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Juggernaut

Juggernauts, masters of defense, are warriors whose love of the shield spurs them to reach a greater connection with it. Using the innate magic present in all beings, Juggernauts channel this energy into their shield, often swearing oaths in order to bind the shield to them in whats known as a shield bond.
hit dice: d12
hit points at 1st level: 12+con
hit points at higher levels: 1d12+con
armor proficiencies: All armor, Shields
weapon proficiencies: Simple and Martial Weapons, simple firearms without the two handed property
tools:
saving throws: Strength, Constitution
skills: Choose 2 from: Medicine, Intimidation, Insight, Perception, Athletics
starting equipment:
spellcasting:
class features:
Shield Bond As a 1st level Juggernaut, you have the unique ability to bond a shield to you. You can bond a newly aquired shield by choosing to bond to it, then spending a short or long rest with it. It grants you these abilities: You are proficient with using shields as weapons, and your bonded shield does 2d4 + Str Mod of bludgeoning damage. Shields can be modified to deal other types of damage, for example, spikes for piercing or a blade along the edge for slashing. Your bonded shield is indestructible by nonmagical means and weighs nothing for you, for other creatures the shield weighs twice its normal weight. You know the general direction of your shield provided it is on the same plane of existence and can pinpoint its exact location if you are within 30ft of it. You can don or doff your shield using your free interact with an object action. Starting at 6th level you gain the following benefits: If your shield is within 30 feet of you, you can use your bonus action to summon your shield to your hand, equipped or unequipped (your choice). As a bonus action, you can shunt your shield into a pocket dimension and re-summon it using a bonus action. You can only send your shield to the pocket dimension if you are holding it. The shield can stay in this pocket dimension forever with no ill effects on the shield. Additionally, your bonded shield attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Starting at level 14, attacks with a bonded shield deal double damage to objects and structures.       Losing your shield To a Juggernaut, losing their shield is fatal to their honor. If your shield is somehow lost or destroyed, you are racked with great shame. Until you get a new shield and bond to it, you have disadvantage on all ability checks. Bonding to a new shield does not destroy your previous bonded shield, instead the magic is simply transferred to the new vessel. To find out how to bond a shield, see above.           Taunt When you unlock this at level 1, as a bonus action you can anger people into fighting you. Choose one creature within 60 feet of you who can see or hear you. The affected creature must succeed on a Wisdom saving throw or have disadvantage on any attacks, spells, or other harmful actions they make against anyone except you. Additionally, any creatures affected by a spell they cast has advantage on their saving throw against the spell if you are not one of the targets. This lasts until the start of your next turn. Targets who can’t be frightened are unaffected. You can only use this a number of times as shown above, recovering them on a short or long rest. The DC is 8 + your proficiency bonus + your Constitution modifier.       Juggernaut Specialty At 2nd level, you gain a Juggernaut Specialty. Choose one of the following below:   Heavy Handed Even if swinging a shield, your attacks are brutal and unexpectedly harsh. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier if the attack misses but if the higher of the two d20 rolls would have hit.   Steadfast You have an unmovable stance in which only very strong forces can move you. While you are standing, you have advantage on checks or saves to avoid being grappled or restrained, as well as saving throws against being forcefully moved or knocked prone by any means. If you are forcefully moved, reduce the distance that you've been moved by 5 feet while standing.   Unyielding Strength You're strong enough to actually trust people as far as you can throw them. Shove attacks you make on your turn push creatures 10 feet. Additionally, if a creature one size category larger than you or smaller makes a melee attack against you, you can use your reaction to make a shove attack against them.           Superior Health When you gain this feature at 2nd level, your hit point maximum increases by 2 points, and it increases by 1 every time you gain a Juggernaut level. At 13th level, your hit point maximum increases by 13 points, and it now increases by 2 every time you gain a Juggernaut level.           Juggernaut Ideal At 3rd level you must choose a Juggernaut Ideal, which are described below. You gain an Ideal Feature from this path at 3rd level, 7th level, 11th level and at 15th level.           Mighty Physique At 5th level, you learn to put your mighty strength to use for offense and control. You are considered proficient in Athletics, and use double your proficiency bonus for Athletics checks. If you are already proficient in Athletics, choose another proficiency from your class list.         Limited Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. However, one of the attacks you make must be a shove or grapple attack.       Stockade Starting at level 6, in combat, the area within melee reach of you is considered difficult terrain, and when you make a successful opportunity attack, the enemy's movement speed is reduced to 0.       Indefatigable Starting at 9th level, you may add your proficiency bonus to all saving throws to avoid Exhaustion, stage 5 of Exhaustion for you now reduces your speed to 5, and you now have 7 stages of Exhaustion, instead of 6. Stage 6 is now Unconsciousness, and 7 is death.       Improved Grapple At 10th level, when grappling a creature, you can drag them with you with no penalty to movement.       Improved Shove At 13th level, on a successful shove attack, you can choose to have the target fall prone along with being pushed.       Jotungrip At 14th level, you can wield two handed melee weapons in one hand, but you can only add half your proficiency bonus, rounded down, to attacks with them. Additionally, if you are wielding a weapon with the Versatile property, you can use the two handed die instead. If you are Small, you can now wield weapons with the Heavy property in two hands with no penalty, but can not hold them in one hand.       Improved Juggernaut Specialty At 17th level, the specialty you chose at the beginning of your adventure has grown more powerful.   Heavy Handed: On a critical hit, use the maximum die results on your damage dice.   Steadfast: You are immune to the grappled and proned conditions, and you cannot be forcefully moved by any means.   Unyielding Strength: Creatures that you grapple are considered restrained. The condition still ends if you are out of reach or incapacitated.       Steeled Nerves At 18th level, you've sustained so many wounds, you're almost numb to the big hits. Any critical hit against you does normal damage.       Unstoppable Force At 20th level, you can briefly make yourself both an unstoppable force, and an immovable object. As an action once per long rest, you can gain the following benefits for 1 minute: You can't be forcefully moved and your speed can't be reduced by any means. You are immune to the Grappled, Restrained, Stunned, Petrified and Paralyzed and Proned conditions.
subclass options:

Defender

Some examples of the ideals of a Defender: -You should attack only in defense.   "The world does not need any more bloodshed."   -You must protect the weak and innocent.   "Those who are innocent deserve to be protected from the evils of this world. "   -Use your shield with honor, never become too confident in your own abilities.     "Stay humble even in a time of blood and violence.           Shelter Starting at level 3, you can cast Spare the Dying as a bonus action. Also, if you are holding a bonded shield and are within five feet of an ally, you can use your bonus action to cast Sanctuary on them until the start of your next turn. The DC is 8 + your proficiency bonus + your Constitution modifier.       Health Sacrifice Starting at level 7, as an action, you can sacrifice a small portion of yourself to heal your allies or demolish your foes. If you decide to use your Health to heal a creature you touch, the amount equals your Hit Die + Constitution Modifier. If you decide to use your Health to hurt, when you hit a creature with a melee weapon attack, you can expend Hit Dice to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is equal to your Hit Die + your Constitution Modifier. You can spend an amount of Hit Dice per round equal to half your Constitution modifier.       Bastion Starting at level 11, if you have a bonded shield in your hand, you can use your action to create an impenetrable dome. You create a circle around yourself blocking any enemy or attack from coming in. This aura has a 15 foot radius, and lasts until the end of your next turn. Each creature you designate within 120 feet of you teleports into the aura in an area they choose, and can walk in and out freely. If an ally is incapacitated when the aura is formed, they get teleported inside the aura. Any other creature that tries to get into the aura must succeed a Constitution saving throw with disadvantage. Enemies that fail the saving throw take 2d8 force damage and don't enter the aura. Spell, Ranged and Melee attacks can't get into or go out of the aura. The DC is 8 + your Con and Prof modifiers. You can only use this feature once per long rest.       Hospice Starting at level 15, you gain the power to bring someone back if they've died recently. You can cast Revivify once per long rest.              

Ravager

The phrase: "Your best defense is offense" embodies this class. Ravagers are Juggernauts who seek the path to defense in violence. Their goal is to end fights as quickly as possible, dealing consistent damage at short or long range.           Shield Throw Starting at level 3, you may treat your bonded shield as if it has the Thrown Property. This attack benefits from any features you possess that modify weapon attacks generally or shield bash attacks specifically. Your shield has a short range of 20 feet and a long range of 60 feet. Immediately after the attack, the shield flies back to your hand.     Intensify Starting at level 3, You deal more damage with each swing you make. In combat, every successful hit you make gives you a +2 to your damage on your next attack, up to a maximum of +10 damage per attack. If you miss an attack, you lose the bonus damage and must start again.         Extra Attack Starting at level 7, you now gain the benefits of the full Extra Attack ability, rather than Limited Extra Attack. You can now attack twice, instead of once, whenever you take the Attack action on your turn.       Hemorrhage Starting at level 11, when you hit an enemy, they get a -1 to their attack and damage rolls, to a maximum of -5. This debuff resets every time you miss, or if you target a different creature.       Relentless At 15th level, even as your strength begins to fade, you keep fighting. Having 0 hit points doesn’t knock you unconscious, but you must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.              

