Titan Weapons is a Primary Power Set for Brutes and Scrappers, and a Secondary Power Set for Tankers.
You wield an oversized weapon of some sort; a gigantic sword, mace or axe, or possibly even a railroad crossing sign. The weapon's sheer mass gives it great destructive power, and your immense strength and skill allow you to use it as a devastating weapon. You may have a signature weapon or item, or you just make do with whatever large heavy item you find.
A Titan Weapon is a large, two-handed, heavy weapon scaled more properly for a creature much larger than you. You make a melee attack roll to hit a target with it, to which you add your Strength Modifier. You are also considered proficient with it, so you add your Proficiency Bonus to the attack roll. It deals 1d10 bludgeoning damage, plus another 1d10 damage. The damage type of the second die is either also bludgeoning or slashing depending on the weapon's basic design. When you add Endurance Dice to this damage, you can choose which of your weapon's types it uses. Your weapon has a melee attack reach of 10 feet.
When you select this Power Set, you gain a number of benefits.
Some of your Titan Weapons features indicate that they cause Pushback. If you use a Pushback feature that prompts your target to make a Saving Throw which fails, the target will be knocked away from the source of the effect by 15 feet. Pushback only affects creatures Large or smaller.
If your Pushback shoves a creature into an obstacle, such as a wall or a Huge or larger creature, it suffers 1d6 bludgeoning damage for every five whole feet it would have otherwise traveled. Divide the remaining distance by five and round down. Certain features may also have additional rules around Pushback.
Wielding such a large weapon is slow and often cumbersome. Despite your impressive physical strength, you have disadvantage on any melee attack roll you make with it. However, whenever you successfully damage any foe with your Titan Weapon, you build Momentum. Momentum will last until the end of your next turn, or unless you become incapacitated, unconscious, or suffer any condition or effect that puts a restriction on your movement (such as being knocked prone). During that time, your Titan Weapon melee attack rolls do not suffer from disadvantage. In addition, whenever you roll damage for a Titan Weapons feature while you have Momentum, and any die result is a 1 or 2, you may re-roll the die but you must use the new result if you do. Some Titan Weapons features require that you have Momentum, and using such a feature will remove that state. You cannot build Momentum on any turn that you lose it.
Your Titan Weapon's large size makes it excellent for denying area to a foe. Using your Action, you can swing it in a wide cone 10 feet long and 20 feet wide. Each creature in that area has disadvantage on any attack rolls it makes against you. In addition, each creature must make a successful Dexterity Saving Throw or take your Titan Weapon's base die damage. If the creature's Saving Throw is successful, it takes half damage.
You can use Titan Sweep at 1st level, Whirling Smash at 10th level if you are a Brute or a Scrapper and at 14th level if you're a Tanker, and Arc of Destruction at 12th level if you're a Brute or Scrapper and at 15th level if you are a Tanker.
At 1st level, whenever you make a successful melee attack roll and apply at least one Endurance Die to the damage, and deal at least one point of bludgeoning or slashing damage to your target, all attack rolls made against your target have advantage until the end of its next turn.
You can use Follow Through at 2nd level if you're a Scrapper, at 3rd level if you're a Brute, and at 8th level if you are a Tanker. You can use Rend Armor at 7th level if you're a Brute or Scrapper, and at 11th level if you're a Tanker.
At 2nd level if you are a Brute, at 3rd level if you are a Scrapper, and at 8th level if you're a Tanker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Titan Weapons attack and damage roll you make until the end of your next turn. If you roll at least two Endurance Dice, you also gain Momentum. Using this feature does not cost an Action but you can only do it on your turn.