Base Class: Sorcerer
Descended from titans, your blood carries primeval divine magic that predates many gods. Due to the titan's nature, your body is much more resilient and eventually allows you to change your size much like other empyreans and titans do.
Titan Resilience
The resilience of titans flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.
Mythic Heritage
At 1st level, you discover innate magical abilities within yourself that are based on your titan heritage. Select one of the titans from the table below. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for your, but they don't count against your number of sorcerer spells known.
| Titan | Spells at 1st Level | Spell at 3rd Level |
|---|---|---|
| Chalcia | expeditious retreat, gust | misty step |
| Goloron | command, guidance | enhance ability |
| Hergeron | blade ward, wrathful smite | enlarge/reduce |
| Lutheria | dissonant whispers, toll the dead | crown of madness |
| Sydon | shocking grasp, thunderwave | gust of wind |
| Talieus | mending, searing smite | heat metal |
| Yala | charm person, friends | enthrall |
Chalcia
You learn the expeditious retreat and gust spells at 1st level, and the misty step at 3rd level.
Goloron
You learn the command and guidance spells at 1st level, and the enhance ability at 3rd level.
Hergeron
You learn the blade ward and wrathful smite spells at 1st level, and the enlarge/reduce at 3rd level.
Ensure you select the Blade Ward and Wrathful Smite spells at level 1 from the dropdown options. Due to DnDBeyond publishing limitations this could not be automatically set.
Lutheria
You learn the dissonant whispers and toll the dead spells at 1st level, and the crown of madness at 3rd level.
Ensure you select the Dissonant Whispers and Toll the Dead spells at level 1 and the Crown of Madness spell at level 3 from the dropdown options. Due to DnDBeyond publishing limitations this could not be automatically set.
Sydon
You learn the shocking grasp and thunderwave spells at 1st level, and the gust of wind at 3rd level.
Talieus
You learn the mending and searing smite spells at 1st level, and the heat metal at 3rd level.
Ensure you select the Searing Smite spell at level 1 from the dropdown options. Due to DnDBeyond publishing limitations this could not be automatically set.
Yala
You learn the charm person and friends spells at 1st level, and the enthrall at 3rd level.
Ensure you select the Friends cantrip at level 1 from the dropdown options. Due to DnDBeyond publishing limitations this could not be automatically set.
Primeval Soul
Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mythic Heritage feature.
Chalcia. Immediately after you cast any of your Mythic Heritage spells, you can move a number of feet up to 5 times your Constitution modifier (minimum of 5 feet). This movement does not provoke attacks of opportunity.
Goloron. Immediately after you cast any of your Mythic Heritage spells, you can attempt to make a saving throw that you would normally make at the end of your turn. You gain a bonus to this saving throw equal to your Constitution modifier (minimum of +1).
Hergeron. Immediately after you cast any of your Mythic Heritage spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
Lutheria. Immediately after you cast any of your Mythic Heritage spells, you gain a bonus to saving throws against the charmed, frightened, and madness conditions equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Sydon. Immediately after you cast any of your Mythic Heritage spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).
Talieus. Immediately after you cast any of your Mythic Heritage spells, the fire designates weak spots on the creature and the next attack against the creature gains a bonus to hit and damage equal to your Constitution modifier (minimum of +1).
Yala. Immediately after you cast any of your Mythic Heritage spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn as creatures are reluctant to harm your beauty.
Chalcia
Immediately after you cast any of your Mythic Heritage spells, you can move a number of feet up to 5 times your Constitution modifier (minimum of 5 feet). This movement does not provoke attacks of opportunity.
Goloron
Immediately after you cast any of your Mythic Heritage spells, you can attempt to make a saving throw that you would normally make at the end of your turn. You gain a bonus to this saving throw equal to your Constitution modifier (minimum of +1).
Hergeron
Immediately after you cast any of your Mythic Heritage spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.
Lutheria
Immediately after you cast any of your Mythic Heritage spells, you gain a bonus to saving throws against the charmed, frightened, and madness conditions equal to your Constitution modifier (minimum of +1) until the end of your next turn.
Sydon
Immediately after you cast any of your Mythic Heritage spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).
Talieus
Immediately after you cast any of your Mythic Heritage spells, the fire designates weak spots on the creature and the next attack against the creature gains a bonus to hit and damage equal to your Constitution modifier (minimum of +1).
Yala
Immediately after you cast any of your Mythic Heritage spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn as creatures are reluctant to harm your beauty.
Titanic Rage
Starting at 14th level, you gain the ability to channel the soul of your titan ancestor into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example.
This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits:
- Your current hit points and your hit point maximum both increase by 1 per sorcerer level.
- Your reach increases by 5 feet.
- Your walking speed increases by 5 feet.
- You have advantage on Strength checks and Strength saving throws.
- You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1)
Once you use this feature, you can't use it again until you finish a short or long rest.
Blessing of Thelygenes
At 18th level, your Constitution score increases by 2, up to a maximum of 22. In addition, you can now use Titanic Rage twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.
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Posted Dec 4, 2023I love that you made all these homebrews for OotD. I made a character with this subclass and I think it is adding charisma to damage instead of replacing dex or str. So with a 18 charisma and 14 dex a dagger is adding +6 damage instead of +4. I can make a work around, but thought I'd let you know. Not even sure if there is a work around for it TBH.