ENFORCER

TITAN

Immovable battlefield anchor and protector

"You call it enhancement. I call it elevation."

Titans are not soldiers. They’re weapons that walk.

Born from classified Void-infused augmentation trials, Titans are enhanced with hyperdense muscle weaves, neuro-reactive bone plating, and mind-stabilizing counter-corruption tech. They’re big. They’re slow. But when they move, the world shakes.

Some Titans volunteered—believing in duty, in sacrifice. Others were criminals, test subjects, or field failures who survived the dose. Whatever their origin, they no longer fight like people. They fight like gravity with intent.

They rip enemies apart, slam them into each other, wield them as flailing clubs, or turn their corpses into makeshift shields. Where a Titan passes, terrain is warped, bodies crater, and morale shatters.

But there’s a cost. The Void pulses inside them. The enhancement drugs don’t fade. And some whisper that Titans don’t sleep. They just stand there… listening to something only they can hear.

Titans are walking engines of annihilation, towering juggernauts who reshape the battlefield with every thunderous step. Their bodies are weapons, their momentum a battering ram, and their wrath a force of nature. Unlike nimble skirmishers or tactical gunners, Titans fight not with precision, but with overwhelming presence.

Slow, yes. Deliberate? Absolutely. But behind every blow lies the weight of seismic force, crushing skulls, hurling enemies like debris, and breaking the ground beneath their charge. Titans tear through terrain and opposition alike, turning cover into rubble and formations into chaos.

Where others dodge and deflect, Titans endure, withstand, and overwhelm. Their power lies not in elegance but in inevitability. To face a Titan isn’t to engage in battle, it’s to be caught in a cataclysm. You don’t stop them. You just hope your walls hold long enough to get out of their path.

LEVEL 1

Damn Bugs

"If it's still moving after one hit, you didn't hit it hard enough. Hit it harder."

— _Titan Drill Manual, Page 1

Sometimes, finesse fails—and that's when the Titan brings out the hammer. Damn Bugs is your answer to swarms, monsters, and whatever just crawled out of a crater still twitching. Titans can unleash a devastating overblow, dealing triple damage in exchange for speed and precision.

But brawn isn't just for breaking bones. Titans loom like monuments—stoic, silent, and impossible to ignore. Their presence alone can unnerve, manipulate, or extract the truth from trembling lips.


Overblow Strike

You may choose to deal triple damage on a single Melee Attack.

Doing so costs 1 additional Action and suffers -5 to Hit.

You must declare the overblow before flipping.

Still and Listening

When you take no movement and no Actions on your turn — a full deliberate pause — you gain the following at the start of your next turn:

Choose one creature within 60ft. You learn one of the following (your choice): their current HP tier, one condition currently affecting them, or whether they are Void-Touched.

You cannot be surprised by Void Creatures. They sense the pulse inside you — and hesitate.

Titanic Grasp

"If you catch it, it's yours. If it breaks, it wasn't built right."

— Titan Drill Manual, Page 7

The Titan turns brute force into a precision weapon. Where others duck and dodge, Titans lock down their enemies with overwhelming strength, treating flesh, steel, or stone with equal contempt. In close quarters, they become immovable engines of restraint—seizing, crushing, and flinging anything foolish enough to step within reach.

Whether dragging foes from cover, pinning down thrashing beasts, or tearing mounted weapons off emplacements, this ability makes the Titan the unchallenged monarch of melee control.


You gain Advantage on all Strength-based checks, including Brute Force, Athletics, and Grapple attempts.

You gain +2 to Hit when making Grapple Attacks.

While grappling a target, you may choose one of the following on your turn:

Crush – Deal 2 damage directly to the target's HP.

Hurl – Throw the grappled target up to 10ft, causing Knockdown on landing.

Shield Slam – If using a shield or large object, you may shove a second adjacent enemy 5ft away (no check required).

You Will Do

"If you can lift it, you can weaponize it. Doesn’t matter if it’s screaming."

— Titan Drill Manual, Page 3

When a Titan grapples a foe, they don't just restrain them—they redefine their purpose. A struggling enemy becomes a flailing cudgel, a tool of chaos repurposed mid-battle to break bones and morale alike. With terrifying efficiency, Titans weaponize the living, swinging bodies like wrecking balls and throwing them into the path of their allies. To a Titan, anything can be a weapon—and sometimes, that weapon still begs for mercy.


