Druid
Base Class: Druid

Around 2,000 years ago, Ymir Fritz obtained the power of the Titans and became the first Titan, which later came to be known as the Founding Titan. Thirteen years later, she died and her power was then divided between her three daughters who had been forced by their father to consume her remains. Eventually, the powers would split further into the individual Nine Titans, which were subsequently inherited by nine of her descendants. The Nine Titans soon destroyed the ancient nation of Marley and conquered the entire continent to build the Eldian Empire. As family relations play a significant role in passing and inheriting memories from the previous inheritors of the Titans, the Nine Titans normally resided within noble families during Eldia's reign. Examples include the Fritz family with the Founding Titan and Tybur family with the War Hammer Titan.

The noble families who held the Nine Titans, other than the Fritz family, were in a constant state of conflict with each other, but the Founding Titan had maintained the peace. When the 145th King, Karl Fritz, inherited the Founding Titan, he held great shame for the actions of his people and carried sympathy for Marley. He conspired with the Tybur family as atonement for the actions of their ancestors and fabricated the story of Helos, a Marleyan hero who defeated King Fritz. They succeeded in inciting a civil war, the Great Titan War, with the help of the people of Marley and while Eldia collapsed from the inside, Marley seized control over seven of the Nine Titans, with only the Founding and Attack Titans escaping their grasp. They distributed the Titans they had (with the exception of the War Hammer Titan) among Eldians loyal to them known as Warriors. Karl Fritz then moved many Eldians onto Paradis Island and built the Walls by creating thousands of Colossus Titans, which hardened to form three concentric walls. The king then erased the memories of the Eldians on the island, except for a few minority races which were immune to the power of the Founding Titan.

The Tybur family was allowed to keep their Titan because they were the first to fight for Marley, leaving them and the Reiss family (the renamed Fritz family) the only remaining Eldian houses left with their Titan after the war. The Reiss family later lost their Titan to Grisha Yeager in the year 845. After Grisha's Attack Titan ate Frieda Reiss's Founding Titan, the two Titans mixed into one; this resulted in the number of Titans being reduced to eight. The number was reduced again nine years later when Eren Yeager's Attack Titan consumed Lara Tybur's War Hammer Titan, bringing the number of Titans down to seven.

In order to transform into one of the Nine Titans, an individual with the power of the Titans must suffer an injury that draws blood (often self-harm) while having a solid goal or belief in mind at the moment of injury. Being injured by another person is also sufficient. Once the transformation is initiated, a burst of energy is released, followed by the generation of the Titan body and a release of hot steam. After transforming, the human body rests within the nape of the Titan's neck as the center of control. The human body is also merged with the Titan's flesh inside to varying extents, most frequently on the area of the cheeks below the eyes. When a human with the power of the Titans transforms for the first time, they can often lose control of their Titan form and can become a danger to both enemies and allies. If a Titan form is pushed to its limit, the human will emerge from the nape of its neck, sometimes in a semi-conscious or entirely unconscious state. If a Titan form is not exhausted, then its human possessor can emerge from the Titan form in full consciousness. In some cases, a human is able to partially emerge from their Titan body without fully leaving the nape.

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Athletics + two more: Acrobatics, Animal Handling, History, Intimidation, Perception, Stealth, Survival

No Magic

This type of Druid forgoes magic and relies on their ability to Shift into a Herald of Ymir

Heroism

Starting at 2nd level, 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 17th level in this class, you are completely immune to being frightened, and so are all allies within 60 ft.

(This ability Replaced Wild Shape)

Titan Shift

When you reach 3rd level, 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 Founding Titan, by screaming, could turn Subjects of Ymir into Titans, control the minds of Titans, and alter the memories and bodies of Subjects of Ymir, but only if the inheritor had royal blood or was in contact with a Titan of royal blood. It was connected to all Subjects of Ymir and Titans via paths.

The Armored Titan  was covered by hardened, armor-like skin, except in key areas necessary for movement. It also possessed the ability to harden its arms and feet into sharper claws which could be used to climb structures such as the Walls.

The Attack Titan  could receive memories from both past and future inheritors of the Titan. Guided by these memories, it always moved ahead, fighting for freedom.

The Beast Titan could take on the physical characteristics of different animals that vary between its inheritors.

