BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Magma 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.   Magma Titans hail from areas of intense heat, such as the volcanoes of the Cinder Empire, or the sweltering pits of the abysslands. Due to the sparsity of overly hot landmass in the Mistlands, Magma Titans often have encounters with others of their kind when dwelling near their native homes, where they will, more often than not, fight; Magma Titan duels are magnificent displays of power and endurance that people relish the opportunity to see. However, some like to avoid this behaviour, leading many to leave their homelands, seeking out opportunity and adventure in the far-away reaches of the Mistlands. With their cracked, coal-like skin and fiery eyes, a Magma Titan is immediately distinguishable from other Titans, let alone from other, smaller races due to their enormous size, standing up to 10 feet tall with a stocky, muscular build.  

Magma 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: Magma Titans are very large, with generally stockier and more muscular builds than other Titans, standing around 10 ft tall and weighing up to 360 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.
Fire Affinity: You have resistance to fire damage, and you are acclimated to temperatures above 60°C.
Storm of the Scorching Tide: You can use your action to break open a steaming fissure in the ground, forming a 30 ft line across the ground that can go up walls. Any creature up to 15 ft above the fissure takes 2d6 Fire damage on a failed save. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage of this ability increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use this ability, you can't use it again until you complete a short or long rest.
Brutish: You have proficiency in Athletics and Intimidation.
Languages: You can speak, read and write one common language and one other language of your choice.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!