Base Class: Barbarian
Your rage transcends physical limits allowing you to imbue your spirit into weapons with a larger reach. This makes you a true threat to both the large and the small, the near and the far. Those who follow the path of Colossus Slaying are grand hunters, the best of whom are great heroes who fell foes of unfathomable might and size.
Level 3: Titan Rage
Your Rage taps into your very soul, imbuing your weapon with its strength. While raging you gain the following additional benefits.
- You gain the ability to use shortbows, longbows, and slings as Strength-based weapons rather than Dexterity.
- You gain the ability to perform Colossal Feats.
Level 3: Colossal Feats
While Raging and wielding a shortbow, longbow, or sling you gain the ability to perform Colossal Feats of strength. As an action you may do any of the following Colossal Feats that you have access to. Some require a target to make a saving throw, the DC equals 8 + Strength + Proficiency. Some require a weapon attack: These apply the normal damage and effects of the weapon, ammunition, or other applicable bonuses such as Brutal Strikes, as well as the effect of the Colossal Feat. You perform a number of Colossal Feats equal to your Proficiency Bonus and you regain all expended uses after a Short or Long Rest. (Ammunition is listed on all Colossal Feats for the purposes of tracking.)
Level 3:
- Cone of Devastation (DEX save, 3 Ammunition): As part of the action spent to use this Colossal Feat, you force every creature in a cone make a Dexterity save vs your Colossal Feat DC. The area of effect equals 5 x your Proficiency Bonus +5. On a failed save, every creature takes 2d6 + Your Barbarian level in Force damage and its movement is reduced by 10 ft until the end of its next turn. On a successful save, the creature takes half the damage and does not suffer any other effects.The damage die increases when you reach certain levels in this class: At level 7 the damage increases to 3d6, at level 12 the damage increases to 4d8, at level 17 the damage increases to 5d12.
- Titan Skewer (CON save, 1 Ammunition): As part of the action spent to use this Colossal Feat, you force every creature in a line to make a Constitution save vs your Colossal Feat DC. The line's distance is equal to 10 x your Proficiency Bonus +5, 5 feet wide. On a failed save, every creature takes 3d6 + Your Barbarian level in Thunder damage, and is knocked Prone if it is a Medium-sized creature or smaller. On a successful save, the creature takes half the damage and suffers no other effects. The damage and size category of creatures you can knock Prone increases at certain levels in this class. At level 7 the damage increases to 4d6 and the size category of the creatures you can knock Prone increases to Large or smaller, at level 12 the damage increases to 5d8 and the size category of the creatures you can knock Prone increases to Huge or smaller, at level 17 the damage increases to 6d12 and the size category of the creatures you can knock Prone increases to Gargantuan or smaller.
- Achilles' Folly (Attack roll, 1 Ammunition): As part of the action used for this Colossal Feat, you make a weapon attack against a creature within range, pinning it in place. On a hit, the target takes an additional 1d6 Force damage, and if it is Medium or smaller, it gains the Restrained condition. The creature may spend an action to attempt to break out of the condition by succeeding on a Strength check vs your save DC. The damage and size category of creatures you can restrain increases when you reach certain levels in this class. At level 7 the damage increases to 2d6 and the size category of restrained creatures increases to Large or smaller, at level 12 the damage increases to 3d8 and the size category of restrained creatures increases to Huge or smaller, at level 17 the damage increases to 4d12 and the size category of restrained creatures increases to Gargantuan or smaller.
Level 7:
- Twin Shot (Attack roll, 2 Ammunition): As part of the action to use this Colossal Feat, you make a weapon attack and target two creatures within the weapon's range. The attack roll is the same for both targets. On a hit, the targets take an additional 2d6 Force damage, and must subtract a number equal to your Proficiency Bonus from their d20 tests until the end of their next turns. The damage of this feature increases at certain Barbarian levels. At 12th level the damage increases to 3d8, at level 17 the damage increases to 4d12.