The Cart Titan was quadrupedal and had great endurance that allowed it to stay transformed for long periods of time, as well as transform in rapid succession without needing to rest, hundreds of times per day even. Its speed rivaled that of the Jaw Titan.

The Colossus Titan  was enormous and could emit immense amounts of steam from its body like a blast furnace, at the gradual cost of its muscle tissue. The user was able to control the Titan's transformation power and blast radius.

The Female Titan could inherit abilities much more easily than any of the other Titans. It could also harden areas of its skin for extra offensive and defensive capabilities. It also had the ability to summon Pure Titans with its scream.

The Jaw Titan was the swiftest of the Nine Titans and had sharp, hardened teeth and claws capable of damaging or breaking almost anything.

The War Hammer Titan could materialize various weapons and structures from its own hardened flesh. It could be controlled from afar through a cable of Titan flesh while the user remained hidden within a hardened crystal casing.

Titan Progression

All abilities are only available when in Titan Form

Universal Titan Abilities:

* You can transform a number of Times Per Day equal to your Constitution Modifier for 1 Minute Per Transformation.

* You have advantage on Strength checks and Strength saving throws.

* You have resistance to bludgeoning, piercing, and slashing damage.

* Each Titan Regenerates a different amount at the beginning of their turn.

 

The Founding Titan:

*Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 5d20+Con / Size: Large / Damage:  Punch - 2d4+Strength / Stat Bonus: +2 to All Stats / Speed: 30ft

Special Abilities:

Call The Horde: The Founding Titan has a unique roar similar to the Attack Titan, although its not meant to frighten their enemies, it is instead meant for calling mindless Titans towards her, and such Titans who hear her within a 200 ft. radius will be compelled to follow in the Founding Titan's general direction until otherwise.

* 9th Level Health: 10d20+Con / Size: Huge / Damage:  Punch - 4d6+Strength / Stat Bonus: +3 to All Stats / Speed: 40ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Call The Horde: The Founding Titan has a unique roar similar to the Attack Titan, although its not meant to frighten their enemies, it is instead meant for calling mindless Titans towards her, and such Titans who hear her within a 200 ft. radius will be compelled to follow in the Founding Titan's general direction until otherwise.

* 18th Level Health: 15d20+Con / Size: Gargantuan / Damage: Punch -  6d8+Strength / Stat Bonus: +4 to All Stats / Speed: 50ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Call The Horde: The Founding Titan has a unique roar similar to the Attack Titan, although its not meant to frighten their enemies, it is instead meant for calling mindless Titans towards her, and such Titans who hear her within a 200 ft. radius will be compelled to follow in the Founding Titan's general direction until otherwise.

Founder's Power: You control all other Titan's with merely your words (Can only be used correctly by someone with Royal Blood)

 

 

The Armored Titan: 

* Armor Class equals 13 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Punch - 2d4+Strength / Stat Bonus: +2 to Constitution, Strength / Speed: 30ft

Special Abilities:

Resistance (Acid, Cold)

* 9th Level Health: 12d20+Con / Size: Huge / Damage:  Punch - 4d6+Strength / Stat Bonus: +4 to Constitution, Strength / Speed: 50ft

Special Abilities:

Resistance (Acid, Cold, Fire, Lightening)

Siege Monster: You do double damage to objects and structures.

* 18th Level Health: 17d20+Con / Size: Gargantuan / Damage: Punch -  8d10+Strength / Stat Bonus: +10 to Constitution, Strength / Speed: 70ft

Special Abilities:

Resistance (Acid, Cold, Fire, Lightening, Radiant)

Immunity (Poison; Bludgeoning, Piercing, and Slashing from Non-Adamant attacks)

Siege Monster: You do double damage to objects and structures.

Charge: You must run at least 50 feet in one direction at something, it can make a body slam attack, bludgeoning damage, and the target gets knocked prone. (3rd 4d4+Strength, 9th 8d6+Strength, 12d10+Strength)

 

The Attack Titan: 

* Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Punch - 2d6+Strength, Kick - 4d6+Strength, Bite - 2d6+Strength / Stat Bonus: +2 to Strength, +1 to Constitution and Dexterity / Speed: 30ft

Special Abilities:

* 9th Level Health: 8d20+Con / Size: Huge / Damage:  Punch - 4d8+Strength, Kick - 8d8+Strength, Bite - 4d8+Strength / Stat Bonus: +4 to Strength, +2 to Constitution, +1 to Dexterity / Speed: 50ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Focused Regeneration: As an action, You can regenerate twice the amount of hit points you normally would have been able to that turn.

