quick Build

You can make a Titan quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Third, should be your charisma, then finally choose the soldier background.

Class Features

As a Titan you gain the following class features.

Hit Points

Hit Dice: 1d12 per Titan level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Titan level after 1st

Proficiencies

Armor: All armour, shields
Weapons: Simple weapons, Martial weapons, Fierarms
Tools: All vehicles, Tinkers tools, Smiths tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One melee weapon and a shield or (b) Two Firearm or (c) One melee weapon and one firearm
  • 20 ammo
  • An explorer’s pack
  • Plait mail and a holy symbol
  • If you are using starting wealth, you have If you are using starting gold you have 5d4 x 10 GP in funds.

Table: The Titan

LevelProficiency
Bonus
FeaturesChannel Super—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Connection to a higher power, Light Athletics,--
2nd+2Fighting Style, Spellcasting, Sub-class, Covering fire--2
3rd+2Channel Super, Giardian Health Barricades Sub-class feature13
4th+2Ability Score Improvement13
5th+3Extra Attack,242
6th+3Battle hardened,242
7th+3Sub-class Feature,243
8th+3Ability Score Improvement243
9th+42432
10th+4Frightening Presence2432
11th+4Relentless Assault2433
12th+4Ability Score Improvement3433
13th+5Extra Attack34331
14th+5Retaliation34331
15th+5Sub-class Feature34332
16th+5Ability Score Improvement34332
17th+6443331
18th+6Strength of a Titan443331
19th+6Ability Score Improvement543332
20th+6Sub-class Feature543332

Connection to a higher power

Though in the the destiny games it is not out-rightly stated, it is my interpretation that a Guardians Light is some how connected to for lack of a better word their soul, and the soul of the traveller. This somehow turns a resurrected Guardian in to Para-causes being and allows them to harness the power of theirs souls to gain immortality, super human abilities and to be able manipulate the fabric of the universe (all be it to a limited degree) around them.

  • Benefit (Resurrection)

At 1st level, Your ever faithful companion and connection to the traveller, your ghost has brought you back from the dead. Though you have shattered memories of your past life, but that's not important now. Upon falling unconscious your ghost will appear to resurrect you granting you the ability to cheat death and fully healing you once per day.

  • Side-effect (light Removal)

With your connection to the light you are granted great benefits,but it also comes with grate cost, you are now more vulnerable to spells, magical effects and weapons that effect a creatures light (or lack of a better word soul). You take double damage form effects that damage the soul directly and have a (- 2) to any rolls, saves or check against such effects.

Light Athletics

Starting At 1st level, your athletic abilities are greatly enhances by the travellers light. You are considered the same as a large creature, this grants you advantage on grappling and strength checks / saves as well as doubles your carrying capacity.

Fighting Style

At 2nd level, you adopt a 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.

Defence

While you are wearing armour, you gain a +1 bonus to AC.

Duelling / Side arm

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great / Heavy Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon or heavy weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Close range training

You are specially trained for the use of ranged weapons at shorter than normal range, you no longer get disadvantage on ranged attacks made with range weapons when a target is within the weapons close range or if the target is within 5 ft of you.

CQC

You are specifically trained in unarmed combat, you can use either your strength or dexterity to make unarmed attacks.

Spell casting

By 2nd level, you have learned to draw on the travellers light through meditation and training to cast spells and infuse you equipment as a ever guardian does. See Spells Rules for the general rules of spell casting. You are also granted access to the SRD paladin spell list.

Grenade and Melee spells

Each sub-class has a list of associated Grenades and melee spells. You gain access to these at the levels specified in spells description. Once you gain access to a Grenades and melee spells, you always have it prepared.

Spell casting Ability

Charisma is your spell casting ability for your spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ability, spell or super effects you cast and when making an attack roll.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell casting Focus

You can use anything, for example your weapons or a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your spells.

Covering fire

Starting at 2nd level, you can throw aside all concern for defence to suppress the enemies and aid your allies. On your turn you can decide to take the covering fire action. You chose one target with in your weapons range, doing so gives any attacks made by that target against your allies disadvantage during this turn, but attack rolls against you have advantage until your next turn.

Sub-class

When you reach 2nd level, you can choose from one of three sub-classes that gives access to a Titan spells. Each sub-class has three additional perk trees to chose from that change how the sub-classes work, once you have chosen this perk tree you cannot change it.

