Intro
Summary of Content
Juggernaut
A tall, muscular orc looks ahead at his enemies, planting his feet in the ground and creating a near impenetrable wall out of himself.
A goliath runs in front of his friends to block the on-coming savage and deadly attacks of the fabled red dragon.
A dwarf, seething, channels his energy and rushes forward trading hits with the enemy.
A giant dragonborn leads the charge, his allies protected behind him as they march the battlefield.
A satyr blocks an oncoming attack with a giant blade, the blade drops revealing another weapon with which he retaliates.
A human gets engulfed in a fireball, as the fire fades he stands unmoving and undamaged.
A tiefling punches a wild orc with his iron gauntlets, watching it fall defeated in a single strike.
Protectors
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes in duels. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main feature, their armor. Their armor represents themselves, their honor, and their spirit for a fight. Most important of all they protect their allies and whoever they deem needs it. They aren't all good kind hearted spirits, but most of them are as they embody courage.

Juggernaut
Level
Proficiency Bonus
AC
Damage Negation
Features
1st
+2
16
2
Juggernaut Armor, Fighting Style
2nd
+2
16
2
Superior Health, Taunt
3rd
+2
16
2
Bastion Path
4th
+2
16
2
Ability Score Improvement
5th
+3
16
3
Extra Attack, Negation Increase
6th
+3
16
3
Inconceivable Constitution
7th
+3
17
3
Bastion Feature, AC Improvement
8th
+3
17
3
Ability Score Improvement
9th
+4
17
4
The Mountain, Negation Increase
10th
+4
17
4
Dauntless Fortitude
11th
+4
18
4
Bastion Feature, AC Improvement, Distracting Strike
12th
+4
18
4
Ability Score Improvement
13th
+5
18
5
Critical Block, Negation Increase
14th
+5
18
5
Bastion Feature
15th
+5
19
5
Challenging Cry, AC Improvement
16th
+5
19
5
Ability Score Improvement
17th
+6
19
6
Unstoppable, Negation Increase
18th
+6
19
6
The Wall, AC Improvement
19th
+6
20
6
Ability Score Improvement
20th
+6
20
6
Titanic Stronghold
Creating A Juggernaut
A juggernaut's main power is their armor, their knowledge of the threat ahead, their might and their courage. Juggernaut's are strong, big and tall as well as prideful warrior who don't fear easily if ever at all.
Quick Build
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, a Flail, or a Warhammer as your weapon of choice.
Armor Crafting
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
A tall, muscular orc looks ahead at his enemies, planting his feet in the ground and creating a near impenetrable wall out of himself.
A goliath runs in front of his friends to block the on-coming savage and deadly attacks of the fabled red dragon.
A dwarf, seething, channels his energy and rushes forward trading hits with the enemy.
A giant dragonborn leads the charge, his allies protected behind him as they march the battlefield.
A satyr blocks an oncoming attack with a giant blade, the blade drops revealing another weapon with which he retaliates.
A human gets engulfed in a fireball, as the fire fades he stands unmoving and undamaged.
A tiefling punches a wild orc with his iron gauntlets, watching it fall defeated in a single strike.
Protectors
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes in duels. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main feature, their armor. Their armor represents themselves, their honor, and their spirit for a fight. Most important of all they protect their allies and whoever they deem needs it. They aren't all good kind hearted spirits, but most of them are as they embody courage.

Juggernaut
Level
Proficiency Bonus
AC
Damage Negation
Features
1st
+2
16
2
Juggernaut Armor, Fighting Style
2nd
+2
16
2
Superior Health, Taunt
3rd
+2
16
2
Bastion Path
4th
+2
16
2
Ability Score Improvement
5th
+3
16
3
Extra Attack, Negation Increase
6th
+3
16
3
Inconceivable Constitution
7th
+3
17
3
Bastion Feature, AC Improvement
8th
+3
17
3
Ability Score Improvement
9th
+4
17
4
The Mountain, Negation Increase
10th
+4
17
4
Dauntless Fortitude
11th
+4
18
4
Bastion Feature, AC Improvement, Distracting Strike
12th
+4
18
4
Ability Score Improvement
13th
+5
18
5
Critical Block, Negation Increase
14th
+5
18
5
Bastion Feature
15th
+5
19
5
Challenging Cry, AC Improvement
16th
+5
19
5
Ability Score Improvement
17th
+6
19
6
Unstoppable, Negation Increase
18th
+6
19
6
The Wall, AC Improvement
19th
+6
20
6
Ability Score Improvement
20th
+6
20
6
Titanic Stronghold
Creating A Juggernaut
A juggernaut's main power is their armor, their knowledge of the threat ahead, their might and their courage. Juggernaut's are strong, big and tall as well as prideful warrior who don't fear easily if ever at all.