While you are grappling a creature, you may use them as a Physical Crushing weapon against a nearby enemy.

Make a Melee Attack against a target within reach.

On a hit, the attack deals (2/4/5 + Strength Mod) damage.

The grappled creature (your “weapon”) takes half the damage inflicted.

If the grappled target is reduced to 0 HP by this ability, you may immediately throw their body 10ft in any direction, forcing a nearby enemy in its path to make a Acrobatics(tn12) test or take 2 Physical Damage and be Knocked Prone.

This counts as a Melee Weapon Attack and may be affected by effects that trigger on melee hits.

LEVEL 2

Debris Field

Destroying terrain, structures, or enemies with 'You Will Do'

— Stone-Marked Veteran

Each act of destruction by the Titan alters the battlefield itself, leaving behind a storm of rubble that hinders their foes and shelters allies.

Creates a 5ft radius Debris Field at the point of destruction.

Allies inside gain +1 Defence and Advantage on cover-based checks.

Enemies must spend +5ft of Movement to enter or leave the field.

My Play Thing

Reaction
A creature within 5ft attempts to leave your melee range

— Breaker of Chains

A Titan's grip is a prison. Once caught, few can escape their wrath—or their amusement.

Make a free Grapple attempt.

If successful, the creature is stopped, takes (Physique Mod) Physical Damage, and cannot move this turn.

Unstoppable Force

— Titan War-Cant, Verse III

A surge of unstoppable power drives the Titan forward. Their momentum alone can hurl enemies to the ground or into a crushing grapple.


When you move at least 10 feet before making a melee attack, the target must make a Strength Save (tn10 + Strength Mod) or be Knocked Prone.

If the target is smaller than you, they automatically fail the save.

If you move 20 feet or more before the attack, you may attempt a Grapple as a Quick Action after the attack if the target was Knocked Prone.

LEVEL 3

Apex Slam

Action
Once Per Long Rest
While Grappling a creature

"You're coming down with me."

— Last words of Gorran the Hurlmaster

Once per long rest, a Titan uses sheer momentum to slam a grappled enemy from the sky like a meteor.

Leap 15ft into the air with your grappled target and slam them down.

Flip for 'You Will Do' damage and double the result.

All creatures within 5ft must make a Resilience Save (tn12 + Strength Mod) or be Prone and take half the damage.

Breaker Form

Quick Action
Start of your turn

"All I need is one swing. One that ends everything."

— Breaker-Class Protocol Initiation

The Titan channels their fury into raw, devastating blows at the cost of defense and speed.

Enter Breaker Form until the start of your next turn.

Your Movement is halved and you have -1 Defence while in this form.

You Will Do deals +2 damage.

All melee attacks deal +1 damage.

If you move at least 10ft before attacking, the target must pass a Resilience Save (tn11 + Strength Mod) or be Staggered — this replaces the normal Unstoppable Force knockdown.

Colossal Grip

"No matter how big they are, my hands still fit around their neck."

— Titan Executioner

Your might allows you to grapple creatures of immense size, wrestling foes others wouldn't dare face.


You may Grapple creatures one size category larger than you could normally grapple.

Creatures of a larger size category do not gain Advantage on checks to resist or escape your Grapple attempts.

Dragging a grappled creature no longer imposes movement penalties if they are your size or smaller.

LEVEL 4

Bunker Buster

When attacking terrain, cover, or structures

— Grax the Siegeborn

The Titan specializes in destroying terrain and cover, leaving rubble and ruin in their wake.

Your melee attacks deal double damage to terrain, cover, and structures.

When you destroy a piece of cover, all enemies within 5ft of the debris take a 2/4/7 Physical Damage.

Those targets must make an Acrobatics Save (tn10) or become Distracted until the end of their next turn.

Shockwave Stomp

Action

— Carved on the feet of the Titan-King

A brutal stomp sends seismic force through the battlefield, destabilizing all nearby foes.

All creatures within 10 feet must make a Resilience Save (tn10 + Strength Mod) or be Knocked Prone.

