TITAN EXOTIC ARMOR
Abeyant Leap: (Boots) Drengr’s Lash allows you to target two creatures instead of one. All other rules apply.
CATALYST: You can target up to 3 creatures instead.
ACD/0 Feedback Fence: (Gloves) If you are hit by a melee attack, your next melee attack deals an additional [1d4] Arc Damage.
CATALYST: The damage die is a [1d8]
Actium War Rig: (Chestpiece) You can reload your Auto Rifles and Light Machine Guns as a free action.
CATALYST: Your Auto Rifles and Light Machine guns deal an additional 1 damage on hits.
An Insurmountable Skullfort: (Helmet) A Charged Melee Kill heals you for [2d4] damage. When healed in this way, roll [1d20]. On a 20, you instantly regain your Charged Melee.
CATALYST: On a 19 or 20, you regain your Charged Melee.
Antaeus Wards: (Boots) When you are hit by an attack, you can choose to roll a [1d20]. On a 20, the attack is redirected toward a hostile creature you can see within 10ft. Of you. If there are no creatures within this radius, you instead resist that instance of damage. Once you benefit from this feature, you cannot do so again until the end of a long rest.
CATALYST: The effect applies on a 19 or 20, and can be used again at the end of a short or long rest.
Arbor Warden: (Chestpiece) You can place your Barricade in any position within 20ft. of you, but it must still face away from you.
CATALYST: The range is increased to 40ft.
Armamentarium: (Chestpiece) While wearing this chestpiece, you gain an additional Grenade charge. This Grenade charge only comes back on a long rest.
CATALYST: The Grenade charge returns on a short rest.
Ashen Wake: (Gloves) Solar Fusion Grenades deal an additional damage die.
CATALYST: Scoring a kill with a Solar Fusion Grenade also creates a Solar Flare centered on the slain creature. If the grenade kills more than one creature, you choose which creature the Solar Flare appears on.
Blastwave Striders: (Boots) If you are subjected to an area of effect that requires a DEX SAVE to succeed, you may choose to succeed if you fail the roll. If you use this feature, you also gain 2 stacks of Frost Armor and you may also choose to move 10ft. "That Way." You may use this feature once per long rest. (Frost Armor is applied after the damage.)
CATALYST: If you choose to succeed, you also cause your boots to emit a blast of Stasis crystals. Creatures of your choice within 10ft. of you must make a DEX SAVE. On a failure, creatures take [2d10] Stasis damage. On a success, creatures take half damage.
Cadmus Ridge Lancecap: (Helmet) Diamond Lance deals an additional damage die.
CATALYST: Diamond Lance also creates a Stasis Construct at the point of impact.
Citan’s Ramparts: (Gloves) Your Barricade lasts until the end of your next turn. Allies can freely shoot through your barricade.
CATALYST: Your barricade lasts the same number of turns as normal.
Crest of Alpha Lupi: (Chestpiece) You generate an additional orb when you cast your Super.
CATALYST: You generate two additional orbs instead.
Cuirass of the Falling Star: (Chestpiece) Your Thundercrash deals an additional damage die for both the impact and the explosion.
CATALYST: You instead deal two additional damage dice.
Doomfang Pauldron: (Gloves) If you don’t have a Melee Charge when you cast Ward of Dawn, Ward of Dawn lasts an additional turn.
CATALYST: If you don't have a Grenade charge either, Ward of Dawn lasts two additional turns.
Dunemarchers: (Boots) While wearing these boots, you gain +10ft. to your movement speed.
CATALYST: You instead gain +15ft. movement speed.
Empyrean Bellicose: (Helmet) When you use any jumping ability, You can hover in mid-air until the start of your next turn. You can use this feature twice, and regain both uses at the end of a long rest.
CATALYST: You can use this ability four times instead, and regain all uses at the end of a long rest.
Eternal Warrior: (Helmet) When you cast an Arc Super, you heal [1d12] hitpoints.
CATALYST: The healing is increased to [2d12].
Hallowfire Heart: (Chestpiece) While you wear this chestplate, you cannot cast your super. Instead, you gain three charges of light. One charge can be used as a free action to recharge your Charged Melee, Grenade, or Barricade, if they have been used. Once a charge is used, it cannot be used again until the end of a long rest.
CATALYST: You gain an additional charge.