Quick Build
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, a Flail, or a Warhammer as your weapon of choice.
Armor Crafting
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes in duels. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main feature, their armor. Their armor represents themselves, their honor, and their spirit for a fight. Most important of all they protect their allies and whoever they deem needs it. They aren't all good kind hearted spirits, but most of them are as they embody courage.

Juggernaut
| Level | Proficiency Bonus | AC | Damage Negation | Features |
|---|---|---|---|---|
| 1st | +2 | 16 | 2 | Juggernaut Armor, Fighting Style |
| 2nd | +2 | 16 | 2 | Superior Health, Taunt |
| 3rd | +2 | 16 | 2 | Bastion Path |
| 4th | +2 | 16 | 2 | Ability Score Improvement |
| 5th | +3 | 16 | 3 | Extra Attack, Negation Increase |
| 6th | +3 | 16 | 3 | Inconceivable Constitution |
| 7th | +3 | 17 | 3 | Bastion Feature, AC Improvement |
| 8th | +3 | 17 | 3 | Ability Score Improvement |
| 9th | +4 | 17 | 4 | The Mountain, Negation Increase |
| 10th | +4 | 17 | 4 | Dauntless Fortitude |
| 11th | +4 | 18 | 4 | Bastion Feature, AC Improvement, Distracting Strike |
| 12th | +4 | 18 | 4 | Ability Score Improvement |
| 13th | +5 | 18 | 5 | Critical Block, Negation Increase |
| 14th | +5 | 18 | 5 | Bastion Feature |
| 15th | +5 | 19 | 5 | Challenging Cry, AC Improvement |
| 16th | +5 | 19 | 5 | Ability Score Improvement |
| 17th | +6 | 19 | 6 | Unstoppable, Negation Increase |
| 18th | +6 | 19 | 6 | The Wall, AC Improvement |
| 19th | +6 | 20 | 6 | Ability Score Improvement |
| 20th | +6 | 20 | 6 | Titanic Stronghold |
Creating A Juggernaut
A juggernaut's main power is their armor, their knowledge of the threat ahead, their might and their courage. Juggernaut's are strong, big and tall as well as prideful warrior who don't fear easily if ever at all.
Quick Build
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, a Flail, or a Warhammer as your weapon of choice.
Armor Crafting
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
A juggernaut's main power is their armor, their knowledge of the threat ahead, their might and their courage. Juggernaut's are strong, big and tall as well as prideful warrior who don't fear easily if ever at all.
Quick Build
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, a Flail, or a Warhammer as your weapon of choice.
Armor Crafting
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
You can make a Juggernaut quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, a Flail, or a Warhammer as your weapon of choice.
Armor Crafting
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Your armor is your most precious piece of equipment and is the center of your abilities. This armor was crafted by you and will keep on getting modifications as your armor crafting skills get better along with discovery of better material. You must spend at least 24 hours building this armor, which can be done during a long rest. You cannot efficiently use more than one armor set per day. Additionally, using another set of armor negates most abilities given by this class.
Multiclassing and the Juggernaut
If your group uses the optional rule on multiclassing in the Player's Handbook, the following rules apply if you choose the Juggernaut as one of your classes.
Ability Score Minimum. As a multiclass character, you must have either a Strength score or a Constitution score of 13 or higher, to take a level in this class, or to take a level in another class if you are already a Juggernaut.
Proficiencies Gained. If Juggernaut isn't your initial class, you gain the following proficiencies when you take your first level as a Juggernaut: The Juggernaut Armor, simple weapons, martial weapons, one skill from the class’s skill list and smithing tools.
Juggernaut Armor. When you multiclass into Juggernaut you need to be using the class specific armor to gain most of the features from this class.
Class Features
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
As a Juggernaut, you gain the following features.
