Base Class: Fighter
Taking after the ancient giants, titan maulers are able to use weapons as if they were lighter. Titan maulers also become giants among men, able to wrestle anyone, carry more, grow in stature, and slam weapons down with lethal force.
Jotungrip
The titan mauler at 3rd level has learned to wield weapons with ease. Modify weapons with the following:
- Light weapons become finessable
- Thrown weapons double in range
- Weapons that are not two-handed become light
- Weapons that are both finesse and light, gain thrown (range 20/60)
- Melee two-handed weapons become versatile, the versatile die being higher
- Ranged two-handed are no longer two-handed, except for bows
- Increase the damage die for bows, blowguns, and hand crossbows
- There is no disadvantage for heavy weapons
- All armor counts for as one category lighter for class abilities and proficiencies ONLY (Light as unarmored, medium as light, and heavy as medium)
The following table includes these changes.
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Simple Melee Weapons |
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| Weapon Name | Cost | Damage | Weight | Properties |
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light, Finesse |
| Dagger | 2 gp | 1d4 piercing | 1 lb. |
Finesse, light, thrown (range 40/120)
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| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. |
Versatile (1d10)
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| Handaxe | 5 gp | 1d6 slashing | 2 lb. |
Light, thrown (range 40/120), Finesse
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| Javelin | 5 sp | 1d6 piercing | 2 lb. |
Thrown (range 60/240), Light
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| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. |
Light, thrown (range 40/120), Finesse
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| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Light |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. |
Versatile (1d8), Light
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| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light, Finesse |
| Spear | 1 gp | 1d6 piercing | 3 lb. |
Thrown (range 40/120), versatile (1d8), Light
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| Simple Ranged Weapons | ||||
| Weapon Name | Cost | Damage | Weight | Properties |
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. |
Ammunition (range 80/320), loading
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| Dart | 5 cp | 1d4 piercing | 1/4 lb. |
Finesse, thrown (range 40/120), Light
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| Shortbow | 25 gp | 1d8 piercing | 2 lb. |
Ammunition (range 80/320), two-handed
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| Sling | 1 sp | 1d4 bludgeoning | - |
Ammunition (range 60/240), Light
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| Martial Melee Weapons | ||||
| Weapon Name | Cost | Damage | Weight | Properties |
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. |
Versatile (1d10), light
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| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Light |
| Glaive | 20 gp | 1d10 slashing | 6 lb. |
Heavy, reach, Versatile (1d12)
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| Greataxe | 30 gp | 1d12 slashing | 7 lb. |
Heavy, Versatile (1d20)
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| Greatsword | 50 gp | 2d6 slashing | 6 lb. |
Heavy, Versatile (2d8
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| Halberd | 20 gp | 1d10 slashing | 6 lb. |
Heavy, reach, Versatile (1d12)
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| Lance | 10 gp | 1d12 piercing | 6 lb. |
Reach, special, Light
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| Longsword | 15 gp | 1d8 slashing | 3 lb. |
Versatile (1d10), Light
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| Maul | 10 gp | 2d6 bludgeoning | 10 lb. |
Heavy, Versatile (2d8)
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| Morningstar | 15 gp | 1d8 piercing | 4 lb. | Light |
| Pike | 5 gp | 1d10 piercing | 18 lb. |
Heavy, reach, Versatile (1d12)
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| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse, Light |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. |
Finesse, light, Thrown (20/60)
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| Shortsword | 10 gp | 1d6 piercing | 2 lb. |
Finesse, light, Thrown (20/60)
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| Trident | 5 gp | 1d6 piercing | 4 lb. |
Thrown (range 40/120), versatile (1d8), Light
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| War pick | 5 gp | 1d8 piercing | 2 lb. | Light |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. |
Versatile (1d10), Light
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| Whip | 2 gp | 1d4 slashing | 3 lb. |
Finesse, reach, Light
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| Martial Ranged Weapons | ||||
| Weapon Name | Cost | Damage | Weight | Properties |
| Blowgun | 10 gp | 1d4 piercing | 1 lb. |
Ammunition (range 25/100), loading
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| Crossbow, hand | 75 gp | 1d8 piercing | 3 lb. |
Ammunition (range 30/120), light, loading
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| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. |
Ammunition (range 100/400), heavy, loading
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| Longbow | 50 gp | 1d10 piercing | 2 lb. |
Ammunition (range 150/600), heavy, two-handed
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| Net | 1 gp | - | 3 lb. |
Special, thrown (range 10/30)
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Strength of Giants
At 7th level, a titan mauler's carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
Up at Their Level
At 10th level, a titan mauler is no longer restricted by size for grapples or shoves.
Those Who Hunt Monsters...
At 15th level, a titan mauler is permanently enlarged as per the Enlarge/Reduce Spell
Legendary Strength
At 18th level, a titan mauler's reach with all melee attacks increases by 5 feet. In addition, a titan mauler is able to attack with such force, as to effect multiple smaller enemies. A titan mauler's melee attacks may now effect a cone, with an area equal to the reach of the attack. You roll once for this attack, apply the attack roll to each creature in this cone.
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Posted Oct 7, 2018Couple things then this is great. Some weapons like the great axe become rediculously strong if you add the versatile trait. Strength of Giants is kind of weak to be the ability you get at level 7. In fact, jotungrip is so good I think you should make it the level 15 ability. Shift everything else back one place. The rest seems fine.