Titan Shifter Three cackling goblins thieves follow a half-elf around a corner. Each one wields a dagger. In a sudden blast of heat and light, he transforms into a titan, crushing them with a swipe of his arm. A half orc transforms as he charges a city wall. Bolts from ballistae splinter harmlessly against his armored form, and he barges through the wall like thin ice. An exhausted tiefling is pulled from her steaming titan form by an ally, the surrounding city devastated from the prior battle. Titan shifters are those afflicted by the Curse of Ymir, granting them the power to transform into titans, colossal monsters with unparalleled strength. Their strength has been used for countless purposes throughout the ages, from assisting in construction to destroying enemy troops on the battlefield. A Titan's Successor The Curse of Ymir, and by extension, the power to transform into a titan, can only be acquired one of two ways. If a titan shifter dies, the power is given to the next child to be born in the Material Plane. However, it can also be passed down through a ritual involving the successor to the power ingesting the spinal fluid of their predecessor before killing them. As a result, there is always a fixed number of titan shifters across the multiverse. After their first transformation, a titan shifter will occasionally recover memories from their successors, including the details of the ritual. This information is known by all who bear the Curse of Ymir. They're unlikely to divulge it to those they don't intend on passing their power to, however, to avoid the possibility that it might be forcibly taken from them. Highly Sought After Although a titan's power isn't without other uses, it is most often applied to combat. Both military leaders and revolutionaries are highly motivated to have a titan shifter join their ranks. As a result, titan shifters are often the spearhead of revolution and war, acting not only as a formidable presence on the battlefield but as a beacon of hope for their allies. The Titan Shifter Level Proficiency Bonus Features Titan Shifts Titan Damage 1st +2 Titan Shift 2 1d6 2nd +2 Steady Regeneration 2 1d6 3rd +2 Titan Variant 2 1d8 4th +2 Ability Score Improvement 2 1d8 5th +3 Extra Attack 3 1d8 6th +3 Variant feature 3 1d10 7th +3 Reactive Shift 3 1d10 8th +3 Ability Score Improvement 3 1d10 9th +4 Practiced Transformation 4 1d10 10th +4 Variant Feature 4 1d10 11th +4 Giant's Grab 4 1d12 12th +4 Ability Score Improvement 4 1d12 13th +5 Extra Attack (2) 5 1d12 14th +5 Variant feature 5 1d12 15th +5 Rapid Regeneration 5 1d12 16th +5 Ability Score Improvement 5 2d8 17th +6 ─ 6 2d8 18th +6 Titan Steam 6 2d8 19th +6 Ability Score Improvement 6 2d8 20th +6 Perfected Transformation 6 2d8

Creating a titan Shifter When making a titan shifter, consider how your character acquired their powers. Were they unknowingly granted them at birth when an old titan shifter died? If so, who were they, and what kind of memories might your character inherit? If they were given their powers, then why? Perhaps they were given their powers by a close friend who was nearing death, and wanted to know they'd be put to good use. Maybe your character is next in line in a family who has traditionally passed their powers down to their children. How have your characters unique abilities shaped their life? Did they choose to become an adventurer now that they have the means? Perhaps they were they forced to leave home when their friends and family feared their powers. Quick Build You can make a titan shifter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Class Features As a titan shifter, you gain the following class features. Hit Points Hit Dice: 1d8 per titan shifter level

1d8 per titan shifter level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per titan shifter level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, shortswords

Simple weapons, shortswords Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Athletics, Actobatics, History, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) a shortbow and 20 arrows

(a) two shortswords or (b) any two simple melee weapons

(a) a dungeoneer's pack or (b) an explorer's pack Titan Shift You have the ability to shift into a giantlike form. This form may share features such as the colour of your eyes and skin with your normal form, but is not recognizable as you, even to someone who knows you well. Starting at 1st level, you can use your action to transform into a titan. Transforming into a titan while wearing non-magical armor you are not proficient with will destroy the armor. While in your Titan form, you have the following benefits: You have advantage on Strength checks and Strength saving throws.

