Base Class: Barbarian
Barbarians who walk the Path of the Titan wield their strength as more than brute force. Through instinct, rage, and an unshakable bond with the land, they channel the earth itself into every swing of a bludgeoning weapon. With each strike, they fracture stone, topple armies, and leave shockwaves that reverberate long after their rage has quieted.
Titans do not master many techniques — instead, they perfect a few devastating Slams, finishing blows that embody their primal might. Where another barbarian’s swing might end one foe, a Titan’s Slam scatters legions and cracks the very ground beneath their feet.
3rd Level Feature: Titan’s Slam
When you choose this path at 3rd level, you learn to channel seismic force into devastating finishing blows called Slams. You learn one slam upon selecting this subclass at level 3. You then learn more slams when you reach certain levels in this class. You learn an extra slam at 6th level, 10th level, and 14th level. You also gain access to higher level slams upon reaching 10th level. You may also change your slams upon gaining a level in this class.
Once per turn while raging, when you take the Attack action with a bludgeoning weapon, you can expend a slam charge to replace one attack you make as part of the attack action with a Slam. You start with 3 slam charges upon picking the sub class, and you gain another slam charge upon reaching 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You regain all expended slam charges upon completing a long rest.
When rolling damage for your slams, you also add your rage damage bonus and strength modifier to your slams. If a slam would require someone to roll a saving throw, the slam save DC = 8 + proficiency bonus + strength modifier.
Slams:
Hammer of the Gods (Level 10)
You summon the fury of a divine hammer to obliterate your foes. This Slam costs 2 slam charges instead of one. Target one creature which you can see within 30 feet. The target must make a dexterity saving throw against your Slam Save DC. On a failed save, the creature takes 4d12 force damage, or half as much on a success. After the strike, each other creature of your choice within 10 feet of the target must make a Strength saving throw against your Slam Save DC. On a failed save, creatures are pushed 10 feet away from the center and are knocked prone.
The damage increases when you reach certain levels in this class, increasing to 5d12 at 14th level.
Leap Slam (Level 3)
When you take the Attack action while raging, you can replace the final attack you make as part of that action with a Leap Slam. You leap up to 15 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks. Each creature within 15 feet of your landing space must make a Dexterity saving throw against your Slam Save DC. On a failed save, creatures takes 3d6 bludgeoning damage and are knocked prone, and take half as much on a successful save without being knocked prone.
The damage increases when you reach certain levels in this class, increasing to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level.
Quake Slam (Level 3)
When you take the Attack action while raging, you can replace the final attack you make as part of that action with an Earthquake Slam. You smash the ground in a 10-foot radius centered on yourself, and the area becomes difficult terrain until the start of your next turn. At that time, the ground erupts and each creature in the area must make a Constitution saving throw against your Slam Save DC, taking 1d12 bludgeoning damage on a failed save, or half as much on a successful one.
The damage increases when you reach certain levels in this class, increasing to 2d12 at 6th level, and 3d12 at 14th level.
Rolling Slam (Level 3)
When you take the Attack action while raging, you can replace the final attack you make as part of that action with a Rolling Slam. You leap forward 10 feet to an unoccupied space of your, and each creature within 5 feet of your landing space must make a Dexterity saving throw against your Slam Save DC. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much on a successful save. After completing this rush, you may expend your bonus action to leap an additional 10 feet and repeat the effect.
The damage increases when you reach certain levels in this class, increasing to 3d8 at 6th level, 4d8 at 10th level, and 5d8 at 14th level.
Skybreaker Slam (Level 3)
You leap any number of feet vertically into the air up to your walking speed and select one creature within your melee attack range and make a melee weapon attack. If the targeted creature is hit, they must make a strength saving throw equal to your Slam Save DC.
If a creature who fails the save is flying they fall down to the ground and are knocked prone, their flying speed becomes 0 until the end of their next turn.
If a creature who fails the save is above ground but not flying, they fall down to the ground fast and take double fall damage, and are knocked prone.
Stampede (Level 10)
You charge forward up to 30 feet in a straight line, trampling through everything in your path. This movement does not provoke opportunity attacks. Each creature in your path is pushed back 5 feet if possible and must make a Strength saving throw against your Slam Save DC. On a failed save, creatures takes 3d10 bludgeoning damage and are knocked prone. On a successful save, the creature takes half damage and remains standing. If you are wielding a shield, add your shield’s AC bonus to the Slam Save DC of this Slam.
