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Titanic Weapons

The "Titan" tag on a weapon gives it the following rules for wielding weapons that are two sizes greater than your size category. For medium creatures this begins at huge or larger weapons (The Great category is treated as large and a half) . For small creatures this starts at large category weapons. it represents a training and ability to wield weapons which are much larger than themselves through specific techniques and abuse of the weapons momentum.

The Ability to use these titanic weapons comes with additional requirements, in order to use the weapon you must meet its base str requirement when beginning a strike or upon "increasing" the minimum str of a strike through a technique, if you do not you must make an athletics check DC (15 + (2 * (Min str score - your str score))) If you fail this check it is as if you wound a titanic strike and missed, your turn ends and you do not wind the strike. While moving with an oversized weapon your speed is reduced by 10ft. This speed penalty is removed if you exceed the weapons base Str requirement by 4. If a technique requires a Saving throw, your DC is equal to 8+your Prof bonus + Str mod. This "Strength requirement" cannot be overridden by class, subclass features, or the finesse property that would replace Your ability modifier of str with another ability mod such as dex, cha, ect.

Winding Strikes:
In order to make an attack with a titanic weapon you must "Wind the Strike". This is done via expending an attack to begin "Winding", and charges your attack until the start of your next turn. During this period between the wind's beginning and the start of your next turn you must hold concentration the same as if a caster were holding a spell. If hit with an attack, you must roll a concentration save with a DC 10 or half the damage, whichever is higher.

While holding a wound strike you do not add your dex mod to ac and have disadvantage on dex saves. At the Start of your turn if you have succeeded all concentration checks, and there is still a creature within your weapons range, you may release the strike otherwise the attack is wasted.
Upon Reaching the start of your next turn while "winding", you release the attack choosing one creature within your weapons reach. The target is automatically hit with the attack, the damage dealt by this attack is equal to the double the base weapons damage dice + (2 * your Str mod)floor. Techniques detailed below and alternatively on the feats page, may replace or modify the release of the strike. Eg. Titanic Great axe = 2d12, Titanic Greatsword= 4d6 ect.

Str Requirement:
For the purpose of using a titanic weapon as a smaller than medium creature, base weapons that would fit the size requirements of a titanic weapon. The table below shows the minimum str requirements for weapons without one. The base Str requirement for the weapon, whether it be the listed or the default are then modified by various factors:
-Characters with the powerful build trait reduce the Base Str Requirement of any weapon they wield by -1.
-Characters with racial or class abilities which extend their weapons reach beyond the weapons base increase the Base Str Requirement by 2 per 5ft the reach is extended.
-The Base Str Requirement for a weapon is increased by 2 for every size category above the wielder's two handed size category(see weapons and armor article) This doesn't stack with the Heavy property.
-Additional techniques may be learned through feats and other methods, these also increase the base str requirement of using the weapon

Weapon SizeStr Score
G15
L13
M11
S9

Acquiring titanic weapons:

In order to use titanic weapons, one must have one to wield, here are the common ways of gaining them
-Felling large warriors such as giants
-magical items which “unleash” there titanic form on certain criteria
-Spells or effects which target weapons size such as enlarge reduce

Titanic properties:

When a weapon is transformed into a titanic size through magic such as enlarge/reduce, or when a natural large version of a weapon is found, regardless every titanic weapon has a base reach of 10 feet. the user may choose one of the traits it has to use, you may rechoose a trait after a short rest. Magic items which have a titanic form that is released, the trait is predetermined.

Excluded traits:
-Ammunition, Finesse, Light, Loading, Heavy, 2H, Concealed, Deft, Dual ended, Fixed, half finesse, Versatile

Included traits:
-Thrown: can be thrown, same as the base trait but half the range
-Bolster: when winding the strike, in addition to spending the attack you can spend a bonus action as well to add another dice to the damage of the strike
-Breach: the damage from the attack ignores damage resistance
-Brutal: all creatures within the weapon take your Strength modifier as damage.
-Bypass: Your save dc for techniques is increased by 1d4 on release
-Cleave: when you release the strike, it creates a “line” from you to the target of the attack. The length of this line is your reach and if there is another creature than your target in the line they take half the initial damage dealt
-Disarming: upon hitting a creature with the titanic strike, you may automatically attempt to disarm them
-Grappling: if you choose to do half damage, the target is automatically grappled
-Reach: Reach becomes 20ft
-Parry: you may release the titanic strike as a reaction to your ac being hit, forfeiting the damage and adding your str mod + prof bonus to your ac against the triggering attack
-Shoving: upon hitting a target you may automatically attempt to shove them after the damage of the Titanic attack is applied
-Sundering: you may target the creatures weapon or armor with the released strike

Titanic Save:
Some of the techniques and magical weapons which use titanic strike rules may refer to a "Titanic save DC" the number for this is calculated as (8 + pb + Str mod)

Titanic Techniques:

Earth shattering Strikes:
-Increase your Str or Con Score by one
-When you wind a titanic attack, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you hit with the attack, all creatures within 10ft of the target must make a Dexterity Save Vs your Titanic DC, on failure they take half of the attacks damage that was dealt to the initial target.

Whirlwind Slash:
-Increase your Str or Con Score by one
-When you wind a titanic attack with a weapon which deals slashing damage, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange, when you release the attack, you instead cause all creatures within the weapon's reach to make a dex saving throw vs your Titanic dave DC, against taking the dmg of the attack, or half on success.

Forceful Blows:
-Increase your Str or Con score by one
-When you wind a titanic strike which deals Bludgeoning damage, you may attempt to increase the min str Req of the weapon up to your prof bonus, when you hit the wound strike, you may choose to knock back the creature in a straight line 10ft for each point you increased the min Str Req. if you are underneath the creature, they are knocked upwards and they fall to the ground at the end of the targets turn. If a creature falls at least 30ft from this movement, they are also knocked prone.

Embedding Thrust:
-Increase your Str or Con Score by one
-When you wind a titanic attack with a weapon which deals Piercing damage, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you release the attack, instead of dealing damage, The attack auto grapples a target of up to 1 size larger than the weapon. The weapon remains stuck in a creature larger. While grappling you must maintain least 1 hand on the weapon and may not make attacks with the same weapon. Once per turn you can spend an attack to twist the weapon and auto hit a target with a stuck weapon, dealing the titanic weapons damage die (but not the Modifier damage).

Hair Trigger: (Prereq; Dex 15+)
-at the start of your turn before releasing the wound attack, you may spend up to 15ft of walking speed and then release the attack.
-If a creature moves out of the threat range of your wound strike you may attempt to increase the minimum str dc of the strike by +2, on success you immediately release the strike. Doing so this way requires you to make a melee attack roll instead of automatically hitting, and you loose any techniques you chose when initiating the strike.

Delayed Release: (Prereq; Str 15+)
-Increase your Str or Con Score by one
-If you start your turn after successfully holding concentration on a wound strike, you may attempt to add 1 to the Minimum Str requirement of you weapon, on success you continue to hold the strike until the start of you next turn. You may use this feature as many times as you want. Upon releasing the strike, the damage die of the titanic weapon is increased by an additional half of the titanic weapon's die (or the base smaller weapon's damage die for every round the attack was held. E.g. Great sword: 2d6, T greatsword: 4d6, One round Wound adds +2d6 making 6d6 the damage die)


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