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  1. Notes

Titan

Power Manifestation

Your power is so wild and vibrant that you often struggle to contain it. When this energy boils over, you transform dramatically, unleashing your true strength for a short time.

True Form

When you choose this manifestation at 3rd level, you can use a bonus action to assume your True Form for 1 minute. You exit this form early if you use a bonus action to end it, or if you are not charmed or knocked unconscious. You gain the following benefits while in your True Form:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to become Large, your size doesn't change.
  • You gain a +1 bonus to your AC and saving throws.
  • Whenever you successfully grapple or shove a creature, they take bludgeoning damage equal to a roll of your Pure Strength Die.

You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.

Simmering Fury

Also at 3rd level, hits of your True Form become apparent as your anger builds. You can add your Strength modifier to any Charisma (Intimidation) check you make.

Living Weapon

Starting at 7th level, while you are in your True Form, if you are grappling a creature that is your size or smaller, you can use them to make an unarmed strike using Strength against another creature. If you hit the target creature, they take the unarmed strike's damage as normal, and the grappled creature takes bludgeoning damage equal to a roll of your Pure Strength die.

Mighty Roar

At 14th level, whenever you enter your True Form, you can unleash an ear-shattering roar that forces each creature within 10 feet of you to make a Constitution saving throw against your Power Save DC if they can hear you. On a failed save, creatures take thunder damage equal to a roll of your Pure Strength die, and are deafened and stunned until the start of your next turn.

Seismic Slam

At 18th level, if you are grappling a creature while you are in your True Form, you can use an action on your turn to repeatedly slam the creature into the ground in a fit of rage. When you use this ability, the grappled creature must make either a Strength or Dexterity saving throw against your Power Save DC (the target chooses which).

On a failed save, the creature takes 10d10 bludgeoning damage, is knocked prone, and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and is not stunned. In either case, you stop grappling the creature afterward.

Once you use this feature, you must complete a long rest before using it again.