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Frost Titan

Titans are incredibly large humanoids, rare creatures that are naturally magical in nature; as such, they act as magic sponges, able to absorb and redirect magical power.
Depending on the area in which a Titan lives, they will absorb the natural energy from their surroundings, and over generations, they take on different forms resembling whatever energy surrounds them.
Titans rarely live among other Titans, often choosing to settle among rural populations on the brink of civilisation, as to them, another Titan is only competition.   Frost Titans live in the cold north, or the higher altitude mountainous areas, often falling in rural towns near the Archiat Confederacy and Irith, where they help locals and defend from attacks. Frost Titans are noble creatures, often seen as guardians and folk-heroes, standing with the people, using their skills and resilient bodies to protect those who need it.
A Frost Titan's blue-purple skin and piercing, icy eyes let people know of their Titanic nature despite their comparatively small frames, standing at around 8 feet tall, which is short for most Titans; although they make up for this short-coming with their excellent fortitude. They are often honourable, valiant warriors and sages who inspire others to persevere.  

Frost Titan

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30 ft

Age: Titans tend to live longer than humans, maturing at the age of 20, and living for up to 150 years.
Alignment: As much as a Titan is a sponge for magic, they are a sponge for culture too, adapting to their surroundings. They have no particular alignment.
Size: Frost Titans are the smallest of the Titans, standing at around 8 ft tall and weighing between 290 and 330 pounds.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Titanic Resistance: Upon taking magical damage from a spell, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a weapon attack (melee or ranged) on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends.
You can't use this effect again until you complete a long or short rest.
Cold Affinity: You have resistance to cold damage, and you can move through difficult terrain related to ice or snow, such as blizzards or slippery ice without expending extra movement.
Glacial Champion: You can take the Help action as a bonus action a number of times equal to your proficiency bonus, per long rest. In addition, 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.
Honourable: You gain proficiency in the persuasion skill.
Languages: You can speak, read and write one common language and one other language of your choice.

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