Channel Super

Channel Super At 3rd level in battle, you call upon the light. On your turn, you can cast a super as a bonus action. Each super has different affects that are defined by your sub-class.

Your super lasts for 5 turns unless specified differently by your subclass or a perk tree affect.

Some super perks allow you to choose certain affects that will be explained in the perks description.

Some supers also allow you to enhance your super buy consuming one additional channel super use per-level from your remaining pool, with a maximum 5th level.

The channel super acts the same as a paladin / clerics Channel divinity but for the purposes of enhancing the Channel Super at higher levels the super will be considered at the equivalent strength as a 3rd level spell. The super is also considers as a magical effect not a spell and so is not affected by the spell counter spell but may be dispelled by either an anti magic filed or the dispel magic spell

Guardians health

By 3rd level, the Travellers magic flowing through you makes you immune to disease.

Barricades

By 3rd level, As a reaction you can deploy a barricade, you can only deploy one at a time and the barricade lasts for 3 turns. You chose which barricade you will deploy during a short or long rest.

you have the options from the following barricades:

* Rally barricade: this wall is 1ft thick, 3 ft high and 10 ft long. It is considered half cover, any friendly creature taking cover behind the barricade ignores the reload rule.

* Towering barricade: this wall is 1ft thick, 10 ft high and 10 ft long. It is considered full cover, any enemy creature passing through the wall takes 1d6 radiant damage. If a creature starts its turn in the area of the wall it also takes the damage.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you also gain an extra attack at 13th level.

Battle hardened

By 6th level, your experience on the front lines has toughened you body your now have resistance to Piercing, bludgeoning and slashing damage from non magical sources.

Frightening Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Relentless assault

Starting at 11th level, you can keep you fighting despite grievous wounds. If you drop to 0 hit points while in your super and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.

Strength of a Titan

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Sub-class choices

Sun Breaker

The Order of the sun breaks binds a titan to the ideals of the order. The Sun breaker order of Titans predates the rise of the city. They have never desired the safety of the City, and they eventually left to create a stronghold on mercury where they live as mercenaries. The Sun breaker is unique among Titans in that unlike Striker and Defender, this order grants a more ranged based Super attack that, with certain modifiers like Scorched Earth and Explosive Pyre, can excel in crowd control and area denial without running the risk of being forced into close quarters combat.

Hammer of Sol

The heavens ring with the sound of a single forceful hammer striking an anvil you summon a Light hammer of radiant flames, as an attack action you throw the hammer with in a range of 60 ft. The targeted creature must make a Dexterity saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. After impacting a creature or a surface the hammer instantly rematerializes in your hand.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Order Grenade and melee spells

Titan LevelSpells
2ndSun strike:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot Your fist becomes a flaming bludgeons that on a hit deals an additional 1d6 radiant damage to your unarmed strike, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

2ndShoulder charge:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot you move like the wind and hit like a freight train. After using your dash action and moved at least 10 ft you can make an unarmed strike, on a hit that attack deals an extra 1d8 force damage on a hit. This spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4thFusion grenade:

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10 foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

You can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 Fire damage, the target also takes 1d6 Radiant damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 1d6 Radiant damage on a failed save, or half as much damage on a successful one.

At higher level If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

6thTermite grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60 feet

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

You can throw a magical grenade that explode into a wall of Radiant flames. A wall of radiant flames rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each target within its area must make a Constitution saving throw. A creature takes 2d8 Radiant damage on a failed save, or half as much damage on a successful one.

At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

9thIncendiary grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60 feet (10-foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

The grenade creating a burst of divine energy that travels outward from the point of detonation. Each target within 10 feet of the grenade must succeed on a Constitution saving throw or take 3d8 radiant damage, and is considered Burning. A target that succeeds on its saving throw takes half as much damage and isn’t given the burning condition.

At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

Sub-class perk trees

Fire forged

Titan Levelperk
5thHammer strike: At 5th level, when you cast the sun strike spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st level. you swing a blazing war hammer that strikes your enemies. For each spell slot above 1st level your attack deals an additional 1d6 damage die in radiant damage.
7thTempered Metal: At 7th level, kills made from your grenade or melee spells grants you and your allies within 10 ft of bonus movement until the end of your next turn.
15thExplosive Pyre: At 15th level, Enemies killed by your Channel Super explode causing an additional 1d10 radiant damage to others in a 10 ft radius.
20thVulcan's rage: At 20th level, your thrown hammers shatter into burning embers on impact dealing an additional 1d10 radiant damage.