When you make unarmed attacks in this form, you deal bludgeoning damage as shown in the Titan Damage column of the Titan Shifter table + your Strength modifier.

Your Size is now Huge.

Your height is now 50 feet.

You gain a number of temporary hit points equal to 15 + your Constitution modifier * your titan shifter level.

Your AC is equal to 12 + your Constitution modifier. If you are able to cast spells, you can't cast them or concentrate on them whilst in titan form. Your titan form lasts for 1 minute. It ends early if you run out of temporary hit points or if you end it as an action. When your titan form ends, it collapses and your normal form emerges from the nape of the titan's neck. Your titan body evaporates into steam after 5 minutes. Once you have used this ability the number of times shown for your titan shifter level in the Titan Shifts column of the titan shifter table, you must finish a long rest before you can transform again. Expending your final use of this ability causes you to gain one exhaustion level. Steady Regeneration Your wounds heal at an accelerated rate. Starting at 2nd level, when you roll Hit Dice to regain health, you can double your Constitution modifier before adding it to your roll. You can forego regaining Hit Dice during a long rest to regenerate lost limbs. Titan Variant Starting at 3rd level, you choose a variant that your titan form takes. Choose the Armored Titan, Attack Titan, or Jaw Titan, all detailed at the end of the class description. The variant you choose grants you features at 3rd level and then again at 6th, 10th and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 13th level. Reactive Shift Starting at 7th level, you can use your Titan Shift ability as a reaction to taking damage. Using Titan Shift in this way halves the damage dealt by that attack. Practiced Transformation Countless transformations have altered your physiology somewhat. Starting at 9th level, you can stay in titan form for up to an hour. In your normal form, while not wearing armor, your AC is 12 + your Dexterity modifier. Giant's Grab Starting at 11th level, in your titan form, you can move at full speed while grappling a creature, unless that creature is your size or larger. You can also use your action to throw a grappled creature to the ground. Creatures thrown in this way land directly in front of you. They must make a DC 15 Dexterity (Acrobatics) saving throw or be knocked prone, taking bludgeoning damage equal to twice the damage listed in the Titan Damage column of the titan shifter table. On a successful save, the creature takes half damage and isn't knocked prone. Rapid Regeneration Starting at 15th level, as an action, you can focus your regenerative abilities to regain lost health. When you take the Dodge action in combat, you can roll one Hit Die to heal yourself. Titan Steam Starting at 18th level, you gain increased control over your titan form's body temperature. As an action while in your titan form, you can spend 30 temporary hit points to expel a blast of scorching hot steam. All creatures in a 20-foot sphere originating from you must take 6d8 fire damage and must make a DC 20 Constitution saving throw or be pushed 20 feet away from you. Perfected Transformation Your titan shifting has adjusted your physiology further. At 20th level, your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22. Furthermore, if you fall to 0 Hit Points and you have at least one Titan Shift remaining, you can take a DC 10 Constitution saving throw. On a success, you regain one hit point and transform into a titan. On a failure, you start making death saves as normal. Titan Variants All titans are formidable opponents, but combat experience has caused your titan form to permanently adapt to your needs. Attack Titan The attack titan overcomes obstacles with unmatched physical strength. Historically, titan shifters who use the attack titan have always valued freedom above all else. Titan's Strength Starting at 3rd level, in your titan form, your carrying capacity is doubled, and you can add double your Strength modifier to damage rolls. Siege Monster Starting at 6th level, in your titan form, you deal double damage to objects and structures. Counter Starting at 10th level, when a creature within 5ft of you makes a melee attack against you, you can use your reaction to make a melee attack against it immediately after. In your titan form, use the damage shown for your level in the Titan Damage column of the titan shifter table. Deafening Roar Starting at 14th level, in your titan form, you can use your action to roar. This roar is audible up to 3000 feet away. Creatures not allied to you within 30 feet must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be frightened for 1 minute, and deafened for 5 minutes on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on a success.