Subraces
Burning Titanforged
Burning titanforged have very broad bodies, making them appear similar to colossal khordaldrum. Their skin is very dark, reminiscent of coal, and their hair tends to be orange or red, with similarly red eyes. They typically wear clothing that is black or flame colors, and it is almost always singed. They prefer armor made from steel or dragonscale.
Ability Score Changes. Your Strength score increases by 2, but your Intelligence score decreases by 2.
Flameforged. You have resistance to fire damage and your eyesight is not impaired by ash or smoke.
Rune of Flames. You have the Rune of Flames carved into your skin as per your Runescarred feature. As a reaction to taking fire damage, you can discharge the rune and choose to absorb it instead, regaining hit points equal to the damage you would have taken before applying resistances or immunities.
Earthen Titanforged
Earthen titanforged have a gray to grayish-brown skin tone and hair that ranged in a spectrum of dark grays and bluish-grays. Their eyes were typically silver or steel colored. They typically chose clothing that matched the coloration of nearby stones to help them blend in better to their environment.
Ability Score Changes. Your Dexterity score increases by 2, but your Charisma score decreases by 2.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Heavy Striker. Any weapon you hit with that has the two-handed property or the versatile property that you are holding in two hands deals an extra 1d4 of the same damage type.
Rune of Stone. You have the Rune of Stone carved into your skin as per your Runescarred feature. As a reaction to taking damage, you can discharge the rune and choose to harden your body and reduce the damage by an amount equalling 1d12 plus your level.
Frozen Titanforged
Frozen titanforged have skin and hair that ranged in a wide spectrum of shades of blues and whites, though a rare few are known to have dirty yellow hair. Their eyes are generally shades of blue or yellow. They prefer clothing and armor made from skins or pelts of animals and always adorn themselves with jewelry. They also tended toward chain armor and decorated their helmets with horns or feathers.
Ability Score Changes. Your Strength score increases by 2, but your Dexterity score decreases by 2.
Iceborne. You have resistance to cold damage and your eyesight is not impaired by snow or ice.
Rune of Frost. You have the Rune of Frost carved into your skin as per your Runescarred feature. As an action, you can discharge the rune and choose to release a hail of frost and icicles from your mouth. Each creature in a 15 foot cone must make a Dexterity saving throw with a DC of 8 plus your Constitution score plus your proficiency bonus. On a failure, a creature takes a number of d4s of cold damage equal to your Constitution modifier, or half as much damage on a success.
Grave Titanforged
These monstrous beings are descended from death giants. They have dark gray or black skin and grow not hair on their head or anywhere on their bodies. Unlike all other titanforged, grave titanforged have pointed ears reminescent of the sylvari. In addition, their nails form into ragged claws and they have very sharp teeth.
Ability Score Changes. Your Strength score increases by 2, but your Wisdom score decreases by 2.
Savage Body. You have resistance to necrotic damage. In addition, your claws and teeth count as natural weapons that you can make unarmed attacks with. Both deal damage equal to 1d6 + your strength. Your claws deal slashing damage while your teeth deal piercing damage.
Rune of Death. You have the Rune of Death carved into your skin as per the Runescarred feature. The first time you are brought to 0 hit points, even if you would normally be killed outright, this rune discharges and you are instead reduced to 1 hit point.
Misty Titanforged
Distantly related to skybound titanforged, these beings are descended from the elusive fog giants. Most have milk-white skin and flowing silver-white hair, but are incapable of growing facial hair. Unlike other giants and titanforged, the misty titanforged have an unfortunate tendency to avoid wearing clothes whenever it is not necessary.
Ability Score Changes. Your Dexterity score increases by 2, but your Charisma score decreases by 2.
Keen Hearing and Smell. You have advantage on all Wisdom (Perception) checks that rely on hearing or smell.
Mist Stalker. You can see through mist and fog entirely, treating it as though it provided no concealment. In addition, while you are within an area of mist or fog, you have advantage on Dexterity (Stealth) checks.
Rune of Escape. You have the Rune of Escape carved into your skin as per the Runescarred feature. As a bonus action, you can discharge the rune to create a large cloud of fog as per the fog cloud spell. This fog is nonmagical and cannot be dispelled.