Siege Breaker

Titan LevelPerk
5thMortar Blast: At 5th level, when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st level. Hitting a target release a fiery explosion potentially setting any target within a 5 ft Radius on fire. The each creature in range must make a DC constitution save against your spell casting DC or take 2d6 radiant damage, half as mush of a successful save. For each level above 2nd your attack deals an additional 1d6 damage die in radiant damage.
7thSol Invictus:At 7th level, Enemies brought down by your radiant flames regenerate your health to the equivalent of your Titan level + constitution modifier.
15thSun Warrior: At 15th level, your thrown Light hammer create a 10ft cube of radiant flames called a sun spot. This sun spot lasts till the start of your next turn, when a creature starts its turn in the sun spot it takes 1d6 radiant damage. You are immune to your own sun spots damage and only one sun spot can be created at any one time.
20thEndless siege: At 20th level, While you are standing in a sun spot of your own creation you gain 10 temporary hit points and can use your bonus action to throw an additional light hammer on that turn.

Destruction

Titan LevelPerk
5thBurning Maul: At 5th level, you can choose to use your channel super to instead summon a radiant great hammer as a melee weapon, As an attack action you strike one creature with in 5 ft of you dealing 2d10 radiant damage on a hit. As a bonus action on that same attack you drive the hammer even harder. You and the target make contesting strength checks of a failed check the target is knocked prone.
7thThrowing Hammer: At 7th level, when you cast the sun strike spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st level. you can choose if the sun strike is replaced with a light hammer that you then throw at a target with in 60 ft of you. On a hit the hammer dose the same amount of damage as a sun strike would.

As long as you are with in 5 ft of the hammers may attempt to pick up the hammer before your turn ends as a bonus action, picking up the hammer has a chance to recover the spent spell slot used to cast the spell, you roll 1d6 on a 6 your spell slot is restored.

(To determine the hammers location the GM rolls 1d8 to determine the direction the from the target in a clockwise manner, then 1d4 for how far in that direction the hammer flew from the target.)

15thTireless Warrior: At 15th level, After hitting an enemy with your Throwing hammer ability, successfully picking up the hammer triggers health regeneration equal to two of your level + your constitution modifier.
20thRoaring flames: At 20th level, Kills with your Channel Super or spells increases the damage of your next attacks by one additional damage dice till the end of you turn.

Striker

Fist of Havoc

You strike the ground, creating a burst of lightning energy that ripples outward from you. Each creature you within 15 feet of you must succeed on a Constitution saving throw or take 3d8 lightning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

At higher level

When you cast this super at a higher using an extra super charge, the damage increases by 1d8 for each level that it is increased.

Order Grenades and melee spells

Titan LevelSpells
2ndStorm Fist:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot Your fist becomes a flaming bludgeons that on a hit deals an additional 1d6 lightning damage to your unarmed strike, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

2ndShoulder charge:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot you move like the wind and hit like a freight train. After using your dash action and moved at least 10 ft you can make an unarmed strike, on a hit that attack deals an extra 1d8 force damage on a hit. This spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4thFlash bang grenade:

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10-foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

you grenade flares with a bright light, and deals 1d6 Lightning damage to the targets. Additionally, the targets must succeed on a Constitution saving throw against your spell casting DC or be blinded for 1 minuet. A target blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

At higher level If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

6thPulse Grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60 ft (10-foot-radius)

Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A target takes 3d8 Lightning damage on a failed save, or half as much damage on a successful one. Any targets that ends its turn within the grenade radius must make DC dexterity save or take 2d8 damage. On a successful save the target takes half damage.

At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

9thLightning Grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60ft (15-foot cone)

Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous (3 Turns)

You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 25-foot cone must succeed on a Dexterity saving throw. A target takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any targets that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.

At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

Sub-class Perk trees

Earth Shaker

Titan LevelPerk
5thSeismic Strike: At 5th level, when you cast your shoulder charge spells at 2nd level or higher. Your shoulder charge spell deals an additional 1d6 for each spell slot above 1st level, you releases a singe yet powerful arc explosion on impact, potentially paralysing the target. On a hit the target must make a DC constitution save against your spell save DC or be paralysed till the end of your next turn.
7thAftershocks: At 7th level, damaging targets with Seismic Strike has a chance to recharge some of your spent spell slot, roll 1d6 on a 6 you gain one 1st level spell slot.
15thMagnitude: At 15th level, you have a chance to gain an additional 2nd level spell slot with your aftershocks ability.
20thTerminal velocity: At 20th level, during your super after taking your free dash action and moving at least 15 ft your first of Havoc's slam creates a devastating shock wave, in the direction you are traveling a 15 ft long 5 ft wide shock wave blasts forth dealing 3d8 force damage to anything caught with in its path. And creature caught with in the shockwaves path can make a dexterity save against your spell save DC, on a successful save the creature takes half damage.