The damage increases when you reach certain levels in this class, increasing to 4d10 at 14th level.
Sunder (Level 10)
You cleave open the ground in a 20-foot line that is 5 feet wide, originating from you. Each creature in the line must make a Dexterity saving throw against your Slam Save DC. On a failed save, a creature takes 3d12 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and remains standing.
The damage increases when you reach certain levels in this class, increasing to 4d12 at 14th level.
Supercharged Slam (Level 10)
You unleash a concentrated detonation of seismic force. Choose one creature within your melee range. That creature and all other creatures of your choice within 15 feet of it must make a Constitution saving throw against your Slam Save DC. On a failed save, a creature takes 3d10 bludgeoning damage, or half as much on a success. Before any saving throws are rolled, you may expend additional slam charges. For each additional charge expended, the slam’s radius increases by 5 feet and its damage increases by 1d10.
The damage increases when you reach certain levels in this class, increasing to 4d10 at 14th level.
3rd Level Feature: Titan's Balance
Your immense presence anchors you to the battlefield. When you enter a rage, you gain temporary hit points equal to your barbarian level. While raging, add your rage damage bonus to saving throws made to avoid forced movement or being knocked prone.
6th Level Feature: Titanic Adaptations
Your mastery of seismic force manifests in unique ways. At 6th level, you choose one adaptation from the following list. You may change your chosen adaptation whenever you finish a long rest or when you gain a level in this class.
You gain a 2nd adaptation at 10th level, and a 3rd adaptation at 14th level.
Adaptations:
Aftershock
At the end of your turn if you used a slam during the attack action, roll 1d20. Upon rolling a 18 - 20, the slam causes an aftershock within the ground. Roll the damage of the slam again, any creature that failed the Slam Save DC takes half of the total rolled as bludgeoning damage.
Concentrated Area
When using a slam, add an extra die to the damage roll. Decrease the radius or line of all slams by 5 feet.
Consecrated ground
After using a slam, you and and up to 4 allies of your choice within the radius regain hit points equal to half of the damage dealt.
Earthly Chains
When using a slam, you may expend an additional slam charge to cause the following effect:
Any creature that fails the saving throw against your Slam Save DC is restrained until the end of your next turn
Elemental Armament
When dealing damage with a melee weapon attack or a slam, add two dice of the same damage type. This only applies for the following damage types: acid, cold, fire, lightning, poison, thunder.
Elemental Attunement
When you begin raging, you may change the damage type of your slams from bludgeoning to another damage type from the following list: acid, cold, fire, lightning, poison, thunder. This effect ends whenever you stop raging.
Elemental Penetration
While raging, you ignore resistances to the listed damage types. In addition, once per rage, you may have one of your slams deal double damage to creatures without resistance or immunity as if they had vulnerability to the listed damage types. This only applies to the following damage types: acid, cold, fire, lightning, poison, thunder.
Pressuring Slams
If a creature that fails a saving throw against your Slam Save DC and takes damage while concentrating on a spell, they have disadvantage on the saving throw to maintain that concentration.
Shattered Defense
Select one creature who fails a Slam Save DC. That creature's armor class reduces by 1 for every damage die that rolled the highest number possible until the end of its next turn.
10th Level Feature: Titan's Wrath
Your rage surges with seismic power and your primal might strengthens your core abilities. When you begin raging, regain 3 expended slam charges. Also while raging, you gain resistance to force damage.
When using a slam, you may now expend one additional charge to make the slam reckless. When you roll damage for a reckless slam, you may reroll any damage die that rolled a 1 or 2, and must use the new roll. After making a reckless slam, you may not use slams until the end of your next turn, and attacks made against you have advantage until the beginning of your next turn.
14th Level Feature: Ancestrally Boosted
At 14th level, your rage channels the strength of ancient titans. While raging, your melee reach increases by 5 feet. You also gain advantage on saving throws against being restrained or paralyzed. Finally, whenever you use a Slam, you may expend one slam charge and choose one creature that failed its saving throw against the Slam. That creature is stunned until the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/9/2025 5:39:41 AM
|
17
|
0
|
0.1
|
Coming Soon
|
|
|
10/13/2025 1:24:41 AM
|
17
|
0
|
--
|
Coming Soon
|
|
|
10/21/2025 1:46:51 AM
|
25
|
0
|
--
|
Coming Soon
|
|
|
10/24/2025 8:48:16 PM
|
35
|
2
|
--
|
Coming Soon
|
Comments