One-Eyed Titanforged
One-eyes titanforged are often smaller than their other kin, standing just barely over 7 to 8 feet at their tallest. As their name suggests, they have only a single eye planted in the middle of their foreheads. They have earthy skin tones and have no hair, but rather sport a 'crown' of spikes growing around their head.
Ability Score Changes. Your Strength score increases by 2, but your Dexterity score decreases by 2.
Fearsome Gaze. As a bonus action, you can stare down a creature within 30 feet with your large eye. The target must make a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus. On a failure, the target is frightened of you for 1 minute and can repeat the saving throw at the end of each of its turns, ending the effect on a success. You cannot use this feature again until you finish a short rest.
Poor Depth Perception. You have disadvantage on any attack roll or perception check against a target more than 30 feet away.
Rune of Sight. You have the Rune of Sight carved into your skin as per your Runescarred feature. As an action, you can discharge the rune and grant you and each creature of your choice within 10 feet of you darkvision to a range of 60 feet for 1 hour.
Skybound Titanforged
Skybound titanforged have well-defined features with skin ranging in color from milky white to light sky blues. Their hair is typically silvery or brass colored, and their eyes are almost always iridescent blue. Most prefer not to wear armor when possible, preferring instead to use magical forms of protection.
Ability Score Changes. Your Intelligence score increases by 2, but your Wisdom score decreases by 2.
Cloudborne. You can walk upon clouds as though they were solid, and you treat seeing through mist or fog as light concealment rather than heavy concealment.
Rune of the Skies. You have the Rune of the Skies carved into your skin as per your Runescarred feature. As an action, you discharge the rune and gain a fly speed equal to your walk speed for 1 minute. Whenever you are dealt damage, make a Constitution saving throw with a DC of 10 or half the damage dealt, whichever is greater. On a failure, you lose your fly speed and fall to the ground if you were in the air.
Spellbound Titanforged
Spellbound titanforged are descended from a breed of giants with formidable magical ability and an obsession with collecting arcane lore - the eldritch giants. These massive titanforged stand almost as tall as their Thundering cousins, but has faintly purple skin and light colored hair, typically brown or blond. Their eyes subtly change between blue, green, and violet as their day continues. Many spellbound titanforged seek out arcane symbols to tattoo all over their bodies.
Ability Score Changes. Your Intelligence score increases by 2, but your Wisdom score decreases by 2.
Eldritch Studies. You know your choice of the chill touch, fire bolt, or ray of frost cantrip. When you reach 3rd level, you can cast the detect magic spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Rune of Drain. You have the Rune of Drain carved into your skin as per your Runescarred feature. As a reaction when you succeed on a saving throw against a spell that targets you, you can discharge the rune to absorb the spell into yourself, taking no damage instead. In addition, you regain a spell slot of up to 3rd level or the level of the spell you absorbed, whichever is lower. If you have no spell slots to regain, you instead regain a use of one of the spells from your Eldritch Magic feature.
Thundering Titanforged
Thundering titanforged are the largest of their kind, often standing up to a foot and a half taller than others of their kind. Most had pale, light green skin with dark green hair and eyes, but a small amount have violet skin with dark blue hair and silvery or golden eyes. They tend toward preferring fine tunics and belted sandals over other clothing and try to look their best. In battle, they appreciate the look of scale mail, especially if it is made from dragonscales.
Ability Score Changes. Your choice of your Wisdom or Charisma score increases by 2 but your Dexterity score decreases by 2.
Stormspawn. You have resistance to your choice of lightning or thunder damage. This choice cannot be changed later. In addition, your eyesight is not impaired by rainfall.
Rune of Storms. You have the Rune of Storms carved into your skin as per your Runescarred feature. As an action, you can discharge the rune and conjure a great storm above you, causing heavy rainfall in a 20 foot radius for 1 minute, centered on you so long as there is no magic controlling the weather. Choose a creature you can see in the area. That target must make a Dexterity saving throw with a DC of 8 plus your Constitution modifier plus your proficiency bonus as a bolt of lightning crashes down. On a failure, the target takes a number of d6s of lightning damage equal to your Constitution modifier, or half as much on a success. Whenever you are dealt damage, you must make a Constitution saving throw against 10 or half the damage dealt, whichever is greater, ending this effect on a failure.
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