Juggernaut

Titan LevelPerk
5thFrontal Assault: At 5th level, you can cast your shoulder charge spells at 2nd level or higher, you deal an extra 1d8 force damage on a hit for each spell slot above 1st level, whether you hit or miss you can then make an additional non magical unarmed strike for free at disadvantage immediately after.
7thReversal: At 7th level, Kills with Storm Fist or Shoulder Charge immediately trigger health regeneration, you gain the equivalent of your Titan Level + constitution modifier.
15thTrample: At 15th level, Using the shoulder charge spell while in your Channel Super deals an additional 3d8 lighting damage. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
20thKnockout: At 20th level, With the storm fist and shoulder charge spells, critically hitting a target Stuns the target till the end of your next turn.

Missile

Titan LevelPerk
5thJavelin strike: At 5th level, You choose if your super lets you fly through the air like a javelin missile and land with a single yet powerful air born Havoc slam (Using this ability consumes your full Channel Super in a single turn). You can travel a distance equal to triple your movement speed weaving your way through obstacles eventually slamming your firsts on the ground and releasing all of your built up energy in one devastating blast. Each target within a 20 ft sphere takes 3d8 lightning damage, and is automatically paralysed for 3 turns. At the end of its turn each creature can make a Constitution save against your spell save DC to end the paralysed condition early.
7thBallistic slam: At 7th level, when you cast your shoulder charge spells at 2nd level or higher, Your shoulder charge spell deals an additional 1d8 for each spell slot above 1st level. You also to leap into the air and slam into the ground potentially also damaging nearby targets. any targets with in a 10 ft cube must make a DC dexterity save against your spell save DC, on a successful save the target takes half damage.
15thImpact conversion: At 15th level, you regain two 1st level spell slots when you critically with your Storm fist or Shoulder charge spells.
20thInertia override: At 20th level, Casting your shoulder charge spell 3rd level or higher automatically reload any ranged weapons and allows you to deal double damage on your melee weapon damage rolls till the end of your next turn.

Sentinel

Sentinel shield

As a bonus actions you summon a shield made of void (Necrotic) energy. For 30 second (5 turns) During this super you gain + 4 to your AC.

  • As an attack action you can make a melee against a single target the shield. On a hit the attack deals 2d6 necrotic damage + your strength modifier.
  • Alternatively you can throw the shield as an attack action, make a ranged attack against a single target by throwing the shield; the shield has a range of 30 ft, on a hit the attack deals 2d6 necrotic damage + your spell casting modifier and instantly materialises in your hand after impact.

You have proficiency with both attacks.


Order Grenades and melee spells

Titan LevelSpells
2ndDisintegrate:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot Your fist becomes a flaming bludgeons that on a hit deals an additional 1d6 radiant damage to your unarmed strike, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

2ndShoulder charge:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of 1st level spell slot you move like the wind and hit like a freight train. After using your dash action and moved at least 10 ft you can make an unarmed strike, on a hit that attack deals an extra 1d8 force damage on a hit. This spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4thMagnetic grenades

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10-foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

you can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 necrotic damage, the target also takes 1d6 necrotic damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one.

At higher level If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

6thVoid wall grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60 feet

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

Starting at 13th level, and the cost of a 3rd level spell slot, you can throw a magical grenade that explode into a wall of necrotic flames. A wall of neon purple flames rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each target within its area must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one.

At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

9thSuppressor grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60 feet (10-foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

you grenade flares with a neon purple light, and deals 3d8 necrotic damage to the targets. Additionally, the targets must succeed on a Constitution saving throw against your spellcasting DC or be suppressed for 1 minuet. A target suppressed by this spell is prevented from using any magical items, spells or spell like abilities. makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer suppressed.