* 18th Level Health: 14d20+Con / Size: Gargantuan / Damage:  Punch - 8d12+Strength, Kick - 12d12+Strength, Bite - 8d12+Strength / Stat Bonus: +6 to Strength, +4 to Constitution, +2 Dexterity / Speed: 70ft

Special Abilities: 

Siege Monster: You do double damage to objects and structures.

Focused Regeneration: As an action, You can regenerate twice the amount of hit points you normally would have been able to that turn.

Roar: 60 ft. cone from the Attack Titan's mouth make a DC 22 Constitution saving throw. On a success, they are frightened for for 1d2 hours.

 

The Beast Titan: 

* Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 5d20+Con / Size: Large / Damage:  Punch - 2d6+Strength, Throw Boulder - range (75/400) 1d6+Strength / Stat Bonus: +3 to Strength, +2 to Constitution, +1 to Dexterity / Speed: 30ft

Special Abilities: 

Siege Monster: You do double damage to objects and structures.

Throw Shattered Boulder:  Choose a point that you can see within 400 feet. Anyone within a hundred foot cone of that point facing away from you must make a DC 21 Dexterity saving throw or take 57 (20d4 +7) bludgeoning damage, or half on a save. It takes one action to shatter the boulder beforehand (3rd 5d4+Strength, 9th 10d4+Strength, 18th 20d4+Strength)

* 9th Level Health: 10d20+Con / Size: Huge / Damage:  Punch - 4d8+Strength, Throw Boulder - range (150/600) 2d8+Strength / Stat Bonus: +2 to Strength, +1 to Constitution and Dexterity / Speed: 45ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

 Choose a point that you can see within 400 feet. Anyone within a hundred foot cone of that point facing away from you must make a DC 21 Dexterity saving throw or take 57 (20d4 +7) bludgeoning damage, or half on a save. It takes one action to shatter the boulder beforehand (3rd 5d4+Strength, 9th 10d4+Strength, 18th 20d4+Strength)

* 18th Level Health: 15d20+Con / Size: Gargantuan / Damage:  Punch - 8d12+Strength, Throw Boulder - range (300/1200) 4d10+Strength / Stat Bonus: +2 to Strength, +1 to Constitution and Dexterity / Speed: 60ft

Special Abilities: 

Siege Monster: You do double damage to objects and structures.

Choose a point that you can see within 400 feet. Anyone within a hundred foot cone of that point facing away from you must make a DC 21 Dexterity saving throw or take 57 (20d4 +7) bludgeoning damage, or half on a save. It takes one action to shatter the boulder beforehand (3rd 5d4+Strength, 9th 10d4+Strength, 18th 20d4+Strength)

 

The Cart Titan: 

* Armor Class equals 10 + your Dexterity modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 3d20+Con / Size: Medium / Damage:  Punch - 1d6+Strength, Bite - 2d4+Strength / Stat Bonus: +1 to Strength, +1 to Constitution, +2 to Dexterity / Speed: 50ft

Special Abilities:

Quadruped: You run on all fours, allowing other to ride You, and for You to carry equipment like you were a size category larger.

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

* 9th Level Health: 6d20+Con / Size: Large / Damage:  Punch - 2d6+Strength, Bite - 4d8+Strength / Stat Bonus: +2 to Strength, +2 to Constitution, +2 Dexterity / Speed: 75ft

Special Abilities: 

Quadruped: You run on all fours, allowing other to ride You, and for You to carry equipment like you were a size category larger.

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

Cannon Squad (Optional): This isn't so much as a trait that You can have, but rather the option of having extra fire power be equipped onto the titan's back. Before combat occurs, You can take some time along with a team of soldiers to equip it with a variety of armor and mounted weapons that the soldiers will be using when riding You. While the armor is limited to mainly just providing a helmet, the weapons themselves can vary from up to 4 large sized Cannon bunkers. You are more quadruped than it is bipedal, making You the perfect candidate for transporting various types of cargo outside of military weapons, hence the title of Cart Titan.