Hazardous Propulsion: (Chestpiece) When you cast your Barricade, you create 3 micro-missiles. Choose any number of targets and make an attack roll for each missile. On a hit, a micro-missile deals [1d4+1] Kinetic damage. If you make a hit with three micro-missiles, your next shot with a Rocket Launcher deals an additional damage die.
CATALYST: You launch 5 micro-missiles instead. Additionally, the damage becomes [1d6+1].
Heart of Inmost Light: (Chestpiece) Scoring a final blow with your Grenade or Charged Melee supercharges the other- if it is available. Each deal an additional damage die. This cannot stack with Helm of Inmost Light.
CATALYST: This can now stack with the Helm of Inmost Light. (You only need one of either to have the Catalyst to receive this benefit.)
Helm of Inmost Light: (Helmet) Scoring a final blow with your Grenade or Charged Melee supercharges the other- if it is available. Each deal an additional damage die. This cannot stack with Heart of Inmost Light.
CATALYST: This can now stack with the Heart of Inmost Light. (You only need one of either to have the Catalyst to receive this benefit.)
Helm of Saint-14: When you cast your Ward of Dawn, All creatures of your choice within the radius must make a DEX SAVE or be Blinded until the end of their respective turns.
CATALYST: Creatures of your choice no longer need to make a DEX SAVE. As long as they are within the Ward of Dawn, they are Blinded until the end of their respective turns.
Hoarfrost-Z: (Chestpiece) When you cast your Barricade, creatures of your choice within the barricade’s space take two stacks of Chill.
CATALYST: For each stack of Chill you apply, you gain that many stacks of Frost Armor.
Icefall Mantle: (Gloves) Your Barricade is replaced with the ability to give yourself 20 Temporary Hitpoints.
CATALYST: You also grant yourself two stacks of Frost Armor when you use this feature.
Immolation Fists: (Gloves) Your Hammer of Sol applies three stacks of Burn instead of one.
CATALYST: Kills made with your Hammer of Sol immediately Ignite.
Khepri’s Horn: (Helmet) If you cast your barricade, any hostile creature within 5ft. Of the front of the barricade must make a DEX SAVE or take [1d6] Solar Damage and be shoved 10ft. away from you. On a successful save, affected creatures take half damage and are not shoved.
CATALYST: Failed SAVEs also apply one stack of Burn.
Lion Rampant: (Boots) Your Glide Speed becomes 20ft. while wearing these boots, and your fall speed becomes 10ft. while gliding.
CATALYST: As a bonus action, you can give yourself a flying speed of 50ft. This effect lasts for 1 minute, and you cannot use it again until the end of a long rest. If you are also wearing Twilight Garrison, this feature instead lasts for 10 minutes.
Loreley Splendor Helm: (Helmet) When you reach 0 hitpoints, you stand back up with 1 hitpoint. Once this feature has been used, it cannot be used again for the next [1d6] days.
CATALYST: Once the feature has been used, it returns in [1d3] days instead.
Mask of the Quiet One: (Helmet) If you have 10 health or less, A kill made by you heals [3d8] damage. Once this feature has been used, it cannot be used again until the end of a long rest.
CATALYST: You can use this feature twice per long rest.
Melas Panoplia: (Gloves)
Your Hammer Throw Charged Melee deals an additional stack of Burn. If you cause an Ignition with the Hammer Throw, you regain your Charged Melee.
CATALYST: Your Hammer Throw deals an additional two stacks of Burn.
Mk.44 Stand Asides: (Boots) When you take the Dash Action, you can reduce all damage against you by 1, to a minimum of 1, until the start of your next turn. You can benefit from this feature a number of times equal to your PB, and regain all uses at the end of a long rest.
CATALYST: You instead reduce damage by 2, to a minimum of 1.
No Backup Plans: (Gloves) Scoring a kill with a Shotgun grants you 5 Temporary Hitpoints.
CATALYST: Scoring a kill with a shotgun grants stacking Temporary Hitpoints, to a maximum of 10.
One-Eyed Mask: (Helmet) When you are directly damaged by a creature, you can use your reaction to mark the creature. You have advantage on your next attack against the marked target. If the target is defeated with this attack, you gain 5 Temporary Hitpoints.
CATALYST: If the target is not killed by the marked attack, but still hits, you still gain 5 Temporary Hitpoints.
Path of the Burning Steps: (Boots) Your Solar hits deal an additional [1d4] Solar damage.
CATALYST: In addition, you have resistance to Stasis and cold environments.
