Base Class: Barbarian
Path of the Titanblooded Features
|
Barbarian Level |
Feature |
|
3rd |
Titanic Rage, Grasp of the Ancients |
|
6th |
Titanic Vitality |
|
10th |
Earthshaker Stride |
|
14th |
Avatar of Ruin |
Titanic Rage
3rd-Level Path of the Titanblooded Feature
When you enter your rage, your size and strength expand beyond mortal limits. For the duration of your rage:
- You count as one size larger for the purposes of grappling, shoving, and carrying capacity.
- You gain +10 feet of reach for opportunity attacks and grapples.
- When you hit with a melee weapon attack, you deal an extra 1d4 damage, which increases to 1d6 at 10th level and 1d8 at 14th level.
In addition, when you rage, your voice can be heard up to 300 feet away, and you cannot be moved against your will unless you are incapacitated.
Grasp of the Ancients
3rd-Level Path of the Titanblooded Feature
Your ancestral power manifests in crushing might. While raging:
- When you grapple a creature, it takes bludgeoning damage equal to your Rage Damage bonus at the start of its turn if it remains grappled.
- If you shove a creature and push it into an obstacle or another creature, it takes damage equal to your Strength modifier, and both targets must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone.
Titanic Vitality
6th-Level Path of the Titanblooded Feature
The titanic blood in your veins fuels your endurance.
- When you rage, you gain temporary hit points equal to your Barbarian level.
- While raging, you gain resistance to force damage and cannot suffer the frightened or restrained conditions.
- Whenever you succeed on a Strength saving throw, you may use your reaction to immediately move up to half your speed without provoking opportunity attacks.
Earthshaker Stride
10th-Level Path of the Titanblooded Feature
Your footfalls echo with seismic force. Once per turn while raging, you may cause one of the following effects after moving at least 10 feet in a straight line:
- Shockwave Slam: Each creature of your choice within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 2d8 bludgeoning damage and fall prone.
- Titan’s Charge: You can move through creatures one size smaller than you and force them to make a Strength saving throw or be knocked 10 feet away and take 1d8 bludgeoning damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Avatar of Ruin
14th-Level Path of the Titanblooded Feature
You unleash the full might of your titanic heritage, becoming a living catastrophe.
- While raging, your reach increases by an additional 5 feet (total of 10–15 feet with previous bonuses), and the extra damage from Titanic Rage increases to 1d10.
- Your melee weapon attacks can deal double damage to objects and structures.
- When you reduce a creature to 0 hit points, you can choose to release a shockwave. Each creature of your choice within 10 feet must succeed on a Strength saving throw or be knocked prone and take 2d6 thunder damage.
Path of the Titanblooded Playstyle Summary
- Combat Role: Control-based bruiser with massive reach, grappling control, and movement suppression.
- Defense: High durability via resistances, condition immunities, and reactive movement.
- Mobility: Earthshaker Stride and Titanic Vitality ensure you're never locked down.
- Narrative Theme: Wielding the blood of colossi to defend or destroy on a scale few others can match.
Titanic Rage
When you enter your rage, your size and strength expand beyond mortal limits. For the duration of your rage:
- You count as one size larger for the purposes of grappling, shoving, and carrying capacity.
- You gain +10 feet of reach for opportunity attacks and grapples.
- When you hit with a melee weapon attack, you deal an extra 1d4 damage, which increases to 1d6 at 10th level and 1d8 at 14th level.
In addition, when you rage, your voice can be heard up to 300 feet away, and you cannot be moved against your will unless you are incapacitated.
Grasp of the Ancients
Your ancestral power manifests in crushing might. While raging:
- When you grapple a creature, it takes bludgeoning damage equal to your Rage Damage bonus at the start of its turn if it remains grappled.
- If you shove a creature and push it into an obstacle or another creature, it takes damage equal to your Strength modifier, and both targets must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone.
Titanic Vitality
The titanic blood in your veins fuels your endurance.
- When you rage, you gain temporary hit points equal to your Barbarian level.
- While raging, you gain resistance to force damage and cannot suffer the frightened or restrained conditions.
- Whenever you succeed on a Strength saving throw, you may use your reaction to immediately move up to half your speed without provoking opportunity attacks.
Earthshaker Stride
Your footfalls echo with seismic force. Once per turn while raging, you may cause one of the following effects after moving at least 10 feet in a straight line:
- Shockwave Slam: Each creature of your choice within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 2d8 bludgeoning damage and fall prone.
- Titan’s Charge: You can move through creatures one size smaller than you and force them to make a Strength saving throw or be knocked 10 feet away and take 1d8 bludgeoning damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Avatar of Ruin
You unleash the full might of your titanic heritage, becoming a living catastrophe.
- While raging, your reach increases by an additional 5 feet (total of 10–15 feet with previous bonuses), and the extra damage from Titanic Rage increases to 1d10.
- Your melee weapon attacks can deal double damage to objects and structures.
- When you reduce a creature to 0 hit points, you can choose to release a shockwave. Each creature of your choice within 10 feet must succeed on a Strength saving throw or be knocked prone and take 2d6 thunder damage.
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