Sorcerer
Base Class: Sorcerer

Before the age of elves and men, awesome titans read the land, jealously guarding their domain. It wasn't until the forefathers of magic raised arcane power against them that they were driven, locked away forever in the Ethereal Plane. Intangible and robbed of their fury, the titans found their only connection to the material plane through the very creatures who imprisoned them. Reluctant cooperation developed into willing readiness to defend the lineage to which they are bound.

As the descendant of such a bloodline, your life is lived in the shadow of your ancestral titan, passed from parent to child as a destructive inheritance. Your titan walks with you in lockstep, awaiting any opportunity to reach through its incorporeal prison to fight for you, and to feel the breaking of bone in hand.

Titan Spells

You learn additional spells when you reach certain levels in this class, as shown on the Force Titan Spells table. Each spell counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know. These spells cannot be replaced when you gain a level in this class.

Force Titan Spells

Sorcerer Level Spell
1st Mage Armor
3rd See Invisibility
5th Spirit Guardians
7th Resilient Sphere
9th Arcane Hand

 

Part the Veil

At 1st level, your magic thins the boundaries between worlds, allowing your titan to reach through and wreak havoc.

You learn the Mage Hand cantrip, which doesn't count against the number of cantrips you know. When cast in this way, the hand created by the spell can lift a number of pounds equal to 15 times your Sorcerer level.

Heirloom Guardian

At 1st level, the titan protecting you has witnessed eons of calamity and is determined to council and shield you through what is to come.

You gain proficiency in the History skill, and while you are wielding an Arcane Focus, you gain +2 to your AC.

Hand of Titans

At 6th level, the power of the titan within you acts with the power of a siege engine. Your Sorcerer spells deal twice as much damage to objects, surfaces, and structures.

Moreover, when you cast Mage Hand, you can expend 2 Sorcery Points to create a second hand. While you have two active hands, you can control one using either your action or your bonus action, though you can only control each one once on each of your turns.

When you reach 9th level and cast Arcane Hand, you can spend a number of Sorcery Points equal to the spell slot you used to cast the spell to create a second hand. This extra hand follows the same rules as Mage Hand above.

Colossus Mantle

At 14th level, you can use a bonus action to manifest your titan as a specter of force around your body.

While your titan is present, it shields you, granting you Half Cover, and holds you aloft as it moves, granting you a flying speed equal to your walking speed. When flying in this way, you must end your turn within 30 ft. of a solid surface for your titan to grasp or stand upon, otherwise you fall until you are within 30 ft. of a solid surface. The titan lasts until you are Incapacitated, you die, or you dismiss it as a bonus action.

You can summon your titan in this way once before you must finish a short rest.

Strength of Gods

At 18th level, your titan now pours its energy into your spells.

Your spell attacks now score a critical hit on a d20 roll of 19 or 20. Moreover, the amount of weight you can push, drag, or lift with your Sorcerer spells is doubled.

Finally, when you use your Colossus Mantle feature, you can end your turn within 60 ft. of a solid surface for the purposes of using your flying speed, and whenever you are targeted by an attack roll or forced to make a Dexterity saving throw, you can use your reaction to gain Three-Quarters Cover until the start of your next turn.

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