Artificer
Base Class: Artificer

Titan Engineers are masters of colossal machinery; crafting and commanding immense mechanical beings known as Titans. These constructs are not mere golems, but complex and powerful war machines, imbued with the artificer's ingenuity and arcane might. Taking their namesake from the titans of legends, these artificers desire to emulate their overpowering strength and stature within their creation. They might be driven by a desire for power, a need to protect the innocent, or a simple fascination with the interplay of magic and engineering. Titan engineers spend years in their workshops, their minds consumed by the intricacies of their creations. Their workshops are often sprawling complexes, filled with gears, levers, and the skeletal remains of previous Titan prototypes.

Tool Proficiency


3rd-level Titan Engineer feature

You gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Titan Engineer Spells


3rd-level Titan Engineer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Titan Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Titan Engineer Spells

Artificer Level Spell

3rd

armor of agathys, shield

5th

locate object, warding bond

9th

thunder step, conjure barrage

13th

dimension door, fire shield

17th

steel wind strike, conjure volley

Construct Titan


3rd-level Titan Engineer feature

Your research and labor have led you to create a construct Titan. It is your magnum opus, your most reliable tool and weapon, by which you exert your will on the world around you.

Once per long rest, you can use an Action to summon your Titan to an unoccupied space within 30ft of you. You use a Bonus Action and half your movement to mount it, otherwise it remains inert.

The Titan's stat block below uses your proficiency bonus (PB) in several places. You determine the Titan's appearance, whether it has two legs or four; this has no effect on its statistics, but the Titan is always considered to have one pair of arms by default (similar to a humanoid). The Titan has the following properties:

  • The Titan is a Large construct. It shares your turn and requires you to expend your action, bonus action, or reaction to command it to take any action other than Dodge. If unmounted or uncontrolled, it cannot move and automatically takes the Dodge action.

  • While mounted, you are in half cover and can be targeted by attacks and spells. If the Titan is moved against its will, you move with it but remain mounted. If the Titan is knocked prone, you stay mounted. You must use two primary arms to control the Titan when mounted (they cannot hold items); additional arms remain free.

  • The Titan acts as a spellcasting focus for your artificer spells. When casting a spell with a range of Self, you can target yourself or the Titan. You always know its location while on the same plane. If you are incapacitated, you cannot control the Titan.

  • If the mending spell is cast on the Titan, it restores 2d10 hit points to the Titan. If it dies within the last hour, you can revive it by expending 2 levels of spell slots and using mason’s tools as an action. After 1 minute, it returns with full hit points.

  • The Titan cannot equip weapons, armor, saddles, or barding outside this subclass. Its armaments and armor plating count as mundane for artificer infusions. It cannot cast spells or take the Magic action. 

Only one instance of the Titan can exist at any time. Any artificer infusions applied to it, as well as any magic items it is attuned to, persist between summons. If the Titan is summoned again while a previous instance still exists, the previous instance is immediately destroyed, but the infusions and attunements are retained and transferred to the new instance.

TITAN

Armor Class 15 + your PB (armor plating)

Hit Points Nine times your Artificer level (the Titan has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
(−4)
WIS
10 (+0)
CHA
(−1)

Saving Throws STR (str modifier) plus PB, CON +3 plus PB

Skills Perception +0 + (PB x 2), Athletics +4(str mod) + (PB x 2)

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, poisonedfrightened

 Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak but only speaks in very limited capacity

ChallengeProficiency Bonus (PB) equals your bonus

Traits


Synchronized control. The Titan uses your Intelligence modifier and your proficiency bonus to calculate its attack bonus; it uses its Strength modifier to calculate its melee damage bonus and its Dexterity modifier to calculate its ranged damage bonus.
Construct Nature. The Titan doesn't require air, food, drink, or sleep.

Actions


Multiattack. When taking the Attack action, the Titan can make one attack at artificer level 3, two attacks at level 5, and three attacks at level 13.

Titan Armaments

3rd-level Titan Engineer feature

The Titan carries its own custom armaments, shown in the list below. It is proficient with these armaments and can use their mastery properties. The Titan can swap armaments using standard Equipping and Unequipping Weapons rules (or doff/don for the shield). Attack rolls for the armaments use your Intelligence modifier, while damage rolls use the Titan’s Strength (melee) or Dexterity (ranged). For spells requiring a material component, the armaments count as held weapons worth 10 gp.

  • Giant Mace: A one-handed simple melee weapon that deals 1d8 bludgeoning damage with the Topple mastery and Heavy property
  • Fortress Shield: A one-handed shield that provides +2 AC to the Titan.
  • Gargantuan Blade: A two-handed martial melee weapon that deals 2d6 slashing damage with the Cleave mastery. It has the Reach and Heavy property.
  • Oversized Projectile Launcher: A two-handed ranged martial weapon that deals 1d10 piercing damage with 60/120ft range and the Push mastery. It has the Heavy property and deals double damage to objects and structures.

Utility Enhancements


5th-level Titan Engineer feature

You have upgraded your Titan with advanced functionalities. Choose a number of functionalities equal to half your proficiency bonus (rounded up) from the list below. You can change your selection at the end of a long rest. Activating a functionality requires a bonus action and being mounted on the Titan. 

