Base Class: Fighter
TITAN FIGHTER
Some warriors rely on speed, agility, or cunning in battle. The Titan Fighter embodies raw, unstoppable strength, wielding weapons of immense size with a single hand as if they were mere extensions of their will. Through relentless training and sheer force of might, Titan Fighters break the limits of mortal combat, swinging massive weapons with one hand while keeping their other free for shields, secondary weapons, or overpowering their foes.
Those who witness a Titan Fighter in battle speak of warriors who cleave through multiple enemies in a single swing, shatter armor with brute force, and stand unmovable even against overwhelming odds. Whether a barbaric warlord, a hardened mercenary, or a warrior blessed by the gods of war, Titan Fighters embody the destructive power of battlefield legends, leaving only ruin in their wake.
With a two-handed weapon in one hand, they strike with the full force of a greatsword, greataxe, or maul while remaining unburdened, proving that sheer might can overcome even the laws of physics. Those who underestimate a Titan Fighter's strength do so at their peril—only to be crushed beneath the weight of their unstoppable assault.
Level 3: Titan's Grip
At 3rd level, your immense strength allows you to wield Two-handed melee weapons with one hand, leaving your other hand free to utilize another weapon, shield, or magic item. This other weapon can ALSO be a two-handed weapon. Versatile weapons wielded with one hand act as though they are being wielded two-handed when making attack and damage rolls.
In addition, when wielding a two-handed melee weapon in one or both hands (I.E. Dual Wielding), you reroll any damage rolls of 1 on your weapon dice.
If you are wielding a two-handed weapon in one hand and nothing in the other, you can take the UTILIZE or HELP Action as a Bonus Action on your turn.
If you choose to wield a single two handed weapon with both hands, you lose the 5ft reach bonus but double your Strength modifier for your attack and damage rolls.
Level 3: Powerful Flourish
At 3rd Level, Titan fighters can utilize their extended reach and power to create space on the battlefield. Either by devastating large swaths of enemy troops in a single swing, or by protecting their allies with wide swings that intercept any incoming threat. As an Action, while holding a two-handed melee weapon, you begin to swing your weapon around you and your allies in a wide arc. When you do so, you can choose one of two effects listed below. You can use this feature a number of times equal to your Proficiency Bonus. You regain one use on a short rest and all uses on a Long rest.
Titanic Cleave:
When you choose this effect, all hostile creatures within 10ft of you need to make a Dexterity (DEX) Saving throw. The DC is equal to 8+Proficiency+Your Strength Modifier. On a Failed save, hostile creatures Large or smaller are pushed 10 feet straight away from you and also take 4d6 Force damage from the sheer kinetic energy of your weapon impact. The damage increases by 2d6 at levels 5 (6d6), 10 (8d6), 15 (10d6), 18(12d6). This damage can also be replaced with the same type as your weapon. On a Successful save, hostile creatures Large or smaller are pushed 10ft. straight away from you and take half damage.
Designer's note: Think of this ability as more of an Area of Effect spell, this ability does not benefit from any weapon mastery properties or extra effects native to the weapon. Rather this is meant to give you and your allies space while inflicting damage.
Protective Weave:
When you choose this effect, all friendly creatures within 10ft. of you gain a bonus to their Armor Class equal to your Strength modifier. Hostile creatures within this area have their speed halved and have disadvantage on their attack rolls. This effect lasts until the start of your next turn.
Level 3: Channel Titanic Energy
At 3rd Level, Your exertions in the heat of battle have awoken something within you, and its growing. As a Bonus Action on your turn, you can choose to increase your size to Large for 1 minute along with anything you are wearing or carrying. While Large, you have advantage on Strength Checks and Saving throws, double your weapon damage die (I.E. 1d12 becomes 2d12) and increase your reach by 10ft. In addition, your Powerful Flourish ability range increases by 10ft in all directions. You can use this feature a number of times equal to your Constitution Modifier (Minimum +1). Regaining 1 use on a short rest, and all uses on a Long Rest. If there is not enough room for you to grow then you remain the same size but still gain the benefits.
Level 7: Unstoppable Might
At 7th Level, your devastating weapon attacks force your foes onto the defensive, leaving you harder to scratch. When you hit a creature with a weapon attack using a two-handed weapon, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
In addition, when you damage the target with your two-handed weapon(s), you can replace your weapon damage with Force damage.
When you land a critical hit on a target, regain one use of Powerful Flourish, Second Wind, and Channel Titanic Energy.
Level 10: Overpowering Swing
At 10th Level, Delivering titanic attacks against a single target is all well and good, especially when there's nothing left afterwards. Once per turn, when you hit a creature with a weapon attack you can force them to make a Strength saving throw. The DC equals = 8+ Proficiency + Your Strength Modifier. On a successful save, roll damage as normal, on a failed save pick one of the following effects.
Sundering Blow:
The target's armor is sundered under the blow, roll damage as normal but permanently reduce the target's AC by 1. This effect can stack.
Devastating Blow:
The target takes the full brunt. Do not roll damage, instead, the target takes maximum damage from your weapon's damage dice + any modifiers.
Disarming Blow:
The target's hand is numbed by the blow and is forced to drop one item of your choice. Roll damage as normal. On the target's next turn, they must spend an Action IF they want to retrieve the item due to their numbed limb. This effect ends at the end of the target's next turn.
Level 15: Colossal Blows
At 15th Level, Growing to Colossal size, the Titan fighter becomes truely titanic in body and soul. When you hit a creature with an attack from a two-handed melee weapon, you can choose to reroll the entire damage roll and pick whichever is higher.
When you channel your titanic power as a bonus action or on a critical hit, you can choose to become HUGE instead of Large along with anything you are wearing or holding for 1 minute. While Huge, you have advantage on Strength checks and saving throws, and you triple your weapons damage dice (I.E. 1d12 becomes 3d12) and your reach increases by 20ft. While you are Huge, the area of effect of your Powerful Cleave ability increases by 20 feet in all directions. If there is not enough room for you to grow then you remain the same size but still gain the benefits.
Level 18: Avatar of War
You are capable of unleashing a flurry of attacks few can withstand. Even the GODS will fear you.
Your Strength score increases by 2 up to a maximum of 22.
You can take the Attack action TWICE per turn, instead of once, when you use a two-handed weapon.
When you take the Protective Weave effect from your Powerful Flourish ability, double the bonus to you and your allies AC and give them and yourself advantage on any Strength, Dexterity, or Constitution saving throws if they are within range of the ability.
Previous Versions
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2/6/2025 1:11:14 AM
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14
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1.1
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Coming Soon
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2/8/2025 12:33:37 AM
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98
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2.5
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Coming Soon
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