Hit Point
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Hit Dice: 1d12 per Juggernaut level.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Juggernaut level after 1st
Proficiencies
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Armor: Juggernaut Armor
Weapons: Simple weapons, martial weapons
Tools: Smith tools
Saving Throws: Strength, Constitution
Skills: Choose two from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) a warhammer or (b) any simple melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- an explorer’s pack
The Armor
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive feats, offensive feats or both. This armor is categorized as heavy, therefore stealth checks are made with disadvantage and a minimum of 13 strength is required to wield this armor. This armor has an AC of 16, at level 7 it increases to 17, at level 11 it increases to 18, at level 15 it increases to 19 and at level 18 it increases to 20. While wearing the armor you gain damage negation for piercing, slashing and bludgeoning equal to your proficiency bonus.
Fighting Style
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using Juggernaut armor.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range.
Grapple
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Any grappling check made against you by a creature of the same size as you or smaller is made with disadvantage. Additionally, any grappling check made by you against a creature of the same size or smaller is made with advantage.
Brute
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Unyielding Strength
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
If a creature makes a melee attack against you and misses, you can use your reaction to knock the enemy back a number of ft equal to 1d10 + Strength Modifier.
Superior Health
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 2nd level, the sustained damage dealt to you is no match for your resilience. Your hit point maximum increases by 2. Additionally, whenever you gain a level thereafter, your hit point maximum increases by 1. Furthermore, whenever you roll your hit dice from a short rest you may add your proficiency bonus to the total.
Taunt
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 2nd level, you challenge the enemy and their ego. As a bonus action you can enrage enemies into fighting you. One Enemy of your choice must make a wisdom saving throw with a DC of 8 + Constitution Modifier + Proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you. If the enemy is not withing melee range of you it must use it's action to dash to your location. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. You cannot target more than one creature at a time with taunt. Creatures immune to the charmed condition automatically pass this saving throw. You can use this feature a number of time equal to your proficiency bonus.
Bastion Path
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 7, 11 and 14. Bastion path features only work while you are wearing Juggernaut armor. Bastion paths can be found at the end of this document.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat instead.
Extra Attack
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 5th level, the weight of your armor no longer holds you back, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inconceivable Constitution
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 6th level, your resilience grows beyond normal means. Your hit point maximum increases by an additional 6 hit points, and whenever you gain a level thereafter, the bonus from your superior health is increased to 2.
The Mountain
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 9th level, you become an unmovable force. While wearing the Juggernaut armor any ability checks and saving throws against being knocked prone are made with advantage. Additionally, you cannot be moved against you will.
Dauntless Fortitude
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 10th level, your might reaches height comparable to the strongest of beasts. When you gain this feature constitution saving throws are made with advantage.
Distracting Strike
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 11th level, you force the enemies attention solely on you. Once per turn when one of your attack hits an enemy it has to make a wisdom saving throw with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature. Additionally, it cannot take reactions until the beginning of your next turn.
Critical Block
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 13th level, your armor is without flaws or weak points. While wearing the Juggernaut armor critical strikes do not deal additional damage to you.
Challenging Cry
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 15th level, Your taunt turns into a demonstration of superiority. The number of creatures able to be targeted by your taunt feature increases by half your proficiency bonus. Additionally, when a creature is affected by taunt for the first time you allies have advantage on attacks made against it.
Unstoppable
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 17th level, your grip on life is so strong you refuse to be stopped. When you are reduced to 0 hit points by an attack that does not automatically kill you, you can choose to take 2 levels of exhaustion and automatically take your turn. After the end of this turn you can take an additional 2 level of exhaustion and use this feature again or fall unconscious and resume death saving throws.
The Wall
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 18th level, tis' but a flesh wound after all. If you are wearing the Juggernaut armor and you take damage, you can reduce that damage by an amount equal to your current level. This feature can be used a number of times equal to your proficiency bonus and resets by taking a long rest.
Titanic Stronghold
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Starting at 20th level, the sheer willpower you exert is enough to challenge any and all. If you are on the receiving end of a saving throw, you can choose to pass the save automatically before you roll the save. You can use this ability twice, and both uses recharge at the end of a long rest.
Bastion Paths
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Bastion Of The Fortress
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Protector's Defense
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, you share the burden of your allies. A single target withing 5ft of you can share half the damage dealt to them with you.
