Base Class: Paladin
Those who swear to the Oath of the Titan are of adamantine will and body. Their fists are as deadly as any steel or magical weapon and their tactical wit is legendary. Commonly called Titans, they uphold peace and order, ever surveying the cities that they call home. Their honor and bravery is commemorated in a small banner that they wear on their hip called a Mark, which if ever lost, burdens them with great shame and disgrace.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Titan Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Titan Spells
| Paladin Level | Spells |
|---|---|
| 3rd | armor of Agathys, Absorb Elements |
| 5th | detonate, enlarge/reduce |
| 9th | tiny hut, sending |
| 13th | resilient sphere, stoneskin |
| 17th | wall of force, arcane hand |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Charged Melee. You can use your Channel Divinity to grant yourself additional power with every strike. Choose Lightning, Fire, or Force damage. Your unarmed strikes deal an additional 1d6 damage of the chosen type. Additionally, if you choose Lightning, you can knock one creature back 5 feet once per round as part of your attack. If you choose Fire, you create a 5 foot radius explosion on the first unarmed strike that lands. Enemies caught in the explosion must make a Dexterity saving throw or be set on fire, taking 1d6 Fire damage at the start of their turns. They can put the fire out as an action. If you choose Force, you gain twice your level in temporary hit points if you kill a creature with an unarmed strike.
Barricade. As an action, you erect a shimmering wall of pure energy. The wall takes one of two forms: either a ten foot tall by 15 foot wide wall, called a Towering Barricade, or a 3 foot tall by 10 foot wide wall, called a Rally Barricade. Both walls are 1 inch thick and last 1 minute, or until you lose concentration.
The Towering Barricade has your Charisma bonus times your Paladin level in hit points and grants creatures behind it full cover. Any creature can pass through the wall, but hostile creatures treat it as difficult terrain. Any hostile creature that passes through the wall takes your Charisma bonus in force damage, though this damage cannot kill a creature or knock it unconscious.
The Rally Barricade has your charisma bonus times half your Paladin level (rounded up) in hit points. Prone creatures behind it gain full cover and Medium sized standing creatures gain half cover. Small creatures gain 3/4 cover and Large and larger creatures gain no cover unless prone, in which case they gain half cover. Allied creatures behind the wall gain your Charisma bonus to their attack rolls with ranged attacks.
Heavy Handed
Starting at level 3, you have learned to use your fists as effectively as any weapon. Your unarmed strikes deal 1d6 damage when you have one free hand and 1d8 when you have two free hands.
Aura of Command
Starting at 7th level, you constantly emanate an aura of tactical might while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
No ally within 10 feet of you can be charmed and they can add your Charisma modifier to their initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Shoulder Charge
Starting at 7th level, you've learned how to put your mass behind every strike. If you move at least 15 feet in a straight line before making an unarmed attack, the attack deals an additional 1d12 damage. Your unarmed strikes count as magical for overcoming resistances.
Unbreakable
Starting at 15th level, you become a wall unto yourself. You have resistance to all non-magical damage. As an action, you can extend this benefit to one creature per long rest for up to 8 hours, and must hold concentration as if you were concentrating on a spell.
Living Wall
At 20th level, you gain the ability to become as a living wall made of adamantine, unbreakable and stalwart. As an action, you can magically become an avatar of iron will, gaining the following benefits for 1 minute:
- You have immunity to all non-magical damage and resistance to magical damage
- Your unarmed strikes deal 4d12 damage
- All allies within your Aura have resistance to all non-magical damage
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/3/2021 6:03:12 PM
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2/28/2023 2:42:06 PM
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