If a target is already Prone, they instead take Physical Damage equal to your Strength.

Whirlwind of Flesh

Action
While Grappling two creatures

"I don't need a weapon. I have two."

— Titan known only as 'The Maw'

The Titan may now grapple two enemies and weaponize them against each other or hurl them across the battlefield.

You may Grapple up to 2 creatures of your size or smaller at once.

Slam one into the other: perform a 'You Will Do' attack against both as they collide.

Use either grappled target to attack a third nearby enemy with 'You Will Do'.

Throw both in opposite directions up to 15ft. Each target makes a Resilience Save (tn12); on failure, become Prone, on success, become Staggered.

All creatures within 5ft of each impact take 2/4/6 Physical Damage.

LEVEL 5

Cataclysm Grasp

Optional Trigger
After a successful Grapple

"With one hand I hold. With the other, I end."

— The Trial of Iron

An enhanced slam that stuns enemies through pure impact force, reshaping the battlefield in brutal terms.

'You Will Do' Damage Flip increases to 3/5/8.

Once per turn, after you Grapple a target, you may slam them into the ground or another creature within 10ft.

Both targets take 'You Will Do' + Physique Physical Damage.

Both must make a Resilience Save (tn12 + Physique) or be Stunned for 1 turn.

Frozen Grip

While Grappling a target

"They struggled—until they didn't."

— Inscription on a frozen battleground

The Titan's grip paralyzes foes, locking them in place and sealing their fate.

The grappled target cannot use teleportation, blink, or forced self-movement abilities to escape. They must break the grapple through a standard escape attempt first.

When a target successfully escapes your grapple, they take (Strength Mod × 2) Physical Damage as your grip tears free — and their movement speed is reduced by 10ft until end of their next turn.

Improved Statistic

You push your body and mind beyond prior limits.


Increase a Statistic by 1.

LEVEL 6

Immovable Object

When you take damage or are subject to forced movement

"They charged. I remained."

— Stonewarden's Refrain

The Titan becomes a fixture on the battlefield, shrugging off minor blows like falling dust.

If the damage dealt is equal to or less than your Physique Mod, ignore it entirely.

You cannot be moved by forced movement of 5ft or less (Pushed, shoved, etc.). Effects that would move you 10ft or more move you 5ft instead.

Makeshift Shield

Quick Action
While holding a grappled creature, corpse, or large object

"A shield is just something you survive behind."

— Varn, Last of the Bastions

With debris or a corpse, the Titan can block incoming damage in a pinch.

Raise it as cover. Until you drop it, release the grapple, or it is destroyed, you gain +2 Defence against Ranged attacks and Resistance to Ranged Damage.

You may throw the object as part of this ability or at any point while holding it: deal 2/3/5 Physical Damage to a target within 15ft and apply Prone on a failed Resilience Save (tn11 + Strength Mod). Throwing it ends this effect.

If the object is a living or recently dead creature, the throw counts as You Will Do.

Ruinous Finish

When using 'You Will Do'

"The final blow should be the loudest."

— Gorrum the Finisher

The Titan ends fights with brutal, crowd-cleaving finishers that devastate foes and terrain alike.

On a Moderate or High damage result, target must pass Resilience Save (tn12) or be Staggered.

'You Will Do' gains Shockwave.

When reducing a creature to 0 HP with 'You Will Do', trigger a debris shockwave:

All creatures within 5ft must pass Dexterity Save (tn12) or be Knocked Prone and take 1/2/4 Physical Damage from debris.

LEVEL 7

Corpse Hammer

While using a corpse as a weapon

"If they break, they were never weapons to begin with."

— Breaker's Creed

Even the dead become instruments of destruction in a Titan's hands.

Can use dead creatures with 'You Will Do'.

Lasts for 3 hits: +2 damage, then normal, then -2.

If you Critically hit, the corpse explodes: all creatures in 5ft of the target take half damage the flipped damage.

Living Avalanche

Quick Action
Start of your turn — costs your Quick Action for this round

— Eyewitness to the Redhill Crush

Momentum and mass make the Titan unstoppable as they roll through the ranks of the enemy.

