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Colossus Titan

Origins

Colossus Titans are warriors hardened through intense training to carry out first strikes against emerging threats on the frontiers of civilization. Their durable exterior make them potent weapons even without weapons or armor. Before being accepted by Alavirian society they wandered aimlessly seeking a purpose in life.


History

The first Titans were recruits handpicked by specialized military orders on the borderlands that had grown tired of being reactive to external threats. These units ruthlessly conditioned their largest soldiers to unleash their full physical potential and killer instinct.

The first Titans proved incredibly successful at threat suppression, clearing large swathes of monster-infested wilderness for settlement. But some grew weary of the endless violence and struck out on their own as freelance hunter-killers for hire.


Bonds

Some Titans prefer to operate alone, far removed from society. But many forge close ties with establishments that can provide intel on emerging threats - military outposts, tracker lodges, shaman circles. These allies also help Titans resupply and sell prized trophies. In their free time they enjoy helping Archeologist's recover lost artifacts from dungeons and helping


Role in Alavir

Colossus Titans fill the role of threat neutralizers, attacking the source before it can endanger settlements. Their hardened physiques, strength and ferocity make them lethal instruments of war. This proactive approach has led many kingdoms on the frontiers to secretly fund and direct Titan attacks on enemies they wish to weaken but can't openly engage. Rumor has it that the strongest of Titans remain locked in the depths of the dwarven mines in case of absolute emergency for fear that not even the gods could control their power.

Colossus Titan

Level 1

Mountainous Resilience

At 1st level, Your AC can't be less than 12 + PM regardless of what kind of armor or accessories you're wearing. In addition, you reduce Bludgeoning, Slashing, and Piercing, damage by your proficiency modifier.


Your unarmed strikes deal 3 + CON bludgeoning damage. When determining critical strikes for your unarmed strikes double both the base damage and your CON modifier. Then roll for any additional on hit affects as normal. Your unarmed strikes count as melee weapons for the purposes of spells.


When you cast a non On Hit spell, you can make a Nature skill check (once per round).


The feature’s damage increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).

Level 3

Imposing Figure

At 3rd level, enemies within 10 feet of you have disadvantage on saving throws against feared or frightened effects.

Level 6

Hardened Skin

At 6th level, when you are hit by an attack roll you deal Sonic damage to the attacker equal to your armor class.

Level 8

Tremor Step

At 8th level, if you move at least 30 feet and attack an enemy you knock all creatures within 20 feet of the creature prone. In addition, you can make one additional unarmed strike on a prone creature as a free action.

Level 11

Shockwave

At 11th level, When you move at least 10 feet straight towards a target and then hit it with a melee attack on the same turn, the ground trembles. Each creature within 15 feet of the target must succeed on a Fortitude saving throw or be knocked prone.

Level 13

Boulder's Momentum

At 13th level, When you move in a straight line for at least 10 feet and then make a melee attack, add a bonus to the attack's damage roll equal to the number of feet you moved divided by 2.

Level 16

Unbreakable

At 16th level, if you do not move on your turn, gain a bonus to Will saving throws equal to your Constitution modifier until the start of your turn.

Level 18

One With The Mountain

At 18th level, If an attack roll doesn't beat your AC by more than your Constitution Modifier you only take half damage.


When in mountain terrain you are invisible. In addition, you have advantage on all attack rolls in this terrain.

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