* 18th Level Health: 10d20+Con / Size: Huge / Damage:  Punch - 4d6+Strength, Bite - 8d8+Strength / Stat Bonus: +2 to Strength, +2 to Constitution, +4 to Dexterity / Speed: 100ft

Special Abilities:

Quadruped: You run on all fours, allowing other to ride You, and for You to carry equipment like you were a size category larger.

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

Cannon Squad (Optional): This isn't so much as a trait that You can have, but rather the option of having extra fire power be equipped onto the titan's back. Before combat occurs, You can take some time along with a team of soldiers to equip it with a variety of armor and mounted weapons that the soldiers will be using when riding You. While the armor is limited to mainly just providing a helmet, the weapons themselves can vary from up to 4 large sized Cannon bunkers. You are more quadruped than it is bipedal, making You the perfect candidate for transporting various types of cargo outside of military weapons, hence the title of Cart Titan.

 

 The Colossal Titan:

* Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 10 to the person inside the Titan. (This Titan can only Transform Once per day)

* 3rd Level Health: 10d100+Con / Size: Gargantuan / Damage:  Punch - 10d6+Strength, Kick - 12d4 / Stat Bonus: +5 to Constitution, Strength, and -5 Dexterity / Speed: 100ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Explosion: When the titan shifter transforms into the Colossal Titan a huge explosion occurs. Every creature in a 75 feet sphere must make DC 25 Dexterity saving throw or take  (10d10) fire damage and (10d10) force damage or half on a save. Any creature within 25 ft of the titan lose the saving throw no matter what, while every creature being more than 100 feet away from the titan only take half of the damage on a fail and take no damage on a success.

Steam: The Colossal Titan releases steam from its body, forcing all targets within a 50 ft. sphere to make a DC 23 Dexterity saving throw, or take (10d10) fire damage, or half on save. All creatures that failed the saving throw are blown back 1d4 x 50 feet. Being underwater doesn't grant resistance to this damage. When this attack is used, the Colossal Titan loses 50 Hit Points, as the steam comes from the skin of the titan evaporating. The Colossal Titan cannot use this feature if it is under 400 Hit Points.

* 9th Level Health: 20d100+Con / Size: Gargantuan / Damage:  Punch - 15d8+Strength, Kick - 18d6 / Stat Bonus: +10 to Constitution, Strength, -5 to Dexterity/ Speed: 100ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Explosion: When the titan shifter transforms into the Colossal Titan a huge explosion occurs. Every creature in a 125 feet sphere must make DC 25 Dexterity saving throw or take (15d10) fire damage and (15d10) force damage or half on a save. Any creature within 50 ft of the titan lose the saving throw no matter what, while every creature being more than 150 feet away from the titan only take half of the damage on a fail and take no damage on a success.

Steam: The Colossal Titan releases steam from its body, forcing all targets within a 100 ft. sphere to make a DC 23 Dexterity saving throw, or take (15d10) fire damage, or half on save. All creatures that failed the saving throw are blown back 1d4 x 50 feet. Being underwater doesn't grant resistance to this damage. When this attack is used, the Colossal Titan loses 50 Hit Points, as the steam comes from the skin of the titan evaporating. The Colossal Titan cannot use this feature if it is under 400 Hit Points.

* 18th Level Health: 30d100+Con / Size: Titan / Damage: Punch - 20d10+Strength, Kick - 24d8+Strength / Stat Bonus: +20 to Constitution, Strength, and -10 Dexterity / Speed: 150ft

Special Abilities:

Siege Monster: You do double damage to objects and structures.

Explosion: When the titan shifter transforms into the Colossal Titan a huge explosion occurs. Every creature in a 250 feet sphere must make DC 25 Dexterity saving throw or take 130 (20d10) fire damage and 110 (20d10) force damage or half on a save. Any creature within 100 ft of the titan lose the saving throw no matter what, while every creature being more than 200 feet away from the titan only take half of the damage on a fail and take no damage on a success.

