TITANS SOUL V1.0 The reincarnation of a once great, now dead, titan. These individuals attune to a certain element that they once controlled in their passed life. The knowledge of these beings is rare and the beings themselves are even rarer. Talk to your DM Work with your DM to figure out how these god killers fit into the world and lore your DM has created. Titans Soul Level Proficiency Bonus Features Titan's Touch 1st +2 Titans Aura, Fighting Style - 2nd +2 Titans Touch 1d6 3rd +2 Soul Path (1) 1d6 4th +2 Ability Score Improvement, Aura Surge 1d6 5th +3 Extra Attack 1d6 6th +3 Pure Aura 2d6 7th +3 Soul Path (2) 2d6 8th +3 Ability Score Improvement, All Encompassing Aura 2d6 9th +4 Unbreakable Spirit 2d6 10th +4 Elemental Soul 2d6 11th +4 Force of Nature 2d6 12th +4 Ability Score Improvement, Soul Path (3) 3d6 13th +5 Purity of Body 3d6 14th +5 Superiority 3d6 15th +5 Titan Wrath 3d6 16th +5 Ability Score Improvement, Mind & Soul 3d6 17th +6 Soul Path (4) 3d6 18th +6 Unstoppable Entity 4d6 19th +6 Ability Score Improvement, Traits of the Powerful 4d6 20th +6 Awakening 4d6 Created by Tristanx66. Tristanx66@gmail.com . All work belongs to their rightful owners. Not for profit

Creating a Titans Soul When creating an Titans Soul, think of the implications of a normal humanoid who realizes they have great power within them. Is your character dead set on proving his/her prowess to the world? Maybe your character resents the power as it made them stick out as a child. Whatever the case, you feel the power within you. Furthermore, in your sleep, pieces of memories that aren't yours play out. Quick Build You can make an Titan's Soul quickly by following these suggestions. Set Strength as your primary stat followed by Charisma. Second, choose the Soldier background. class features As a titan's soul, you gain the following class features hit points hit dice: 1d10 per titan soul level

1d10 per titan soul level hit points at 1st level: 10 + your constitution modifier

10 + your constitution modifier hit points at higher levels: 1d10 (or 6) + your constitution modifier per titan soul level after 1st proficiencies armor: All armor, shields

All armor, shields weapons: Simple & martial weapons

Simple & martial weapons tools: None saving throws: Strength, Charisma

Strength, Charisma skills: Choose two from Acrobatics, History, Intimidation, Perception, Persuasion, Religon equipment you start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a simple crossbow or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

a set of leather armor

Explorer's Pack

a personal trinket worth 10gp that relates to your titan Titans Aura Your soul's aura protects you while you're unarmored. At 1st level the aura is white but will change to the color of your correlated element at level 2. Your AC while unarmored equals: 8 + DEX mod + CHA mod Fighting Style Starting at 1st level, you adopt a particular style of fighting that suits your Titan. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Titans Touch At 2nd level you discover the element of your past life. Roll two 1d10s, choose one of the two rolls as your element. Titan Element Dice Roll Element 1 Cold 2 Fire 3 Acid 4 Lightning 5 Force 6 Thunder 7 Poison 8 Psychic 9 Radiant 10 Necrotic

