# Titan Fighter Martial Archetypes
##### 3 Fighter subclasses for D&D 5th edition, based on Destiny's Titan subclasses
\page ## Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The Martial Archetype you choose to emulate reflects that approach. Eldritch Knights are not the only fighters to dabble in magic. Some fighters choose to embrace a single elemental magic, becoming paragons of fire, lighting, or the void. ### Striker Strikers have chosen lightning as their favorite element, and strive to master the fury of the storm. They channel lightning into their attacks, preferring close-quarters attacks. Their high-risk-high-reward style is sometimes considered reckless, but is always exciting. #### Charged Strike Beginning when you choose this archetype at 3rd level, you can choose to add extra dice of lightning damage to a melee weapon attack or unarmed strike. The damage increases based on your level as shown in the table below. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain all expended uses of this feature when you take a long rest. | Fighter Level | Charged Strike Damage | |:----:|:-------------:| | 3rd | 1d6 | | 7th | 2d6 | | 10th | 3d6| | 15th | 4d6 | | 18th | 5d6 | #### Lightning Fast Electric fields charge your muscles and sharpen your senses. Starting at 7th level your speed increases by 5 feet. In addition, you gain a +1 bonus to your initiative rolls. #### Fist of Havoc You have mastered a technique to channel larger amounts of electricity into a single strike. Starting at 10th level you can use an action to expend 3 uses of your Charged Strike to slam the ground around you with electric energy. When you do so, all creatures touching the ground within a 10-foot radius of you must make a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your constitution modifier). On a failed save, creatures take the full damage displayed in the table below, and half as much on a successful one. | Fighter Level | Fist of Havoc Damage | |:----:|:-------------:| | 10th | 6d6| | 15th | 8d6 | | 18th | 10d6 |
#### Wild Lightning Your charged strikes have become too powerful to be contained in a single body. Starting at 15th level, when you hit an enemy with a charged strike, the lightning chains to another target as well. If there is another enemy within 15 feet of of the first target, you can deal half the lightning damage that the first target took to it. #### One With The Storm You have become a master of the workings of electricity. It moves through you naturally, like a fish through water. Starting at 18th level, you gain immunity to lightning damage. ### Sunbreaker Sunbreakers are truly a force to be reckoned with. They combine their already exceptional martial skills with the dangerous and powerful art of pyromancy. Seeing fire as a favorite method of wizards, some fighters strive to study its destructive potential further. #### Heated Strike Beginning when you choose this archetype at 3rd level, you can choose to add extra dice of fire damage to a melee weapon attack or unarmed strike. This damage increases based on your level as shown in the table below. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain all expended uses of this feature when you take a long rest. | Fighter Level | Heated Strike Damage | |:----:|:-------------:| | 3rd | 1d6 | | 7th | 2d6 | | 10th | 3d6| | 15th | 4d6 | | 18th | 5d6 | #### Incindiary Missiles You have learned to contain fire in a spherical space, so that it might be thrown like a ball. Starting at 7th level you can expend a use of your heated strike to throw a small fireball at a point within 60 feet. All creatures within a 5-foot radius of that point must suceed on a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your constitution modifier). On a failed save a creature takes fire damage equal to one of your heated strikes, and half as much on a successful one. #### Hammer of Sol You have mastered a technique to solidify fire into the shape of a throwing hammer. Starting at 10th level you can use a bonus action to expend 3 uses of your Heated Strike to summon the Hammer of Sol. You can sustain the Hammer of Sol for 1 minute, or 6 attacks (whichever happens first). It acts as a magic warhammer with the following properties: \page [You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged or melee attack using this weapon, it deals an extra 3d10 fire damage. Immediately after the attack, the weapon flies back to your hand.] The extra damage the Hammer of Sol deals increases to 4d10 at 15th level. #### Eruption Your inner flame is too strong to go out instantly. Starting at 15th level, when you kill a creature with Heated Strike, Incindiary Missiles, or an attack from the Hammer of Sol, its body bursts into flame, and ignites the space(s) it occupied in flames for 1 minute. If a creature starts its turn within this flame, or enters a flaming space for the first time on its turn, it takes 1d8 fire damage. #### One With The Inferno You have become one with the flame. It moves around you naturally, like the winds of a tornado. Starting at 18th level, you gain immunity to fire damage. ### Defender Defenders have embraced the dark magic that fills the Astral Realm, which they call "the void" and learned to shape its energy into solid barriers. They use these energies to enhance their own survivability, and even to protect their allies. #### Shielding Strike Beginning when you choose this archetype at 3rd level, you can choose to add extra dice of force damage to a melee weapon attack or unarmed strike. This damage increases based on your level as shown in the table below. When you deal this damage you also gain a number of temporary hit points equal to half the damage dealt, rounded down (minimum 1). These hit points disapear after one minute, and you cannot use shielding strike again until they are depleted. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain all expended uses of this feature when you take a long rest. | Fighter Level | Shielding Strike Damage | |:----:|:-------------:| | 3rd | 1d4 | | 7th | 2d4 | | 10th | 3d4| | 15th | 4d4 | | 18th | 5d4 |
#### Barricade You have learned to summon a small wall of force. Starting at 7th level you can use your action to create a barricade of magic energy up to 20 feet wide and 3 feet high directly in front of you. The barricade exists for 1 minute, or until its hit points reach 0. A creature can choose to target it directly with attacks, and it has an AC of 5 and hit points equal to your fighter level times 4. A standing, medium-sized creature behind the barricade is considered to be in three-quarters cover. Crouched or prone medium creatures, and any small or smaller creatures are in total cover. Large or larger creatures can only gain half cover. #### Ward of Dawn Starting at 10th level you can use your action to expend 3 charges of your shielding strike to cast a bubble of solid force as a 10-foot radius sphere centered on yourself. The ward exists for 1 minute or until it reaches 0 hit points. Creatures can walk in and out of the barrier, but thrown weapons, projectiles, and magic effects cannot pass through it. Spells and other magic effects cast from inside the barrier have no effect on targets outside the barrier, and vice-versa. Any ranged attack or spell targeting a creature or space within the bubble hits the bubble instead. If the radius of a spell such as Fireball targets the area of the ward, the spaces within the ward are not included in the spell's effect. The bubble has an AC of 5 and 500 hit points. Creatures friendly to you within the ward gain a magical benefit as long as they remain inside it. You choose this benefit each time the ward is cast. ***Astral Weapons.*** Affected creatures' weapon attacks and unarmed strikes deal an extra 1d4 force damage. ***Astral Armor.*** Affected creatures have +1 to their AC. ***Astral Healing.*** Affected creatures regain 1d4 hit points at the start of their turns. #### Blinding Ward Starting at 15th level your Ward of Dawn blinds enemies within it. Their sight is restored as soon as they leave the ward, or when the ward expires. Creatures with blindsight are unaffected. In addition, when you cast Ward of Dawn you can now choose for its radius to be 15 feet. #### One With The Void You have become one with the Void. It bends to your every will. Starting at 18th level, you gain immunity to force damage. Your temporary hit points from Shielding Strike, your barricades, and your Ward of Dawn are *not* immune.