Steam: The Colossal Titan releases steam from its body, forcing all targets within a 150 ft. sphere to make a DC 23 Dexterity saving throw, or take 110 (20d10) fire damage, or half on save. All creatures that failed the saving throw are blown back 1d4 x 50 feet. Being underwater doesn't grant resistance to this damage. When this attack is used, the Colossal Titan loses 50 Hit Points, as the steam comes from the skin of the titan evaporating. The Colossal Titan cannot use this feature if it is under 400 Hit Points.

 

The Female Titan: 

Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 3d20+Con / Size: Large / Damage:  Punch - 2d8+Strength, Kick - 3d6+Strength / Stat Bonus: +2 to Dexterity, +1 to Constitution and Strength / Speed: 30ft

Special Abilities:

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

* 3rd Level Health: 9d20+Con / Size: Huge / Damage:  Punch - 4d10+Strength, Kick - 6d8+Strength, / Stat Bonus: +4 to Dexterity, +2 to Constitution, +1 Strength / Speed: 30ft

Special Abilities:

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

Siege Monster: You do double damage to objects and structures.

Quick Harden: As a Bonus Action/Reaction You can Harden parts of your body to give it the "Adamantine" Trait, If done on a attack You don Double Damage. The one downside is that they will each last until the start of her next turn instead of a minute. Times Per Day = Constitution Modifier.

* 3rd Level Health: 13d20+Con / Size: Gargantuan / Damage:  Punch - 8d12+Strength, Kick - 12d10+Strength, / Stat Bonus: +6 to Dexterity, +4 to Constitution, +2 to Strength / Speed: 30ft

Special Abilities:

High Endurance: You are exceptionally mobile and have high endurance, capable of long distance travel with ease. It gives the You advantage on constitution saving throws when saving from exhaustion. (You have this feature when leaving Titan form as well, You can stay In Titan form Twice as Long as other Titans)

Siege Monster: You do double damage to objects and structures.

Quick Harden: As a Bonus Action/Reaction You can Harden parts of your body to give it the "Adamantine" Trait, If done on a attack You don Double Damage.The one downside is that they will each last until the start of her next turn instead of a minute. Times Per Day = Constitution Modifier.

 

The Jaw Titan: 

Armor Class equals 10 + your Dexterity modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 4d20+Con / Size: Medium / Damage:  Claw - 1d6+Strength / Stat Bonus: +3 to Dexterity, +1 to Constitution and Strength / Speed: 20ft, Climb: 30

Special Abilities:

Acrobatics +15

Jaws: The Jaws Titan's jaws are so strong that they can break through strong materials like Adamantine and hardened Titan skin.(3rd 2d8+Strength, 9th 4d8+Strength, 18th 10d8+Strength)

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Claw - 2d6+Strength / Stat Bonus: +6 to Dexterity, +2 to Constitution and Strength / Speed: 40ft, Climb: 50

Special Abilities:

Acrobatics +15

Jaws: The Jaws Titan's jaws are so strong that they can break through strong materials like Adamantine and hardened Titan skin.(3rd 2d8+Strength, 9th 4d8+Strength, 18th 10d8+Strength)

* 3rd Level Health: 4d20+Con / Size: Huge / Damage:  Claw - 4d6+Strength / Stat Bonus: +8 to Dexterity, +2 to Constitution and Strength / Speed: 60ft, Climb: 80

Special Abilities:

Acrobatics +15

Jaws: The Jaws Titan's jaws are so strong that they can break through strong materials like Adamantine and hardened Titan skin.(3rd 2d8+Strength, 9th 4d8+Strength, 18th 10d8+Strength)

 

The War Hammer Titan: 

Armor Class equals 10 + your Dexterity modifier + your Constitution modifier / Regeneration: Recovers 20 hit points at the start of its turns / 10 to the person inside the Titan.

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Punch - 2d4+Strength, Crossbow - range (60/120) 2d8+Strength, Warhammer - 2d8+Strength / Stat Bonus: +2 to Strength, +1 to Constitution / Speed: 30ft

Special Abilities:

Hardening: You start with Hardened Armor. You are Immune to Critical Damage.

Conjure Weapon: You  create a weapon made out of hardened Titan skin out of thin air. You is considered proficient in this weapon. If it is a melee weapon, it has a reach of 50 feet, and if it has the reach property, it has a range of 100 feet. This ability can also create ranged weapon that have triple their normal range. You can reload a ranged weapon by conjuring ammunition into the weapon before it is fired as a bonus action. Make sure to account for the increased damage die for because of size (1 extra damage die for each extra size, so a war hammer would do 4d8 + 2d8 from the brutal weaponry trait). There are two weapons listed below, but the War Hammer Titan can conjure any weapon in the PHB.

