Base Class: Fighter
Half-giants who embrace the Titanic Thrower archetype draw upon their immense strength and heritage to turn the very earth around them into weapons. Using rocks, boulders, and chunks of stone as projectiles, these fighters wield tremendous power in ranged combat, hurling massive stones with precision and force.
Stone Throwing
Starting when you choose this archetype at 3rd level, your skill at throwing rocks is unparalleled, turning mundane stones into deadly projectiles.
• Rock Proficiency: You gain proficiency with rocks, treating them as simple ranged weapons with which you are proficient. When you make a ranged attack with a rock, it has a range of 30/90 feet and deals 2d6 + your Strength modifier bludgeoning damage. Rocks you throw are considered magical for overcoming resistances at 7th level.
• Gather Stones: As a bonus action, you can search your surroundings for throwable rocks, gathering up to three rocks (or boulder fragments, if in rocky terrain). These stones are usable only by you, disappearing if not used within an hour.
Giant's Reach
Your massive build gives you an edge in both melee and ranged combat.
• Extended Range: Increase the range of all thrown weapons you wield by 10 feet.
• Long Throws: When you throw rocks, you may ignore half and three-quarters cover if the target is within 30 feet.
Crater Smash
At 7th level, your thrown rocks impact the ground with explosive force.
• Impact Shockwave: When you hit a creature with a thrown rock, you can create a shockwave, forcing all creatures within 5 feet of the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone. You can use this feature a number of times equal to your Strength modifier (minimum of 1), and you regain all uses after a short or long rest.
• Resilient Form: Your tough skin provides extra defense. You gain resistance to bludgeoning damage from nonmagical sources.
Diverse Geology
At 7th level, you can use multiple types of geology to use when you throw, not just rocks and stones.
Sedimentary: When you pick up sedimentary rock you can crush it in your hands, these smaller particles can blind an opponent, when you throw sedimentary rocks and hit into a target, every opponent 10 feet of the target to make a dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) if they fail for one turn everyone caught in the dust has the blinded condition for one turn. This does not do damage.
Igneous/Glacial: Due to the crystalline structure of these rocks, you can throw these rocks with extreme precision like throwing daggers, you can throw a clump of this rock onto the ground in a 15ft line on the battlefield, each creature caught in this line takes 4d4 piercing damage and it is difficult terrain to move.
Formation: Due to your increased grip strength you can break off sharper and longer rocks from geological formations, creating an improvised weapon. This could be used for closer combat with a 10ft Melee Range dealing 1d12+Strength Modifier. However this attack breaks after one turn.
Boulder Throw
By 10th level, your strength allows you to hurl boulders that other creatures couldn’t hope to lift.
• Boulder Proficiency: You can now throw boulders, dealing massive damage. When you throw a boulder, it has a range of 60/120 feet, dealing 2d10 + your Strength modifier bludgeoning damage. You can carry up to two boulders at a time, which you gather from rocky terrain (or environments where boulders could reasonably be found).
• Crushing Impact: When you hit a creature with a boulder, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed back 10 feet and take an additional 1d10 bludgeoning damage.
Earth-Shaker
• Earth-Shaking Throw: As an action, you can throw a rock or boulder at the ground within 60 feet, creating a minor earthquake in a 15-foot radius around the impact. Each creature in that area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 3d10 bludgeoning damage and fall prone. The area affected by the tremor becomes difficult terrain until the start of your next turn.
• Rock Shield: When you have a boulder or large rock nearby, you can use it as partial cover. As a reaction, when a creature attacks you, you can interpose the boulder between yourself and the attacker, granting you half cover until the start of your next turn. This also works to protect an ally putting the boulder in front of them.
Mountain's Wrath
At 18th level, you reach the peak of your rock-throwing abilities, able to hurl enormous chunks of stone with devastating effects.
• Titanic Boulder: As an action, you can throw a titanic boulder that deals 4d10 + your Strength modifier bludgeoning damage. Each creature within 10 feet of the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take half the damage dealt to the primary target. This attack has a range of 90/180 feet and can be used once per short or long rest.
• Unstoppable Force: When you hit a creature with a thrown rock or boulder, you can force it to make a Strength saving throw. On a failure, it is either knocked prone, pushed back 15 feet, or restrained until the start of your next turn (your choice). You can use this feature a number of times equal to your Strength modifier (minimum of 1), and you regain all uses after a long rest.
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