Until end of your turn, you may move through hostile spaces. You cannot end your movement occupying the same space as another creature.

Each enemy you move through takes 1/2/4 Physical Damage (Resilience tn11 for half).

You are immune to Grappled, Pushed, and Restrained until end of turn.

You Will Do deals +2 damage during this turn.

Meteor Strike

Optional Trigger
When jumping or falling at least 10ft onto an enemy

"They looked up and saw their end falling."

— Sung in the Ruin-Sky

Using gravity as a weapon, the Titan turns verticality into devastation.

Target must make Strength Save (tn12 + Strength Mod) or take double Falling Damage and be Stunned for 1 turn.

You take half Falling Damage from any height.

LEVEL 8

Earthshatterer

Action

"The earth cracked, and so did their ranks."

— Battle of Hollowdeep

A devastating area strike that topples enemies and warps the battlefield.

All creatures within 15ft must make Resilience Save (tn10 + Strength Mod) or be Pushed 10ft and become Prone.

Creatures already Prone take (Strength Mod × 2) Physical Damage instead.

The affected terrain becomes Difficult Terrain for 2 turns.

Rip and Ruin

Action
While Grappling a target

"Rip them apart. Leave them bleeding. Throw the pieces."

— Rites of Dismemberment

A vicious combination of dismemberment and battlefield repositioning.

Deal 2/4/6 Physical Damage and apply Bleeding(3).

Throw the target up to (10ft + Strength Mod). If they collide with a wall, structure, or another creature, they take an additional Strength Mod Physical Damage and both the thrown target and the object or creature they hit are Staggered until end of their next turn.

The impact point becomes a Debris Field.

Spinal Snap

Action
Grappled target below 50% HP

"Some ends are personal."

— Goredancer Execution Logs

A brutal finisher that cripples or outright ends your opponent.

Flip damage: 3/6/9 + Strength Mod.

If the target survives, they become Withered(2).

If the target dies, enemies within 10ft must pass Willpower Save (tn12) or become Distracted until the end of their next turn.

LEVEL 9

Adamant Grip

While Grappling a target

"You want to leave? Break my fingers first."

— Karhul the Clamp

Your hold becomes unbreakable, your grip a fortress.

'You Will Do' Damage Flip increases to 4/6/10.

You and the target both count as being in Cover against ranged attacks.

You gain Resistance to all damage from the grappled target.

If the target escapes, they take (Strength Mod) Physical Damage.

Meatshield Technique

Reaction
Targeted by a ranged attack while Grappling

"If I have something in my hands, it may as well be useful."

— Field Notes of Harvek the Wall

Turn your grappled foes into living shields.

Redirect the attack to the grappled enemy instead.

If the attack hits, both you and the target take half damage.

Shatterspike Throw

Action
While Grappling a creature

"They flew. They fell. Everything else followed."

— Witness log of the Crater of Redglass

Convert your enemy into a high-velocity projectile of destruction.

Throw the creature up to 20ft into the ground.

Target takes 'You Will Do' +2 damage.

All creatures within 5ft of the impact must make Resilience Save (tn13) or be Knocked Prone and take 2/4/6 Physical Damage.

If the thrown target dies, the blast radius increases to 10ft.

LEVEL 10

Battlefield Tyrant

Action
Start of turn

"I am the center of war."

— Writ upon the Heartshard Core

Enter a state of godlike momentum, reshaping the battlefield through sheer presence.

Gain +1 Action for 2 turns.

'You Will Do' gains Critical Range(2).

Enemies that start their turn within 5ft of you take 1/1/2 Physical Damage.

You are Immune to Staggered and Dazed during this state.

Improved Statistics

You have surpassed mortal limitations.


Increase two Statistics by 1.

Titanquake

Action

"I walked. The world shattered."

— Last echo of the Shattered Coast

Unleash a seismic upheaval that devastates terrain, structures, and those unfortunate enough to be nearby.

30ft radius becomes Difficult Terrain for 2 turns.

All creatures must make Resilience Save (tn14 + STR) or become Prone and Staggered.

Structures and cover in range crumble, dealing 2/4/7 Physical Damage to adjacent targets.

You may designate up to 3 locations in the area as Debris Fields.

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