Juggernaut Ver 1.1

by Frenchie

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The Juggernaut

A towering orc looks ahead at his enemies, planting his feet in the ground and creating a near impenetrable wall out of himself for his allies to use, for a Juggernaut is reliable.

A goliath breaks into a runs to put herself in front of her allies to block the on-coming savage and deadly attacks of the fabled red dragon, for a Juggernaut is fearless.

A dwarf, frenzied after the loss of his ally, rushes forward as he begins trading devastating blows with a fire giant, for a Juggernaut is devoted.

A giant dragonborn leads the charge, his allies protected behind him as they march the battlefield like a moving fortress, for a Juggernaut is impenetrable.

A satyr outmatches his enemy with his techniques and clever footwork, ready for more he taunts the next enemy into a deadly duel, for a Juggernaut is sharp.

A human gets engulfed in a fireball, as the fire fades she comes into view, her armor glowing red and empowered, for a Juggernaut is dauntless.

A tiefling repeatedly hits a wild orc with his iron gauntlets each blow breaking his defense and severely injuring it, for a Juggernaut is mighty.

Protectors

Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes in duels. Juggernauts are uncommon among warriors due to their unique craft and fighting techniques requiring incredible constitution as well as being a master of their armor. To become a Juggernaut you must go through intense physical and mental training which will either break you and your spirits, or make you into one of the most enduring adventurer in the realms. They strive to embody their strength within their armor, and fighting styles. 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, for the path of the Juggernaut requires fearlessness. A Juggernaut is a pillar for their allies to rely on, an imposing figure on the battlefield, and somebody reliable.

Juggernaut
Level Proficiency Bonus AC Features
1st +2 16 Juggernaut Armor, Fighting Style, Integration
2nd +2 16 Alternate Plating, Taunt
3rd +2 16 Bastion Path
4th +2 16 Ability Score Improvement
5th +3 17 Extra Attack
6th +3 17 Bastion Feature
7th +3 17 Dauntless Fortitude
8th +3 17 Ability Score Improvement
9th +4 18 The Mountain
10th +4 18 Bastion Feature
11th +4 18 -
12th +4 18 Ability Score Improvement
13th +5 19 Critical Block
14th +5 19 Bastion Feature
15th +5 19 -
16th +5 19 Ability Score Improvement
17th +6 20 -
18th +6 20 The Wall
19th +6 20 Ability Score Improvement
20th +6 20 Undefeatable

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, collected, and prideful warriors who don't fear easily.

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 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 the discovery of better materials. You must spend a considerable amount of time building this armor. 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 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

Armor Class

Starting at 1st level, your craft and experience has led you to making a unique piece of armor reflecting yourself. You'll now be using this armor to perform incredible defensive and offensive feats. This armor is categorized as heavy and weighs 75lbs, 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 cannot 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.

Damage Negation

Starting at 1st level, the superior plating technique of your armor grants you superior protection while you wear it, making any physical attack against you weaker. While wearing the Juggernaut armor you gain damage negation. Damage negation works by taking off damage equal to your proficiency bonus from every attack doing piercing, slashing, and bludgeoning damage. (Meaning that an attack doing 5 bludgeoning damage to a level 1 Juggernaut would have it's damage reduced by 2 making the total damage taken 3 instead of 5).

  • At level 10 your damage negation applies to magical piercing, slashing, and bludgeoning damage, and at level 15 your damage negation applies to all types of damage, with the exception of radiant, necrotic, psychic, and force damage.

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 properties on your armor). Additionally, the Juggernaut Armor can only hold 3 magical properties at once, and the following armor pieces are excluded from being integrated: boots, cloaks and any headwear. Magic item rules are still applied to this feature and therefore the Juggernaut Armor needs attunement when applying those magical properties.

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.

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.

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. You must be wielding 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.

Alternate Plating

Starting at 2nd level, your growing familiarity with your armor has allowed you to modify it's plating pattern for more specific uses. At the end of a long rest you can double the proficiency bonus of one damage type for which you have damage negation for, until the next long rest.

Taunt

Starting at 2nd level, you try to challenge the enemy into a deadly duel with you. As a bonus action you can taunt creatures into fighting you, making one creature of your choice within 30ft of you make a wisdom saving throw with a DC of 8 + your strength modifier + your proficiency bonus, which they can repeat at the end of all it's subsequent turns. On a fail, this creature gains disadvantage on any attacks targeting anyone other than you for one minute, if this creature is not withing 5ft of you it cannot move away from you. Alternatively, you can end this feature early by using your taunt feature again, or at will on your turn. 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 per long rest.

  • At 4th level you can target 2 creatures instead of 1, at 8th level you can target 3 creatures, and at 12th level you can target 4 creatures.

Bastion Paths

Starting at 3rd level, you must choose a Bastion Path. Your choice grants you features at level 3, 6, 10 and 14.

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. 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, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dauntless Fortitude

Starting at 7th level, your might is even capable of shielding you from spell effects. When you are targeted by an ability or spell which requires a mental save you can use your reaction to replace the save type for a constitution save, before knowing it's outcome. You can use this feature a number of times equal to half your proficiency bonus per long rest.

