Juggernaut (3.5e Class)

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Juggernaut[edit]

A Juggernaut does not focus on landing hits, he focuses more on taking them, a Juggernaut has the ability to withstand numerous attacks, both physical and magical. A juggernaut doesn't learn magic and is quite slow. They take on multiple enemies at once and act as a frontman while ranged attackers can lend support and deal damage from behind.

They are put on the front lines of battle in attempts to destroy enemy moral and improve the spirits of the troops. Nothing sells 'we are going to win', like watching someone ram down monsters and humanoids alike with devastating power. An unstoppable object, a Juggernaut can plow through any battle and carve a path for their fellow party members without breaking a sweat.

Most people become Juggernauts after seeing defensively weaker allies succumb to an enemy's blow. They realize that they must become the body and shield of the group, there to protect the party to the Juggernaut's last breath.

Making a Juggernaut[edit]

A Juggernaut focuses on Strength and Dexterity for a high carrying capacity, higher bonuses to hit and damage; As well as higher reflex and Armor Class. Constitution is also important for getting high fortitude and HP modifiers, A juggernaut is less focused on Charisma, Wisdom and Intelligence as he'll use brute force rather than quick wits.

Abilities: Power attack, Power Defense. A Juggernaut is a defensive player of the team.

Races: Dwarves, Orcs and Humans often take this class. It is wiser for strong and hardy races to become a juggernaut, although it is possible to be a juggernaut with any race.

Alignment: Any

Starting Gold: 10 gp x 5d6 (average 175 gold). Same as a Fighter

Starting Age: Moderate

Table: The Juggernaut

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Bonus AC Special
Fort Ref Will
1st +1 +2 +2 +0 +1 DR 1/-, Power Attack, Bonus Feat, Powerful Charge
2nd +2 +3 +3 +0 +1 Power Defense, Uncanny Dodge, Charge Bonus
3rd +3 +3 +3 +1 +2 Bonus Feat, Expert Bull Rush
4th +4 +4 +4 +1 +2 Greater Lifting, Bonus on Charge +2
5th +5 +4 +4 +1 +2 DR 2/-, Improved Uncanny Dodge, Greater Powerful Charge
6th +6/+1 +5 +5 +2 +3 Extended Charge, Superior Bull Rush
7th +7/+2 +5 +5 +2 +3 Bonus Feat, Advanced Assist.
8th +8/+3 +6 +6 +2 +3
9th +9/+4 +6 +6 +3 +4 Still Mind
10th +10/+5 +7 +7 +3 +4 DR 3/-, Immune to Sleep Effects, Indomitable Will
11th +11/+6/+1 +7 +7 +3 +4 Bonus Feat
12th +12/+7/+2 +8 +8 +4 +5
13th +13/+8/+3 +8 +8 +4 +5 Combat Focused
14th +14/+9/+4 +9 +9 +4 +5
15th +15/+10/+5 +9 +9 +5 +6 DR 4/-, Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5 +6
17th +17/+12/+7/+2 +10 +10 +5 +6 Ox's Stance
18th +18/+13/+8/+3 +11 +11 +6 +7
19th +19/+14/+9/+4 +11 +11 +6 +7 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +6 +7 DR 5/-, Greater Fortitude, Greater Reflex

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Jump (Str), Intimidate (Cha), Swim (Str), Use Rope (Dex), Spot (Wis), Listen (Wis), Ride (Dex).

Class Features[edit]

All of the following are class features of the Juggernaut.

Weapon and Armor Proficiency: A Juggarnaut is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Power Attack: At level 1, all Juggernauts automatically acquire Power Attack.

Powerful Charge: When you charge, if your melee attack hits, you deal an extra 1d8 points of damage (if you are Medium size). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when you make a charge. It does not work when you are mounted. If you have the ability to make multiple attacks after a charge, you may only apply this extra damage to one of those attacks.

Power Defense: At level 2, all Juggernauts automatically acquire Power Defense. This is an Exclusive Class feature which allows Juggernauts to carry out a 'total defense' move and +2 AC to there armor in addition to any other bonuses they may achieve.

Uncanny Dodge: At 2nd level, a Juggernaut retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Juggernaut already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Charge Bonus: A Juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4).

Expert Bull Rush: A Juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A Juggernaut can also add its class level to Strength checks when trying to break down doors, walls, or other obstacles.

Greater Lifting: At 4th level, a Juggernaut is able to carry 25% more weight than before (add 25% to how much you could carry.)

Improved Uncanny Dodge (Ex): At 5th level and higher, a Juggernaut can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Powerful Charge: As Powerful Charge, but treat yourself as one size category larger than you are.

Extended Charge: A Juggernaut gains +5 feet to its speed when making a charge.

Superior Bull Rush: When a Juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to its Strength modifier against the opponent in addition to the normal results of a bull rush.

Advanced Assist:(Sp): At 7th level and higher, a Juggernaut may assist an ally in combat by attacking the foe which is threatening your ally, as you attack, you gain a +2 to hit and any additional bonuses from flanking. if a successful hit is landed, your ally will get a +5 to hit due to the fact that the enemy has lost concentration on your ally.

Still Mind:(Ex): At 9th level and higher, a Juggernaut can sacrifice his attack action and instead prepare for any incoming attacks, in this state, a Juggernaut gains a +3 to AC, on top of +3 to all saves, this feat stacks with other effect.