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Punch - 4d4+Strength, Crossbow - range (120/480) 4d8+Strength, Warhammer - 4d8+Strength / Stat Bonus: +4 to Strength, +2 to Constitution / Speed: 30ft

Special Abilities:

Hardening: You start with Hardened Armor. You are Immune to Critical Damage.

Conjure Weapon: You  create a weapon made out of hardened Titan skin out of thin air. You is considered proficient in this weapon. If it is a melee weapon, it has a reach of 50 feet, and if it has the reach property, it has a range of 100 feet. This ability can also create ranged weapon that have triple their normal range. You can reload a ranged weapon by conjuring ammunition into the weapon before it is fired as a bonus action. Make sure to account for the increased damage die for because of size (1 extra damage die for each extra size, so a war hammer would do 4d8 + 2d8 from the brutal weaponry trait). There are two weapons listed below, but the War Hammer Titan can conjure any weapon in the PHB.

Siege Monster: You do double damage to objects and structures.

Brutal Weaponry:  The War Hammer Titan deals two extra damage die with each weapon attack. All of the War Hammer Titan's attacks that involve conjuring Titan skin, such as conjuring spikes or weapons all count as adamantine weapons for the purposes of overcoming resistances (the attacks do not crit automatically).

* 3rd Level Health: 4d20+Con / Size: Large / Damage:  Punch - 6d4+Strength, Crossbow - range (240/960) 6d8+Dexterity, Warhammer - 6d8+Strength / Stat Bonus: +6 to Strength, +4 to Constitution / Speed: 30ft

Special:

Hardening: You start with Hardened Armor. You are Immune to Critical Damage.

Conjure Weapon: You  create a weapon made out of hardened Titan skin out of thin air. You is considered proficient in this weapon. If it is a melee weapon, it has a reach of 50 feet, and if it has the reach property, it has a range of 100 feet. This ability can also create ranged weapon that have triple their normal range. You can reload a ranged weapon by conjuring ammunition into the weapon before it is fired as a bonus action. Make sure to account for the increased damage die for because of size (1 extra damage die for each extra size, so a war hammer would do 4d8 + 2d8 from the brutal weaponry trait). There are two weapons listed below, but the War Hammer Titan can conjure any weapon in the PHB.

Siege Monster: You do double damage to objects and structures.

The War Hammer Titan deals two extra damage die with each weapon attack. All of the War Hammer Titan's attacks that involve conjuring Titan skin, such as conjuring spikes or weapons all count as adamantine weapons for the purposes of overcoming resistances (the attacks do not crit automatically).

Conjure Spikes: 

  • Spike Field: The War Hammer Titan choose a spot that it can see. That spot and the ground in a 25 feet cube instantly become filled with small, 3 feet long spikes. Every creature in the area must make a DC 20 Dexterity saving throw or take 46 (6d12 +7) piercing damage.
  • Spike: The War Hammer Titan chooses a point that it can see for a spike to protrude from. The spike can extend up to 50 feet in any direction, instantly forming in a cone shape. If there is someone in the way of where the spike it protruding, make an attack roll against them. On a hit, they take 62 (10d10 +7) piercing damage.

Battle Fatigue

When you come out of the Titan, you gain one level of exhaustion, unless you pass a DC20 Constitution Saving Throw.

Fog of War

Every time you transform, you must make a DC 18 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.

Ymir's Curse

13 years after its first transformation, the Titan shifter will die. Only a wish spell can prevent this from happening.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Non-Transformation Regeneration

Titan Shifters gain the ability to regenerate their bodies at a fast rate without requiring transformation. Each turn during combat, if you are not in Titan form, you can make a constitution saving throw. Upon a success, gain 1d4 HP.

Pure Titan

When you reach 14th level in this class, you no longer have to make a Wisdom when you transform to avoid confusion.

 

When you reach 20th level in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want without accumulating any levels of exhaustion. Keep in mind that it still takes an action to leave your current titan. Your Regeneration ability Becomes 1d8 instead of 1d4.

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