Barricade
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, your presence alone is enough protection. One creatures of your choice within a 10ft radius behind you gains half cover unless it is an attack or spell that reaches behind cover. The creature must be of the same size or smaller.
Defensive Formation
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 11th level, you will not let them fall. You can take an action to protect one creature of your choice withing 10ft of you. Until the start of your next turn, while that creature is protected it is considered completely behind cover unless it is targeted by an attack or spell that reach behind cover.
Living Fortress
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, you can assume the stance of a true fortress. Your movement speed is halved. Until the start of your next turn, you can attack a creature that comes within 5 feet of you. On hit, the creature 3d8 bludgeoning damage and has its movement speed reduced to 0 until the end of their next turn. Furthermore, you are immune to damage made by ranged weapon and spell attacks. This feature can only be used once per long rest.
Bastion Of The Retaliator
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Avenger's Sigil
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, those who attack your allies will endure your heightened fury. When you hit a creature with a melee weapon attack, you can mark that creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. If a marked creature deals damage to anyone other than you while within your sight, you gain advantage on all attacks made against that creature until that mark fades. Furthermore, you can make an additional melee weapon attack on your turn against the offending creature. You can form the Avenger’s Sigil a number of times equal to your proficiency bonus, and all uses recharge at the end of a long rest. Finally, a creature that initially succeeds on their save against your Taunt becomes marked automatically, without expending a use of the ability.
An Eye For An Eye
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, you equip the gauntlets of your armor with spikes. Your unarmed strike deals piercing damage instead of bludgeoning. In addition, when a creature within 5ft misses you with an attack, you can use your reaction to turn the attack into a hit. If you do so, the attacker takes piercing damage equal to the damage dealt on you.
Deadly Hold
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 11th level, you cannot be held against your will. Anything who grapples you takes damage equal to 1d8 + your Strength modifier per turn grappled, as well as an additional 1d8 + Strength modifier when they let go.
Vicious Retaliation
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, there are consequences to attacking you. Once per long rest you enter a state of unrelenting fury against your foes, the pressure emitting from you frightening those in your way. Until the end of your next turn, creatures affected by your Avenger’s Sigil that hit you with a melee attack have the same amount of damage dealt unto them in the form of piercing damage, as you return the attack back onto them. Furthermore, any creature affected by your Taunt or Avenger's sigil is Frightened by you. While in this state, you cannot make more than one attack per turn, as you are completely focused on your all-out counterattack.
Bastion Of The Titan's Strength
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Brutal Attack
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, your strength alone is enough to cause massive damage. You deal an additional 1d4 bludgeoning damage when you attack with your unarmed strike. This damage increases to 1d6 at level 7, 1d8 at level 11 and 1d10 at level 14. Furthermore, if you are holding no weapon in both hands you can make an additional attack with your unarmed strike as a bonus action.
Reckless Strikes
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, your speed and techniques support your brute strength allowing you to turn even the worst of strikes into an opportunity for offense. Once per turn when your miss an attack with your unarmed strike, you can choose to make an additional attack with your unarmed strike. This extra attack has advantage, but only deals half total damage of the current attack.
Punch Through
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- At 11th level, your strength is so high that your enemy's defense doesn't matter. If an attack roll is less than your strength score you can replace that roll with your strength score (Having a strength score of 20 does not grant you a Nat 20). This ability can only be used a number of times equal to your strength modifier.
Show Of Strength
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, you become the meaning of strength. You enter a state of pure strength, when you get this feature, you gain points equal to your proficiency bonus. You can expend 1 point as an action to make your unarmed strikes deal 1d12 damage and ignore resistance for 1 minute. Alternatively, you can expend 1 point as an action to deliver a single powerful strike that on a hit deals two additional damage dice and the opponent must succeed on a constitution save with a DC of 8 + strength modifier + proficiency bonus. On a fail, the creature becomes stunned until the end of your next turn. These points reset upon taking a long rest.
Bastion Of The Iron Castle
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Hold The Gate
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, you are an expert at holding back enemies. Any enemy that pass within 10ft of you will trigger an opportunity attack.