Peacekeepers: (Boots) Your equipped SMGs have their range extended by 5ft. Additionally, you can reload SMGs as a free action.
CATALYST: If your equipped SMG does not have the Lightweight property, it now does while you wear these boots.
Peregrine Greaves: (Boots) If you land a melee hit while in mid-air, you deal an additional [1d6] damage matching your [GSubclass]. You can benefit from this feature a number of times equal to your PB, and regain all uses at the end of a long rest.
CATALYST: The damage die becomes a [1d10].
Phoenix Cradle: (Boots) Your Solar Flares have a radius of 10ft.
CATALYST: The radius is increased to 15ft.
Point-Contact Brace: (Gloves) Your Arc Charged Melee has its range increased by 10ft.
CATALYST: The range is instead increased by 20ft.
Praxic Vestments: (Chestpiece) As a bonus action, you can give yourself a flying speed of 60ft. until the end of your turn. Once you use this feature, you cannot use it again until the end of a long rest.
CATALYST: The flying speed increases to 90ft.
Precious Scars: (Helmet) If you revive a downed Guardian, both you and the revived Guardian gain [1d12] Temporary Health.
CATALYST: The temporary Hitpoints is increased to [2d12].
Pyrogale Gauntlets: (Gloves) Your Sunbreaker Super becomes a single giant hammer throw that deals [9d12 + GLevel + PB]. Additionally, when you cast your Super while attuned to these gauntlets, you create a 10ft. radius Solar Flare centered on yourself.
CATALYST: You generate two Orbs of Power upon casting your Super. This counts to your total.
Ruin Wings: (Gloves) When you hit with an Attack with a Weapon, you can choose to make its damage type Light. You may benefit from this feature a number of times equal to your PB, and regain all uses at the end of a long rest.
CATALYST: You may benefit from this feature a number of times equal to twice your PB instead.
Second Chance: (Gloves) You change your Defensive Strike into a Shield Throw, with a range of 20ft. / 40ft. And it Weakens on Hit.
CATALYST: The Shield Throw also has Anti-Barrier properties.
Severance Enclosure: (Chestpiece) final blows with your Charged Melee explode, causing all all creatures of your choice within a 10ft. radius to make a DEX SAVE. On a fail, a creature also takes the triggering Charged Melee damage.
CATALYST: The range is increased to 15ft.
Stronghold: (Gloves) While Guarding with a Sword, you have resistance to all damage except for Light and Dark. If you block an attack as a result of the bonus provided by Guard, your next attack deals double damage. (EG: If your normal AC is 15, and the attack roll is a 15, and your Guard brings your AC to a 16, you gain the bonus damage. If in that same scenario, that attack is instead a 14, you do not gain the bonus damage.) You can benefit from the bonus damage feature a number of times equal to your PB (rounded up) and regain all uses at the end of a long rest.
CATALYST: If any attack against you fails to hit while you're Guarding, regardless of the roll, you gain the double damage feature.
Synthoceps: (Gloves) While wearing these gloves, if you make a melee attack, you can move a free extra 5ft. As you lunge towards a target.
CATALYST: You can move an extra 10ft. instead.
Taikonaut: (Helmet) Your equipped Rocket Launchers deal an additional damage die.
CATALYST: You are no longer affected by the Long range penalties for Rocket Launchers.
Thagomizers: (Gloves) You gain two melee charges, but the second one returns only at the end of a long rest.
CATALYST: The second charge now also returns on a short rest.
The Glasshouse: (Helmet) While you or an ally is benefitting from Weapons of Light, they also gain a +1 to their attack rolls for the same duration.
CATALYST: The bonus to attack rolls is a +2 instead.
Twilight Garrison: (Chestpiece) Your Glide Speed becomes 20ft. while wearing this armor, and your fall speed becomes 10ft. while gliding.
CATALYST: Your weapons benefit from the effects of Icarus Grip if they do not already do so already.
Ursa Furiosa: (Gloves) Ranged Attacks can be made through your Ward of Dawn dome. You choose any number of creatures who benefit from this feature.
CATALYST: Attacks made that pass through the Ward of Dawn dome also apply Weaken if they don't do so already.
Wishful Ignorance: (Gloves) You gain a second melee charge, but the second charge returns only at the end of a long rest.
CATALYST: The second charge also returns on a short rest.
Wormgod Caress: (Gloves) Your melee hits deal an additional [1d4] Bludgeoning Damage.
CATALYST: The damage die is [1d6].