Juggernaut beta 2024-05-02

by Frenchie

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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 Features
1st +2 16 Juggernaut Armor, Fighting Style, Integration
2nd +2 16 Superior Health, Taunt
3rd +2 16 Bastion Path
4th +2 16 Ability Score Improvement
5th +3 17 Extra Attack, Negation Increase, AC Increase
6th +3 17 Inconceivable Constitution
7th +3 17 Bastion Feature
8th +3 17 Ability Score Improvement
9th +4 18 The Mountain, AC Increase
10th +4 18 Dauntless Fortitude
11th +4 18 Bastion Feature, Distracting Strike, Negation Increase
12th +4 18 Ability Score Improvement
13th +5 19 Critical Block, AC Increase
14th +5 19 Bastion Feature
15th +5 19 Challenging Cry
16th +5 19 Ability Score Improvement
17th +6 20 Unstoppable, AC Increase
18th +6 20 The Wall
19th +6 20 Ability Score Improvement
20th +6 20 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 greatsword, or 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 8 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 a Strength score and 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's 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 light crossbow and 20 bolts or (b) five javelins
  • an explorer’s pack and a Smith's Toolkit

Juggernaut Armor

Starting at 1st level, you use a unique piece of armor, using it to perform incredible defensive and 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. Additionally, Juggernauts cannot wield shields while wearing the armor and if they do all the features requiring the armor can't be used. This armor has an AC of 16, at level 5 it increases to 17, at level 9 it increases to 18, at level 13 it increases to 19 and at level 17 it increases to 20.

While wearing the armor you gain damage negation to piercing, slashing and bludgeoning equal to your constitution modifier. At level 5 your damage negation changes to your proficiency modifier + your constitution modifier and at level 10 it increases to double your proficiency + your constitution damage, and at level 15 it increases to double your proficiency bonus + double your constitution modifier.

Integration

Starting at 1st level, You can integrate other armors magical properties onto your Juggernaut Armor. At the end of a long rest using your smith's tool you can give your Juggernaut Armor the magical properties from one magical armor piece (Example if a magic armor piece has +1 to constitution saves and one extra d4 of healing you will get both those effects). The following armor types are excluded: boots, cloaks and any headwear which isn't armor. Magic item rules are still applied to this and therefore needs attunement.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. Additionally, At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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 within 30ft of you must make a wisdom saving throw with a DC of 8 + your strength modifier + your proficiency. On a fail, this enemy gains disadvantage on any attack targeting anyone other than you and if the enemy is not withing melee range of you it must use all it's movement to get to you. This feature lasts for one minute, and the afected 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. Additionally, when you finish a long rest you can choose one damage resistance which lasts until you long rest again.

The Mountain

Starting at 9th level, you become an unmovable force. . Additionally, you cannot be moved against you will.

Dauntless Fortitude

Starting at 10th level, your might reaches height incomparable to any normal being. When you gain this feature and you are targeted by an ability or spell which requires a save you can use your reaction to replace that save for a constitution save. You can use this feature a number of times equal to half your proficiency bonus.

Distracting Strike

Starting at 11th level, you force the enemies attention solely on you. When you attack a creature which has saved against your taunt feature it must succeed on a wisdom saving throw with a DC of 8 + strength modifier + your proficiency. On a fail, the creature has disadvantage on saving throws made to resist the taunt feature for 1 minute and it's next attack has a reduction to it's attack bonus equal to your strength modifier. When you attack a creature that has resisted your taunt feature because it is immune or resistant to the charmed condition it has it's damage reduced by your proficiency bonus on the first attack it makes against you every turn for 1 minute.

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 half your maximum hit points or less you gain the ability to use unstoppable as long as you are under that threshold. As an action until the end of your next turn you gain resistance to every damage type except force. you can use this feature twice per long rest

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 use your reaction to 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 physical burden of your allies. When an ally within 10ft of you is attacked you can spend your reaction to move within 5ft of them without exiting melee range of any enemy near you and share half the damage dealt to them with you.

Barricade

  • Starting at 7th level, your towering figure is a shield for others. One creatures of your choice within 10ft that is the same size as you or smaller gains half cover, and stays within 10ft of the you when you move which uses it's movement speed as well, unless it chooses to not move with you. This ability follows half cover rules so any attack that can reach behind cover will reach the protected creature.

