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.
Level | Prof Bonus | Features | Taunts |
---|
1 | +2 | Shield Bond, Taunt | 2 |
2 | +2 | Juggernaut Specialty, Superior Health | 2 |
3 | +2 | Ideal Feature | 3 |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Mighty Physique, Limited Extra Attack | 3 |
6 | +3 | Improved Shield Bond, Stockade | 4 |
7 | +3 | Ideal Feature | 4 |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | Indefatigable | 4 |
10 | +4 | Improved Grapple | 5 |
11 | +4 | Ideal Feature | 5 |
12 | +4 | Ability Score Improvement | 5 |
13 | +5 | Improved Shove, Improved Superior Health | 5 |
14 | +5 | Jotungrip, Siege Bond | 6 |
15 | +5 | Ideal Feature | 6 |
16 | +5 | Ability Score Improvement | 6 |
17 | +6 | Improved Juggernaut Speciality | 7 |
18 | +6 | Steeled Nerves | 7 |
19 | +6 | Ability Score Improvement | 7 |
20 | +6 | Unstoppable Force | 8 |