Sleep Effects immune:(Ex): At 10th level and higher, a Juggernaut is immune to all Sleep Effects and paralysis effects.

Indomitable Will:(Sp): At 10th level and higher, a Juggernaut gains the 'indomitable will' feature. this means you can take a +5 to your Will saves in the place of your standard action, the effects of the spell is halved when you fail to pass a successful Will save.

Combat Focused: At 13th level and higher, a Juggernaut gains the combat focused feature, this allows you to wield medium armor without suffering the base land speed penalties, this also gives you weapon proficiency with all types of armor and weapons, except Exotic weapons.

Ox's stance:(Sp): A Juggernaut gains a feature called Ox's stance at 17th level or higher, Ox's stance is a full round action defense move which adds on half your character level to your AC for that round, in Ox's stance, you cannot move or attack, although you can attack others while using an attack of opportunity. Ox's stance basically sacrifices your move and attack action in order to give yourself a high AC boost.

  • this move can only be used once per an encounter.

Greater Fortitude: A juggernaut gains 'greater Fortitude' at level 20 or higher, while using Oxs stance, a Juggernaut may choose to boost to his Fortitude equivalent to his Bonus AC modifier. this cannot be used at the same time as 'Greater Reflex'.

Greater Reflex: A Juggernaut gains 'greater Reflex' at level 20 or higher, while using Oxs stance, a Juggernaut may choose to boost his Reflex buy adding his bonus AC modifier. This cannot be used at the same time as 'Greater Fortitude'

Epic Juggernaut[edit]

Table: The Epic Juggernaut

Hit Die: d10

Level Special
21st AC bonus + 8
22nd bonus feat
23rd
24th AC bonus + 9
25th bonus feat
26th
27th AC bonus + 10
28th bonus feat
29th
30th AC bonus + 11

2 + Int modifier skill points per level.

Lizardfolk Juggernaut Starting Package[edit]

Stats: Str - 20 (+5) Dex - 14 (+2) Con - 15 (+2) Int - 9 (-1) Wis - 9 (-1) Cha - 10

Weapons: Greatsword (2d6), Greataxe (1d12), dagger (1d4), claws x 2 (1d4), bite (1d4)

armor: Scale Mail AC:(22) = 10 + 4 + 2 + 1 + 5 ( armor, dex, Bonus AC, natural armor)

Skill Selection: Swim

Skill Ranks Ability Armor
Check
Penalty
total modifier
Swim 4 Strength -8 5

Feat: Cleave

Bonus Feats: power attack, weapon and armor proficiency.

Gear: Bedroll, Winter Blanket, Grappling hook, Silk Rope, waterskin, map, trail rations (x5), flint and steel.

Gold: 35 gold

HP: 12

ECL: +1

Campaign Information[edit]

Playing a Juggernaut[edit]

Other Classes: The juggernaut is generally an okay guy while outside of combat and can generally be quite clueless, but inside battle he is an expert in defensive methods can can withstand ferocious attacks

Combat: Defender, the juggernaut pushes forward and corners the enemy if needs be, he is normally near the front of the group.

Advancement: It is advisable to get the best possible armor for your juggernaut at higher levels, as his main aspect is AC, and you want to raise that as high as possible. it is also wise to make your character stronger as this will give both more carrying capacity and a larger chance to hit and damage.

Juggernaut in the World[edit]

"Why use magic on a foe when you can smash them without any risk of harm?
—Brutus, Giant Juggernaut

Juggernauts are the same as fighters, sometimes they start off as guards and grow tired of there occupation.

Daily Life: Juggernauts are always aiming to make themselves stronger and are always looking for the next 'challenge', they are often larger than most of there race and are often friendly towards there peers and other adventurers. In combat they are driven and always attack the foe head on.

Notables: Brutus is a well known Juggernaut, he is rumoured to have stopped a prison break by standing in the doorway and taking every hit from 100 prisoners at the same time and coming out of it without a scratch on his body.

Organizations: Juggernauts are come from any background, alike some other classes, its sometimes something you just pick-up as you go.

NPC Reactions: Generally, NPCs mistake Juggernauts as guards and this can make some shady around them.

Juggernaut Lore[edit]

Characters with ranks in Knowledge Local can research Juggernaut to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Juggernauts are known for their impressive strength.
10 Juggernauts are known for their impressive Strength and ability to withstand larges hits from weapons.
15 Juggernauts are known for being large for there race and having un-natural willpower which drives them to become strong in their later lives.
20 Juggernauts have some impressive tactics in battle which require a medicational state which increase the Strength and reactive pulses to a point which it is impossible to hit them. The first well known Juggernaut was the Prison Guard, Brutus, who is known to have stopped a prison break of 100 prisoners by himself.

Juggernauts in the Game[edit]

Juggernauts play as both the brawn and defensive side of the group, keeping there arm up at all side.

Adaptation: Some are relaxed while others are constantly alert, personality comes down to the Juggernaut itself.

Sample Encounter: You see a Towering man in full plate in front of you blocking your path, he appears to be an all, muscular human with a greataxe across his back, he looks as through he may be difficult to hit. "you cannot pass" - says this 'towering' man.

EL Juggernaut:

  • Recon: be advised there is rumoured Juggernauts in the area, approach with caution.
  • A towering man coating in golden full plate comes out of the shadows wielding a greataxe.
  • "stop right there or else suffer death"



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