Primal Path: Path of the Juggernaut

by entrench

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Path of the Juggernaut

Barbarians of the path of the juggernaut use the power and weight of their honed physique as a weapon. These barbarians traditionally revere the natural might of the rhinoceros, seeing their natural physical aptitude as a means to solve all manner of problems. Often, when presented with an obstacle to overcome, juggernauts will conclude that the best way to proceed is to create a path forward themselves.

Rhino Armor

Starting at 3rd level, you can modify a set of armor to serve as support for lunging blows, made using the weight of your body.

With 4 hours of work, you can convert any light or medium armor into rhino armor, a dangerous set of spiked and horned armor. Rhino armor retains the properties of the armor used to create it, and it becomes a melee weapon with which you are proficient. Your rhino armor deals 1d4 piercing damage.

When you create rhino armor, you can choose to modify it in order to remove its defensive capabilities. If you do, you calculate your AC as if you were unarmored while you are wearing the armor. This modification is irreversible.

Battlerager's Fury

Also at 3rd level, while you are raging, you can make one weapon attack with your rhino armor as a bonus action.

Trample

At 6th level, your prowess with rhino armor allows you to run down your foes.

Once on each of your turns while you are wearing your rhino armor, when you take the Dash action and you move at least 10 feet in a straight line towards a creature, you can make one weapon attack with your rhino armor against that creature as part of the same action. If you hit, you can push the target 5 feet in a straight line away from you if it is Huge or smaller.

Reinforced Horn

Also at 6th level, your attacks with rhino armor count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Goring Strike

At 10th level, you learn to leverage your momentum in your horned strikes, causing deeper wounds.

Once on each of your turns, when you deal damage to a creature with your rhino armor, you can deal additional damage equal to half your barbarian level.

Unstoppable Charge

At 14th level, your fierce charging hardens your defense and shrugs off blows.

If you move 10 feet or more during a turn, you gain temporary hit points equal to 5 plus your Constitution modifier (minimum of 1).

Questions? Feedback?

Thank you for taking the time to read, review and enjoy this homebrew. Feel free to get in touch with me on reddit: /u/devikyn with your comments!

The art used is of course Marvel's Rhino.

Version 1.00 PRIMAL PATH:
PATH OF THE JUGGERNAUT