Strategic Retreat
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, you are the castle holding back the enemy. When you use this feature any allies withing 15ft of you get a free dash as a reaction. This dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius. Any allies behind you in that 10ft radius can only be attacked at disadvantage. Strategic retreat lasts for two turns. This ability can be used a number of times equal to half your proficiency bonus and resets by taking a long rest.
Unbreakable Defenses
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 11th level, you will not crumble nor fall. When strategic retreat is in action your damage negation is amplified. Your constitution modifier is added to you damage negation feature. Additionally, you cannot be grappled when Strategic retreat is active.
Living Castle
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, your defense is comparable to a castle. Whenever you use Strategic Retreat any ally behind you cannot be attacked unless an enemy is within melee range of you. Additionally, when using this feature, you have advantage against enemies that trigger opportunity attacks.
Bastion Of The Elements
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Elemental Deflector
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, your training taught you to deflect elements efficiently. You learn the Absorb Elements as a first level spell. Additionally, This spell can be cast using a second level spell slot at level 7, a third level spell slot at level 11 and finally a fourth level spell slot at level 14.
Resist The Element
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, your body is used to the effects of all the elements. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning, or cold damage that you take is reduced by a number equal to your proficiency bonus.
Elemental Expert
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them. When your allies would be the target of a fire, acid, thunder, lighting, cold spell or ability that affects more than one person, you can as a reaction force the ability to only target you.
Elemental Reflection
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, your body can store the energy behind elemental damage dealt to you. When you are hit with fire, acid, thunder, lightning or cold damage you gain 1 point. When you reach 3 points your next attack deals extra damage equal to all the elemental damage dealt to you this fight. This feature can only be used twice per long rest.
Bastion Of The Two Blades
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
The Blade
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- You wield a giant blade that houses a smaller blade inside. At the press of a button, you can release the giant blade and pull up on the hilt revealing a smaller version of this blade capable of much more agile feats. These modes are referred to as giant mode and light mode. Giant mode is the full blade and therefore is capable of causing massive damage, as well as being more defensive as well due to its sheer size, but at the cost of mobility. Light mode is more offensive and agile, but at the cost of defense. You can switch stance only at the start of your turn by using your bonus action. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn, it cannot do so more than once unless an ability inside this subclass says otherwise. Light mode is One-Handed, deals 1d6 + strength modifier slashing damage and can attack using a bonus action at the cost of reduced defense, if you attack with a bonus action you lose 2 AC until your next turn.
Two In One
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 3rd level, your fighting style evolves to compensate for two different weapons. When using giant mode you gain +2 AC. Alternatively, when using light mode your attack bonus increases by half your strength score for 1 turn. This feature can be used a number of times equal to half your proficiency bonus.
Strength Of The Double Blade
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 7th level, you have learned both blades advantages well. When hitting a creature with giant mode they must succeed on a strength saving throw with a DC of 8 + Strength modifier + proficiency bonus or be knocked prone. This ability can be used 3 times and resets on a short and long rest. Once per turn when missing with light mode your next attack roll within the same turn has advantage, but at the cost of removing your proficiency bonus from the attack damage.
Full Potential
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 11th level, your mastery of both forms have reached it's peak. Giant mode is no longer restricted to one attack per turn and can instead attack twice with second strike only dealing 2d6 + strength modifier slashing damage. Light mode gains an extra attack.
Blade And Shield
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
- Starting at 14th level, you develop a new fighting style equally impressive as your blade. As an action at the start of your turn you can enter Combined mode for 1 minute, in this mode you attach your giant blade to the opposing arm with which you hold the light mode or a one-handed weapon with the light property. When the giant blade is attached to your arm you cannot hold any weapon or item with this arm’s hand, but you gain +1 AC. Additionally, as a bonus action you can attack with your giant blade, this action is called blunt strike. On a hit blunt strike deals 1d4 + strength modifier damage and applies the stunned condition to the target until it is attacked again, or at the end of your current turn. When in combined mode you can only attack twice excluding the bonus action of blunt strike. This ability can be used a number of times equal to half your proficiency bonus.
Credit
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
Class
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
This class is heavily inspired by the Juggernaut class of the same name which you can find here
Art
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
I couldn't find the original artist for the art I used on the first page of this document so if anyone knows please share so I can credit them here.
Balancing And Help
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic
The following Tranquil Evergrove members were an incredible help to the making of this class:
Perp, Neo, Sav and Chaotic