Defensive Formation

  • Starting at 11th level, you become a wall for others to hide behind. You can use your action to make a creature targeted by Barricade gain full cover until the end of your next turn as well as having advantage on saves for spells and ability that targets more than one creature, and any attack that reaches behind cover like magic missiles targets you instead. This feature can be used twice per long rest.

Living Fortress

  • Starting at 14th level, you can assume the stance of a true fortress. As an action you can activate this feature which lasts until the end of your next turn. While this feature is active your movement speed is halved and when an enemy first enter's your melee range it triggers your opportunity attack which deals an extra 3d8 bludgeoning damage as well as reducing it's movement speed to 0 until the end of their next turn. Additionally, when an enemy targets an ally within 20ft of you with a ranged attack they must succeed on a wisdom saving throw with a DC of 8 + your strength modifier + your proficiency bonus. On a fail, the ranged attack target's you instead. This feature can only be used once per long rest.

Bastion Of The Retaliator

Avenger's Sigil

  • Those who attack your allies will endure your heightened fury. When you hit a creature with a melee attack, you can mark that creature for this turn and the next 2 turns. 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. Additionally, you can make an additional melee weapon attack on your turn against a creature with this mark. Furthermore, any creature that fails the saving throw to resist your taunt feature can get marked instead without expanding a use of this ability. This effect ends early if you are incapacitated, die or the creature is targeted by your taunt feature. You can form the Avenger’s Sigil a number of times equal to your strength modifier, and all uses recharge at the end of a short or long rest.

Piercing Determination

  • Starting at 3rd level, you strike true and viciously. Any creature affected by your Avenger's Sigil takes an extra 1d6 piercing damage from your bludgeoning weapon attacks. This damage increases to 1d8 at level 11. Additionally, any creature affected by your avenger's sigil has disadvantage on the first attack they make against on their turn.

An Eye For An Eye

  • Starting at 7th level, you equip one your bludgeoning weapon with deadly spikes and protrusions. 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 no damage negation is applied to the hit and the attacker takes piercing or bludgeoning damage equal to the damage dealt to you.

One On One

  • Starting at 11th level, you force your opponent into an inescapable duel. When a creature affected by your Avenger's Sigil targets an ally within 10ft of you, you can use your reaction redirect the damage onto you which automatically Activates An Eye For An Eye.

Vicious Retaliation

  • Starting at 14th level, 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, when a creature affected by your Avenger’s Sigil hit's you with a melee attack they have the same amount of damage dealt back unto them in the form of piercing damage. Furthermore, any creature affected by your Taunt or Avenger's sigil is compelled to attack you. While in this state, you cannot make more than two attacks per turn, as you are completely focused on your all-out counterattack. You can use this feature once per long rest.

Bastion Of The Titan's Strength

Brutal Attack

  • Starting at 3rd level, your strength alone is enough to cause massive damage. While wearing the juggernaut armor you deal an additional 1d4 bludgeoning damage when you attack with your unarmed strikes. 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 allows you to turn even the worst of strikes into an opportunity for offense. While wearing the juggernaut armor, 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 of it's total damage.

Punch Through

  • At 11th level, your strength is so high that your enemy's defense doesn't matter. While wearing the Juggernaut armor if an attack roll for your unarmed attack 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). Additionally, your unarmed attacks are considered magical for the purpose of overcoming resistances. 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. While wearing the juggernaut armor you gain Strength Points equal to half your proficiency bonus. You can expend 1 Strength Point as a bonus action to make your unarmed strikes deal 1d12 damage for 2 turns. Alternatively, you can expend 2 Strength Points as an action to deliver a single powerful strike that on a hit deals two additional damage dice of brutal attack 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 short or long rest.

Bastion Of The Iron Castle

Hold The Gate

  • Starting at 3rd level, your expertise is 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 gets a free dash as a reaction and this dash does not cause opportunity attacks. Your allies gather behind you within a 10ft radius and any allies behind you in that 10ft radius can only be attacked at disadvantage for the next 2 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 as a second level spell at level 7, as a third level spell at level 11 and finally as a fourth level spell at level 14. Absorb Elements can be used a number of times equal to your strength modifier.

Elemental Reinforcements

  • Starting at 7th level, you install an energy core into your armor. While wearing the juggernaut armor if you take fire, acid, thunder, lightning and cold damage you can use your reaction to absorb the elemental energy allowing you to take an attack as a bonus action on your next turn.