You can add a 1d6 (of your selected element) to a melee attack after it hits, a number of times equal to your CHA mod (min 1). This damages increases to a 2d6 at level 6, a 3d6 at level 12, and a 4d6 at level 18. You gain all uses back after a long rest. Soul Path At 3rd level, you choose a Soul Path that best suits your character. The archetype you choose grants you features at 3rd level and again at 7th, 12th, and 17th level. Aura Surge Starting at 4th level, you can enlarge yourself. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases the users size to Large. If there isn't enough room for you to double its size, you attain the maximum possible size in the space available. While enlarged you make strength checks and strength saving throws with advantage. Melee attacks deal 1d4 extra damage. This effect last for one minute. At 15th level, you can instead grow huge (15 by 15 ft.) in size by attuning with your souls inner power. During this time melee attacks deal 2d4 extra damage and your weapon attacks also gain the reach property to 10ft. Your movement speed also increases to 50ft. Once you use this feature, you must finish a short or Long Rest before you can use it again. Neither size increase reduces AC. Ability Score Improvement When you reach 4th, 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. Pure Aura At 6th level, you gain resistance to your titan's element. At 17th level, your resistance turns into immunity to your titan's element. All Encompassing Aura Starting at 8th level, your aura extends to all your weapons. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Unbreakable Spirit At 9th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest. Elemental Soul Starting at 10th level, you release soul aura that grants allies within 15ft resistance to your titans element. Additionally, any enemy in this aura loses one level of resistance toward your titan's element. This aura cannot make creautres vulnerable to your element. At 18th level, the range of this aura increases to 30 feet. Force of Nature Beginning at 11th level, by getting back in touch with the destructive nature of your titan, you cause double damage to all structures. If you already have double damage to structures you quadurple the damage instead. Your speed also increases by 10ft. Purity of Body Starting at 13th level, you are immune to disease and poison as your body becomes more resilient. Superiority Beginning at 14th level, you have proficiency in Athletics and one CHA based skill. If you already have proficiency in one or more of these skills, you can instead gain expertise in that skill(s). Titans Wrath Starting at 15th level, You can exhale element energy in a 15 foot cone up to a number of times equal to your CHA mod divided by 2 (rounded up). Each creature in that area must make a Dexterity saving throw DC(8+CHA+Pro), taking 3d6 damage of your element on a failed save, or half as much on a successful one. The damage and cone size increase by 1d6 and 10ft for each size larger you are than medium.

Mind & Soul By 16th level, you have acquired greater mental strength as your mind and soul have found harmony. You gain proficiency in Wisdom saving throws. Unstoppable Entity Beginning at 18th level, your physical aura have become so powerful that you now have immunity to soul stealing techniques and now have advantage on saving throws against being Paralyzed and Stunned. Additionally, magic can’t put you to sleep. Traits of the Powerful Starting at 19th level, your physical body begins to show signs of your true nature, granting you Truevision for 10 minutes once a day with a range of 60ft. You are also considered adapted to cold and hot climates. Awakening At 20th level, you are able to fully recall your past life as a titan and can now apply that knowledge during your adventures. Any entity within a 120ft that has sight on you can make an Wisdom check (DC 15), if they clear the DC they become aware of the titan size aura you release naturally, you then have advantage on intimidation checks against them. Once per Long rest you can Awaken your past form for 1 minute. You turn Gargantuan (20ft by 20ft in size), wrapped up in the aura of your titan. If there isn't enough room for you to grow, you attain the maximum possible size in the space available. Your gear grows along with you. You add your CHA mod to your AC if you are armored. In this form melee attacks deal 3d4 extra damage, your weapon attacks gain the reach property to 20ft and your movement speed increases to 90ft. Any creatures in your path during this time must make a DC 20 Dexterity save, on a failed save take 2d10 magical bludeoning damage and be knocked prone, or half as much on a succesful save and not be knocked prone. On a critical attack the hit creature must make a DC (8 + (STR x 4) + Proficiency modifier) strength save or be knocked prone and lose all movement until the end of its next turn. Additionally, while awakened you make strength checks, strength saving throws, charisma checks, and charisma saving throws with advantage. Once this ability ends you gain one point of exhaustion.

Path of the Soul Conjure Soul Starting at 3rd level, as a bonus action you can summon two large titan arms made of your titan's element. The arms hover at shoulder height, move with you, and stay in your (5ft by 5ft) space. Once summoned, you can use the arms to attack. They count as strength based great weapons that cause element damage with which you are proficient. The damage is as follows: Soul Arms Level Damage Die 3rd 1d6 7th 1d8 12th 1d10 16th 2d6 You add your CHA mod to the damage roll for thses attacks. Additionally, While the arms are summoned you have advantage on grapple checks. You can summon and dismiss these arms at will. Touching Souls At 7th level, you can speak telepathically to any creature with a soul within 30ft. Frightful Aura Beginning at 12th level, your souls aura can be ignited to frighten others. Each creature of your choice that is within 60 feet of you and aware of your presense must succeed on a DC (8 + CHA + Proficiency modifier) Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. You can do this a number of times equal to hald your CHA modifier divided by two (rounded down with a minimum of 1) Elemental Champion At 17th level, you can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can add your Titans Touch damage to your allies melee attacks (While within 30ft of you) up to a number of times equal to your CHA mod. You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.