- Rattle (Attack roll, 1 Ammunition): As part of the action to use this Colossal Feat, you make a weapon attack against a creature within the weapon's range. On a hit, the target takes an additional 2d6 Psychic damage, and if it is a Large or smaller creature, it gains the Stunned condition until the start of its next turn. The damage and size category of creatures Stunned increases when you reach certain levels in this class. At level 12 the damage increases to 3d8 and the size category of a Stunned creature increases to Huge or smaller, at level 17 the damage increases to 4d12 and the size category of a Stunned creature increases to Gargantuan or smaller.
- Rain of Fire (CON save, 5 Ammunition): As part of the action used to use this Colossal Feat, you launch a volley of flaming arrows into the sky, forming a cylinder 20ft wide, 300 ft high, centered on a point you can see within 60ft. Each creature in the cylinder must make a Constitution saving throw vs your save DC. On a failure, each creature takes 3d6 Force damage, and 3d6 Fire damage and is ignited. While ignited, the creature takes 1d6 Fire damage at the start of each of its turns for 1 minute, or until a creature uses an action to douse the flames (creatures that are submerged in water are immune to being ignited). On a successful save, the creature takes half the damage and is not ignited. The damage of both the cylinder and the ignition increases when you reach certain levels in this class. At level 12 the damage increases to 4d8 on both the Force and Fire damage and the damage of ignition increases to 2d6, at level 17 the damage increases to 5d12 on both the Force and Fire damage and the damage of ignition increases to 3d6.
Level 12:
- Medusa Strike (Attack roll, 1 Ammunition): As part of the action to use this Colossal Feat, you make a weapon attack against a creature in range. On a hit, the creature takes 3d8 Force damage and if it is Huge or smaller the creature gains the Paralyzed condition until the beginning of its next turn. Additionally, any creature hit by this attack has Vulnerability to Bludgeoning, Thunder, and Force damage until the start of its next turn. The damage and size category of affected creatures increases when you reach when you reach a certain level in this class: At level 17 the damage increases to 4d12 and the size of creatures affected by your paralysis increases to Gargantuan or smaller.
Level 17:
- Immunity Nullification (CON save, Ammunition 1): As part of the action spent to use this Colossal Feat, you force a creature within 60ft of you to make a Constitution saving throw vs your Colossal Feat DC. On a failed save, the creature takes 4d12 Psychic damage and you choose one Condition or Damage Immunity or Resistance to remove from the creature. Once you remove the Condition or Damage Immunity or Resistance, the creature loses it for 1 minute, and it is immune to this Colossal Feat's damage and effect for 1 hour. On a successful save, the creature takes half the damage and suffers no other effects.
Level 6: Athletic Prowess
While your Titan Rage is active, you can replace one of the attacks from your Extra Attack feature to instead use a Colossal Feat (no action required) as spirits of the past bolster your resolve, letting you push past your mortal limits.
Additionally, you gain Expertise in a skill of your choice you are proficient in.
Level 10: Battlefield Mastery
Once per turn, when you use a Colossal Feat, you may immediately move up to 20ft without provoking Opportunity Attacks or expending your movement. If this movement passes through a creature's space, you may choose one of the following effects:
- Force Slam - You deal Force damage to the creature equal to 1d12 + your Barbarian level.
- Bolster Spirits - You grant the creature Temporary Hit Points equal to 1d12 + your Barbarian level.
Level 14: Titan War Cry
Whenever you spend a use of your Rage you unleash a devastating cry that grants you the following additional benefits.
- Any creature of your choice within 60ft of you must make a Wisdom saving throw equal to your Colossal Feat DC. On a failure, the creature gains the Frightened condition. While Frightened in this way, its moment is reduced to 0ft and it takes 3d6 Psychic damage at the start of each of its turns. An affected creature repeats the saving throw at the end of its turn. A creature that succeeds the save is immune to the effect for 1 hour.
- You and any creature of your choice within 60ft gain 2d12 + your Barbarian level in Temporary Hit Points. While a creature has these Temporary Hit Points, as a reaction they may choose to spend a number of them up to their Proficiency bonus to add to any d20 test.
While Raging, you may spend an additional use of your Rage as a bonus action.
Previous Versions
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2/17/2026 9:57:33 AM
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1.0
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2/18/2026 5:55:51 AM
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6
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1.0.1
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Coming Soon
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