Elemental Expert

  • Starting at 11th level, your understanding of elemental abilities is extensive allowing you manipulate them to empower yourself. While you are wearing the Juggernaut armor, fire, acid, thunder, lightning and cold damage that you take when not using absorb elements is reduced by an amount equal to your damage negation feature.

Elemental Reflection

  • Starting at 14th level, your energy core can store the energy of elemental barrages to enhance your strength to great heights. While wearing the juggernaut armor if you are hit with fire, acid, thunder, lightning or cold damage you gain a reflection charge. When you reach 3 reflection charges your next attack deals an extra 6d6 of your weapons damage type which does not stack with Absorb elements. This feature can only be used twice per long rest.

Bastion Of The Two Blades

The Blades

  • You wield a giant blade that houses a smaller blade inside like sheet. 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. At the start of your turn as a bonus action you can switch stance. Giant mode is Two-Handed, deals 3d6 + strength modifier slashing damage and can only attack once per turn. Light mode is One-Handed, deals 2d4 + strength modifier slashing damage, but you cannot wield any weapon or shield in the other hand.

Two In One

  • Starting at 3rd level, you learn to switch your stances effectively. When switching to Giant mode you gain +3 AC. Alternatively, when switching to light mode you add half your strength modifier to your attack bonus until your next turn. This ability only applies once every 2 turns.

Strength Of The Double Blade

  • Starting at 7th level, your control of the Double Blade expands and so does your strength. When you hit a creature in Giant mode you can spend your bonus action to try and knock the creature prone. The creature must succeed a strength check with a DC of 8 + your strength modifier + your proficiency bonus. When you hit a creature in Light mode you can use your bonus action to make an unarmed strike against your target.

adaptable

  • Starting at 11th level, for a brief moment you can push your speed beyond it's normal limits. Once per short or long rest you can switch stance as a free action.

Stance Master

  • Starting at 14th level. Each time you switch stance you gain a Stance Master charge. When you obtain 4 Stance Master charges you can enter one of two new stances at the start of your next turn. As a free action you enter can enter Giant's Master or Light's Master. While in Giant's Master you gain +4 AC and any attacks made against a creature with fewer than 18 as their strength score will automatically be knocked prone, but if the creature has a strength score of 19 or above they must succeed a save with a DC of 12 + your strength modifier + your proficiency bonus. While in Light's Master you add your strength modifier to your attacks bonus and damage, as well as gaining an extra attack as a free action. These features are active until the end of your next turn.

Credit

Class

This class is partially 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

Special thanks to Jay and the playtesters, they helped with a great amount of this class's balancing.

Changes And Patch Notes

Patch 1

  • Changed multiclass requirements to follow vanilla 5e

  • Changed the time requirements to crafts the armor.

  • Changed the armor description to exclude shields from this class completely.

  • AC was increased to 1 every 4 levels.

  • Damage negation was changed to only be constitution modifier from level 1 to 4, 5-9 to prof + con modifier, 10-14 to double prof + con modifier, and 15-20 to double prof + double con modifier.

  • Integration feature was added.

  • Taunt was rebalanced to have a range and not use the enemy's action.

  • Inconceivable Constitution now includes on resistance of your choice per long rest.

  • Dauntless Fortitude was changed to help the Juggernaut deal with saves due to the class being most likely to be targeted.

  • Distracting strike was changed to not encourage a hit and run play style and give the Juggernaut better chances at surviving.

  • The wall was made a reaction.

  • Unstoppable was changed to focus on survivability.

  • Protector's Defense from Bastion Of The Fortress was changed to cost a reaction and increase it's range

  • Barricade from Bastion Of The Fortress was changed to be more streamlined and follow vanilla 5e ruling.

  • Living Fortress from Bastion Of The Fortress was changed to reflect the protection aspect of the class better.

  • Bastion Of The Two Blades was completely overhauled.

  • Deadly Hold from the Retaliator subclass was erased.

  • Piercing Determination was created for the retaliator subclass.

  • One on One was created for the Retaliator subclass.

  • Show Of Strength's points were changed.

  • Bastion Of The Element's was changed to match the nature of it's gameplay.

  • Resist The Element was changed to Elemental Reinforcements

 

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