  • Heat Beam
    The Titan fires a scorching ray at a point you choose within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw against your artificer spell save DC. On a failure, a creature takes 3d6 fire damage, or half as much on a success. The ray is not considered a projectile. It deals double damage to structures or objects.

    At 9th Level: The damage increases to 8d6 + your proficiency bonus, and the radius increases to 15 feet.

  • Tremor Strike
    The Titan slams the ground, creating a shockwave. Each creature of your choice within 10 feet of the Titan must make a Strength saving throw against your artificer spell save DC. If the creature is of a smaller size than the Titan, it makes this save at disadvantage. On a failure, a creature takes 3d6 thunder damage or is knocked prone (your choice). On a success, a creature takes half damage and isn’t knocked prone.

    At 9th Level: The range increases to 15 feet, the damage increases to 8d6, and creatures that fail the save have their speed halved until the start of your next turn.

  • Shield Barricade
    The Titan projects a 5-foot-thick, 20-foot-wide, 60-foot-tall energy barricade at a point within 10 feet of it. The barricade provides half cover to you, the Titan, and your allies against attacks from the opposite side. It lasts until the start of your next turn and is difficult terrain for enemies.

    At 9th Level: The barricade provides three-quarters cover instead of half cover and can project the barrier up to 60 feet away.

  • Sensor Sweep
    Until the start of your next turn, you know the direction and number of creatures within 300ft that are Hostile to you, but not their distance to you. You can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. 

    At 9th Level: You can target one creature affected by Sensor Sweep and learn its location in addition to two of the following about it: its AC, damage resistances, damage immunities, damage vulnerabilities, or condition immunities.

You may use your chosen functionalities a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Short or Long Rest.

Base Chassis Upgrade (1)

You can choose to either increase your Titan's Strength or Dexterity scores by 2 permanently.

Paired Attunement


9th-level Titan Engineer feature

Your bond with the Titan deepens, allowing you to share magical effects with it as if it were an extension of yourself. 

Shared Magic. While mounted on the Titan, you can share the magical effects of your spells or magic items with it, up to a number of effects equal to your Intelligence modifier (minimum of 1). You can choose whether displacement spells or effects that target you also affect the Titan, and vice versa.

Offensive Attunements. When you are attuned to a magic weapon, its magical properties can manifest on a compatible mundane armament of the Titan (melee to melee, ranged to ranged). For example, a Crystal Rapier can share its benefits with the Titan’s Giant Mace or Gargantuan Blade but not its Oversized Projectile Launcher. The armament retains its original physical properties (damage dice, range, and mastery) unless explicitly modified by the magical properties. Only one weapon’s magical properties can manifest on an armament at a time, and the armament becomes magical while benefiting from this effect.

At 15th Level: Weapons the Titan is attuned to can also manifest on armaments.

Defensive Attunements. When you are attuned to magic armor, its effects can manifest on the Titan’s armor plating instead. If you are attuned to a magic shield, the Titan has the Fortress Shield equipped, the shield’s AC bonus and effects can also manifest. 

Improved Summoning. You can now summon your Titan up to twice per long rest, but no more than once per initiative.

 

Base Chassis Upgrade (2)  

 You can choose to either increase your Titan's Strength or Dexterity scores by 2 permanently.

Mechanical Masterpiece


15th-level Titan Engineer feature

Your mastery over your Titan has elevated it to a sentient construct of mythic power.

Summoning Mastery. You can summon your Titan up to three times per long rest as a bonus action, but no more than once per initiative. Mounting or dismounting the Titan requires no action. While mounted on the Titan, you cannot be dismounted against your will by physical effects.

Adaptive Size. When summoning the Titan, you can choose its size: Medium, Large, or Huge. If summoned as Medium, it counts as one size larger for the purpose of mounting.

Titan Sentience. The Titan's Intelligence score becomes 10, it becomes sentient with a Lawful Neutral alignment, can speak all languages you know, and is able to take the magic action. It also gains the following benefits: 

  • When not mounted, it can move and take the Dash, Dodge, and Disengage actions. If you are unconscious or dying, it can take any action of its choice, acting independently to protect you. It knows your location as long as you are on the same plane of existence.

  • It gains the benefits of your feats and boons, excluding ability score increases. If the feats or boons use charges, it shares the same resource pool as you.

Overload. As an action, you can push the Titan's internal mechanisms beyond their limits, causing a catastrophic explosion. The Titan drops to zero hit points and immediately self-destructs in a fiery or electrifying blast (your choice of fire or lightning damage) that spreads in a 20-foot radius centered on itself.

The explosion deals damage equal to the Titan’s maximum hit points. Each creature in the area must make a Dexterity saving throw against your artificer spell save DC. On a failed save, a creature takes full damage, or half as much on a successful one. 

When the Titan overloads, you are instantly transported to an unoccupied space of your choice within 45 feet of the Titan, safely avoiding the explosion.

After using this feature, the Titan cannot be summoned again until you finish a long rest.

At 17th Level: The radius of the explosion increases to 40-foot, the damage deals extra damage equal to any temporary hit points the Titan has, and creatures of your choice within the radius makes the saving throw with advantage, taking no damage on a success or half damage on a failure.

Base Chassis Upgrade (3)

You can choose to either increase your Titan's Strength or Dexterity scores by 2 permanently.

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