Giantslayer

Giantslayer Juggernauts focus all of their strength and skill with weapons into single powerful strikes meant to cripple the largest of foes. With their size and bulk they can effectively grapple, pin, and submit far larger opponents. They prize themselves on their unique tactics to fight these monsters and their resistance to their attacks, while striking back with equal ferocity.           Enlarge Starting at level 3, you have the ability to grow to an immense size to fight your enemies. You can use a bonus action to gain the following benefits for one minute: Your size doubles in all dimensions, and your weight is multiplied by eight. Your size increases by one category. If you were Small, now you are Medium. If you were Medium, now you are Large. You have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, you deal 1d4 extra damage when you make melee weapon attacks with them. Everything you are wearing and carrying changes size with you. Any item dropped returns to normal size at once. If there isn’t enough room for you to double in size, you attain the maximum possible size in the space available. This effect can not be counterspelled or dispelled. You can use this skill twice per long rest. At level 7, this increases to three times per long rest, and at level 11 this increases to four times per short or long rest.         Titanic Strike Starting at level 7, you merrily crush your opponents to dust. When you make an attack, you can choose to make the attack at disadvantage. If you hit, the attack is treated as a critical hit. You can't use this skill if you already have disadvantage.       Titan-sized Starting at level 11, you can use a bonus action to consume two uses of Enlarge, instead of one, to grow even larger. You can also use a bonus action consume an extra use of Enlarge if you are already Enlarged. While you are Titan-sized, the following effects of Enlarge have been changed. Your normal size quadruples in all dimensions, and your weight is multiplied by sixty four. Your size increases by two categories of your original. If you were Small, now you are Large. If you were Medium, now you are Huge. Your weapons also grow to match your new size. While these weapons are Titan-sized, you deal 2d4 extra damage when you make melee weapon attacks with them.       Great Stomp At 15th level, you can use an action to slam your boot into the ground, setting into motion the effect of the Earthquake spell centered on yourself until the end of your next turn. You are unaffected by it's normal effects, but you are affected by environmental effects of the ability, such as a crumbling roof or crashing pillar. Allies are fully affected by the ability. The DC is 8 + your proficiency bonus + your Strength modifier. You can use this ability once per long rest.              

Phalanx

Some Juggernauts train their entire lives with shields, living by the idea that outlasting an enemy in combat is a gauranteed path to victory. The Phalanx does just that, shrugging off mighty blows with their shields endlessly until their opponent eventually tires and is dealt the killing blow. Consummate professionals among Juggernauts, the Phalanx never seem to let up. Even in the biggest and bloodiest battles, they are always the last ones standing.         Defensive Formation Starting at 3rd level, your skill at protecting yourself with a shield becomes truly apparent. While your bonded shield is equipped and provided you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect. In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.       Grit At Level 7, while you are wielding a bonded shield, all non- magical damage that you take is reduced by your Constitution modifier. Additionally, at level 11 this ability is improved to all damage except psychic being reduced by your Constitution modifier. This damage reduction does not affect falling damage.       Punish At Level 11, when you take damage from an attack or spell that you can see while you are holding a bonded shield, you can use your reaction to halve the attack or spell's damage against you. If you halve the damage from a melee attack, the attacker takes half of the damage as well.       Resolute At Level 15, at the start of each of your turns, if you have no more than 3 times your character level in hit points remaining, you regain hit points equal to your Constitution modifier + half your Juggernaut level. You don't gain this benefit if you have 0 hit points. This ability can't heal you back over 3 times your total level of hit points. For example, at level 15 this ability can only heal you to 45 hit points.              

Sanguinaire

Sanguinaire Juggernauts tend to be unlucky adventurers who were bitten by a Vampire to gain life-draining power. These Juggernauts are usually thralls for more powerful Vampire lords, but some though, through research, planning, or good(or bad) luck, stumbled upon similar powers. No matter how they came across the power, they are fierce, intimidating, and despite all the injuries they face, they seem to sow themselves back together in front of your very eyes.         Menace At Level 3, as an action on your turn, you can attempt to demoralize one creature you can see within 30 feet of you that can see you. Make an Intimidation check contested by the target's Insight. If your check succeeds, the target is frightened of you. At the end of each of their turns, they must make another Insight check contested by your Intimidation check. If their check succeeds, the effect fades, and the target cannot be frightened by you again for 1 hour. At level 7, you may target two creatures with this ability and at level 11, you may target three creatures. Additionally, you gain a lifestealing bite attack. You can sink your teeth into and drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If you have a different bite attack from another source, choose which one to use.       Serrated Teeth At level 7, you can now add your Strength modifier to your bite attack's piercing damage, and any creature you make a successful bite attack against can't regain hit points until the start of your next turn. Additionally, you can now make a bite attack against any creature that is frightened of you.       Creeping Dread At level 11, you are immune to being frightened, and your Menace feature overcomes immunity to the Frightened condition. Additionally, when a creature that is frightened of you makes a saving throw, you can use your reaction to give them disadvantage on the save. You must use this ability before the creature makes their roll.       Crippling Drain At level 15, whenever a creature within 10 feet of you that is frightened of you rolls the maximum number on its damage die, treat that number as a one. In addition, the necrotic damage of your bite attack increases to 2d6.
LevelProf BonusFeaturesTaunts
1+2Shield Bond, Taunt2
2+2Juggernaut Specialty, Superior Health2
3+2Ideal Feature3
4+2Ability Score Improvement3
5+3Mighty Physique, Limited Extra Attack3
6+3Improved Shield Bond, Stockade4
7+3Ideal Feature4
8+3Ability Score Improvement4
9+4Indefatigable4
10+4Improved Grapple5
11+4Ideal Feature5
12+4Ability Score Improvement5
13+5Improved Shove, Improved Superior Health5
14+5Jotungrip, Siege Bond6
15+5Ideal Feature6
16+5Ability Score Improvement6
17+6Improved Juggernaut Speciality7
18+6Steeled Nerves7
19+6Ability Score Improvement7
20+6Unstoppable Force8

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Kipper_Dagon.

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