Planar Order
Order of Titanfists
Channelers who align themselves with the Order of Titanfists live by the axiom that strength is king. Brandishing their namesakes, colossal metal gauntlets known as battlefists, these channelers literally punch holes in the multiverse as they traverse the planes. Their go-to solution for any obstacle is always overwhelming force, which is not to say that titanfists are any less canny than their bretheren: titanfists match their strength with cunning, agility, and surprising arcane power.
Portal Key: Battlefist
At 1st level, your portal key is a pair of oversized, articulated gauntlets known as battlefists, which act as weapons in their own right. Each battlefist is a martial melee weapon that deals 1d8 bludgeoning damage on a hit. It can hold and manipulate objects, though you can’t attack with your battlefist while you’re holding an object with it. Your battlefists have the Light property while you wield them.
When you use the Attack action to attack with a battlefist, you can make one attack with another one you are wielding as a bonus action.
Cantrips
At 1st level, you learn three cantrips of your choice from the following list: chill touch, light, mage hand, minor illusion, prestidigitation, produce flame, resistance, shocking grasp, and true strike.
Bonus Focus
At 7th level, you gain the following Planar Focus option:
Olympus. While in this concentration, you grow to titanic size, as per the Enlarge effect of the enlarge/reduce spell.
Concussive Strike
Beginning at 10th level, you can knock people into a daze. Whenever you hit with one of your battlefists, you can spend 2 arcana points to force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is dazed until the end of its next turn. A dazed creature has disadvantage on attack rolls and Dexterity saving throws. Any creature that is immune to being stunned is also immune to being dazed.
Meteor Blow
At 15th level, when you make an attack with one of your battlefists on your turn, you can channel your might into a single colossal strike. On a hit, this attack deals an additional 4d6 bludgeoning damage. Additionally, if the target is on the ground, each creature on the ground other than yourself within 5 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes the same amount of bludgeoning damage and is knocked prone. On a successful save, a creature takes half this amount and is not knocked prone.
Once you use this ability, you can’t use it again until you complete a long rest.