The Mountain

Starting at 9th level, through combat and study your armor and techniques now stop you from being moved even against the most overwhelming forces.

When wearing the Juggernaut Armor you cannot be moved against your will by creatures who are smaller than gargantuan.

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.

The Wall

Starting at 18th level, your grip on life is so strong you refuse to be stopped. If you are wearing the Juggernaut armor and you take damage, you can use your reaction to reduce that damage by 10. This feature can be used a number of times equal to your proficiency bonus per long rest.

Undefeatable

Starting at 20th level, your constitution reaches heights incomparable to any. Your constitution score increases by 6, and your maximum for that score increases to 26.

Bastion Paths

Bastion Of The General

Battle Hardened

  • Starting at 3rd level, you gain a number superiority die equal to your proficiency bonus. These superioty die are d6's at 3rd level, and increase to d8's at 6th level. You regain all supeririority die per short or long rest.

  • Addtionally you learn the following maneuvers from the Battle Master Fighter subclass: Commander's strike, Bait And Switch, and Rally.

Riposte

  • Starting at 6th level, (). When a creature affected by your taunt feature attacks you, you can use your reaction to make an attack roll against them. If the attack hits, you can choose to only deal half the damage, but immediately use a maneuver.

Tactical Command

  • Starting at 10th level, (). When using a maneuver that targets an ally, you and that ally gain a bonus to your attack rolls equal to half your proficiency bonus until the end of your next turns

()

  • Starting at 14th level, ().

Bastion Of The Retaliator

Unstoppable

  • Starting at 3rd level, . While wearing the Juggernaut Armor, if you are reduced to half your maximum hit points or less, your damage negation for piercing, slashing, and bludgenoning damage doubles. This feature stays active as long as long you stay at or under half of your maximum hit points.

Controlled Retaliation

  • Starting at 6th level, when being attacked by a creature within 5ft of you that is affect by your taunt feature, you can use your reaction to impose a contested athletics or acrobatics check at the end of their turn, on a fail, you can move the creature to an unnoccupied space within 10ft of you.

Piercing Determination

  • Starting at 10th level, you force your opponent into an increasingly difficult fight. While wearing the Juggernaut Armor, when you are reduced to half your maximum hit points or less your weapon attacks deal an additional 1d6 of the same damage type as your weapon, and if you are attacking a creature that has taken an attack against you on it's previous turn while you were are at half your maximum hit points or less, you can use your bonus action to attack once more. This feature stays active as long as long you stay at or under half of your maximum hit points.

Unrelenting Fury

  • Starting at 14th level, when you are reduced to 0 hit points you can choose to immidietely take your turn, after your turn you will fall unconcious and fail a death saving throw. You can using this feature once per long rest.

Bastion Of The Titan's Strength

Brutal Attack

  • Starting at 3rd level, your strength is enough to overcome many defenses. While wearing the juggernaut armor, your strength weapon attacks deal additional force damage equal to your proficiency bonus.

()

  • Starting at 6th level, (). Once per turn when attacking a creature affected by your taunt feature your srength weapon attack deal an extra 1d8 force damage.

  • Additionally, when inflicting damage with this ability you can use your bonus action to impose a strength saving throw with a DC of 8 + your proficiency bonus + your strength modifier, to try and knock the creature prone.

Punch Through

  • At 10th level, (). Your strength weapons dealing regular or magical piercing, slashing, and bludgeoning now deal force damage.

Show Of Strength

  • Starting at 14th level, strength is your tool, and you wield it with pride. Your () feature has it's damage increased to 2d8 and your DC for knocking a creature prone increases by half your proficiency bonus.

Bastion Of The Iron Castle

Hold The Gate

  • Starting at 3rd level, your expertise is holding enemies at bay for your allies. when a creature get's within 10ft of you, you can use your reaction to impose contested athletics, or acrobatics check, on a fail, their movement speed becomes 0 until the start of their next turn. you can use this feature a number of times equal to half your proficiency bonus.

Barricade

  • Starting at 6th level, your towering figure is a shield for others. Creatures within 5ft of you that are the same size as you or smaller gain half cover. You and the targeted creature must stay within 5ft of each other for this effect to apply. This ability follows half cover rules.

Unbreakable Defense

  • Starting at 10th level, you will not crumble nor fall. While an ally is within 5ft of you, you have advantage on saving throws against features and spells that cause the incapcitated condition, with the exception of death saving throws.

Adamantine Will

  • Starting at 14th level, you become the castle holding back the offense. As a bonus action one ally of your choice within 5ft of you gains temp hp equal to your level in this class. You can use this feature a number of times equal to half your proficiency bonus per long rest.

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. (Currently broken)

Balancing And Help

The following Tranquil Evergrove members were an incredible help to the making of this class:

Perp, Neo, Sav, Lord, Sev and Chaotic

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

Changes And Patch Notes

 

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