At higher level If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Sub-class perk trees

Protector

Titan LevelPerk
5thWard of Dawn

At 5th you can choose to create a translucent Stationery protective sphere with a 15 ft diameter made of void energy centred on you. the sphere has a slight neon purple glow. The affects all creatures within it in the following ways:

  • Any creature can willingly enter or exit the dome by non magical means.
  • A hostile creature has disadvantage on melee weapon or touch spell attack rolls against targets within the Ward.
  • The ward cant be penetrated by ranged weapon, ranged spell attacks or spell like abilities either from within or from the out side of the ward unless stated otherwise by a magical item.
  • Creatures within the Ward can’t be charmed, frightened, or possessed by a hostile creature.

This sphere remains active for 5 turns or until the caster becomes incapacitated, casting ward of dawn at a higher level increases its duration by 1 turn for each level to a maximum of 5th level.

7thDefensive Strike: At 5th level, when you can cast your Disintegrate spells at 2nd level or higher, Your defensive strike spell deals an additional 1d6 for each spell slot above 1st level, as well as on a hit creating an over shield in the form of temporary hit points for 1 minuet. The temporary hit points amount is equal to Titan level + your constitution modifier

(The effect of casting this spell dose not stack and is not replenished with additional successful hits of defensive strike when cast at higher level. Any other sources of temporary hit points that are applied after the higher level casting of defensive strike is in effect do not replenish or stack unless your GM says otherwise).

15thRallying Force: At 15th level, casting the Disintegrate spell at a higher level now passes the over shield effects to your allies.
20thTurn the Tide: At 20th level, Your Over shield from Defensive Strike is much stronger, you are granted an additional 10 temporary hit points.


Aggressor

Titan LevelPerk
5thShield Bash: At 5th level, you can cast your shoulder charge spells at 2nd level or higher deals an additional 1d6 for each spell slot above 1st level, and your shoulder charge also unleashes a devastating Shield Bash that disorientates enemies. Any target hit with this attack must make a constitution save against your spell casting save DC or be stunned for 3 turns. The target can make another saving throw at the end of each of its turns to remove the effect.
7thSuperior Arsenal: At 7th level, killing a creature with your grenade spells have a chance to recharge two 1st level spell slot. You roll a 1d6 on a 6 your 1st level slots are recharged.
15thIn the trenches: At 15th level, While 2 or more hostiles are within 10 feet of you, you are granted resistance to bludgeoning, slashing and piercing damage.
20thSecond Shield: At 20th level, you gain a additional Shield Throw as a bonus action while sentinel shield is active.


Commander

Titan LevelPerk
5thBanner shield:

At 3rd level, your sentinel shield now creates the defensive 15 ft aura centred on you. Any allies within the aura add a 1d8 necrotic damage to their weapons damage rolls and have all incoming damage reduced by your Titan level + your constitution modifier.

7thTactical strike: At 7th level, when you can cast your Disintegrate spells at 2nd level or higher, Your defensive strike spell deals an additional 1d6 for each spell slot above 1st level, you cause a void explosion any targets with in a 10 ft cube must make a DC dexterity save, on a successful save the target takes half damage.
15thControlled demolition:

At 15th level, when you can cast your Disintegrate spells at 3rd level or higher, Your defensive strike spell deals an additional 1d6 for each spell slot above 1st level, you attach a void detonator to the target. you can choose when to detonate the explosive, any creature with in a 15 ft cube must make a DC dexterity save or take 3d6 necrotic damage, on a successful save the target takes half damage.

20thResupply: At 20th level, when your detonator explodes. you and your allies have a chance to regain two 1st level spell slot. They roll 1d6 on a 6 the slot are returned.

Multiclassing

Prerequisites. To qualify for multiclassing into the Titan class, you must meet these prerequisites: strength of 13, constitution of 13

Proficiencies. When you multiclass into the Titan class, you gain the following proficiencies: one of your choice from the titans selection

0.00
(0 votes)

Back to Main Page 5e Homebrew Classes

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Destiny franchise, and/or include content directly affiliated with and/or owned by Bungie. D&D Wiki neither claims nor implies any rights to Destiny copyrights, trademarks, or logos, nor any owned by Bungie. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
gollark: This doesn't say anything about *how* they're using it or how much, but it's pretty clear that it is not actually declining in users overall.
gollark: > But yeah i think 'normal' people have left the hype-train of the social media decade.Not according to this random graph of exactly one social media site!
gollark: That sounds quite bad.
gollark: Maybe. It's hard to judge. If you average across all platforms ever, then probably.
gollark: I fear it.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.