Juggernaut (5e Class)

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Juggernaut

A tall, muscular orc looks ahead at his enemies, planting his shield in the ground and creating a near impenetrable wall. 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 to make giant spikes appear on his shield, suddenly flying to the enemy.

Juggernauts, masters of strength and defense, are warriors who aim to block attacks, taunt enemies, and trap foes with their shield. Juggernauts are uncommon, as most warriors prefer methods of power over defense. They strive to embody their strength within their main weapon, a shield. Their shield represents themselves, their honor, and their spirit for a fight.

Uncommon Style

The fighting style of a juggernaut is very rare. It is similar to the way of a fighter, block or attack, but it is also very different from any other style of fighting. Most classes wish to damage foes, heal allies, or curse/bless creatures. The honor of a juggernaut is embodied in their fighting style as well, similar to that of a paladin.

Creating a Juggernaut

A juggernaut's main power is their shield. Who crafted your shield? Did you make it? Did you take your father or your mother's shield? Or did they die an unhonorable death, and you are following their footsteps to avenge them?

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, choose Chain Mail, a Flail, and a Warhammer.

Class Features

As a Juggernaut you gain the following class features.

Hit Points

Hit Dice: 1d12 per Juggernaut level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Juggernaut level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smithing 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) Chain Mail or (b) Scale Mail Armor
  • (a) A Flail or (b) Any Martial Melee weapon
  • (a) A Warhammer or (b) Any Simple Melee Weapon
  • (a) A Explorer's Pack or (b) A Dungeoneers Pack

Table: The Juggernaut

Level Proficiency
Bonus
Features
1st +2 Colossal Shield, Taunt
2nd +2 Juggernaut Defense Style, Superior Health
3rd +2 Defense Specialization Path
4th +2 Ability Score Improvement
5th +3 Shield Bash, Extra Attack
6th +3
7th +3 Defense Specialization Feature
8th +3 Ability Score Improvement
9th +4 Shield Bond
10th +4
11th +4 Taunt Upgrade
12th +4 Ability Score Improvement
13th +5 Improved Superior Health
14th +5 Defense Specialization Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Improved Shield Bond
19th +6 Ability Score Improvement
20th +6 Unstoppable Might

Colossal Shield

Starting at 1st level, you have a specially upgraded shield, which is larger than an average shield. Your shield is considered one size larger, covering your body. Your shield protects either the front or back of your body from non-magical projectiles. If you are size Small, this attribute does not apply.If you are size Large, it grows to size large. Due to the overwhelming size, you gain the following changes:

-Your speed is decreased by 5 ft.

-The shield bonus to your AC becomes equal to your Constitution or Proficiency modifier (which ever is higher) instead of the regular benefit.

Losing Your Shield

If you lose or destroy your shield, you may spend 50 gold and 8 hours of working on a new shield under a blacksmith's supervision. To a Juggernaut, losing their shield is fatal to their honor. For the next day when you use your shield, it is treated as a regular shield and after that, it can be treated as a colossal shield.


Taunt

Starting at 1st level, as a bonus action you can enrage enemies into fighting you. Choose an enemy to taunt and they must make a Charisma saving throw. On a failed save, the enemy has disadvantage against other targets with melee attacks. The DC is 10 + Charisma Modifier + Proficiency. This ability lasts for one minute. You can use this skill an equal amount of times to your Proficiency Bonus. You recover all uses on a short or long rest.

Starting at 11th level, you can choose up to Proficiency Bonus enemies at a time. Additionally, the enemy now has disadvantage with all attacks.

Juggernaut Defense Style

Starting at 2nd level, you inherit a juggernaut defending style as your specialty. Choose one of the following below:

Protection

As an action, when an ally is within 5 feet of you, you can declare the ally as protected by you. That ally gains your Strength modifier added to their Armor Class. Additionally, as a reaction, you can take a melee attack for an ally within 5 feet of you. This attack will be redirected to you instead.

Unmovable Stance

As an action, you can enter a defensive stance, in which only the most powerful forces can move. You gain advantage on physical saving throws that would move you in any way. This lasts until you are attacked successfully or the start of your next turn.

Grapple

Any Strength check against you by a large or smaller creature is at disadvantage. Any Strength check made by you, against a Large or smaller creature, is with advantage.

Brute Force

You gain a +2 to attack rolls made with melee weapons. You can also wield weapons with the heavy, two-handed, and reach properties with one hand

Unyielding Strength

If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 1d10 + Strength Modifier feet, knocking them prone.

Superior Health

Starting at 2nd level, you can add your Proficiency to the number of hit points you gain when rolling hit dice on a short rest.

Starting at 13th level, you now gain advantage on Constitution saves. Additionally, any hit dice used are automatically at the maximum roll.

Defense Specialization Path

Starting at 3rd level, you gain a Defense Specialization Path, as outlined at the end of this class. If your alignment changes you gain the starters for both paths.(starter being anything under 7th level)

Your choice grants you features at 3rd level, then again at 7th and 14th level.

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.

Shield Bash

Starting at 5th level, if you are within 5 feet of a creature, you can use a attack action to bash them with your shield. Make an attack roll, adding your Strength modifier and Proficiency Bonus, and on a hit, deal 2d8 plus Strength modifier bludgeoning damage. If the target is Large or smaller, on a critical hit, they are knocked prone. Before this feature a shield bash with the colossal shield counts as a attack with an improvised weapon that deals 2d4 damage.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shield Bond

Starting at 9th level, you have become the ultimate tank. You grant cover to allies within five feet of you. At 9th level allies within 5ft of you gain half cover (A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.) At level 18 the cover granted by this ability increases to three-quarters cover(A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.)

Additionally, if you did not take the Defender specialization path, You gain the ability to magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.

Unstoppable Might

Starting at 20th level,Constitution scores increase by 4 to a max of 24 . If already at or above 24, then this has no effect. you have also perfected fighting with you shield and can use your shield bash as a bonus action.

Defense Specialization Path

The Defender

Defenders are the juggernauts who aim to protect those weaker than it from any harm. Their fighting style involves protecting and blocking allies from harm. A defender has a set of ideals they follow and learn from. Juggernauts who break this code become a ravagers, brutal warriors who are insurmountably more aggressive and do not follow any ideals. Most ravagers are shunned by juggernauts because they do not follow the "correct" ideals of defense.

Ideals of a Defender:

-You should attack only in defense. "The world does not need unnecessary bloodshed."

-You must do everything you can to protect those weaker than you. "The innocent must be protected from the evil in this world."

-Hold your shield with honor, never with arrogance. "Stay humble even in the most violent of moments."

-You must protect your allies at all costs. "This world is nothing without companionship."

Mjölnir Shield

-Starting at 3rd level, your shield becomes as light as a feather to you and no longer reduces your speed. You can carry your shield easily, and it does not count against your maximum weight. No other creature is able to lift your shield, as it remains fixed to the ground unable to be moved. You can magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.

Health Sacrifice

Starting at 7th level, you can sacrifice your health to help your allies. When you touch a friendly creature, as a bonus action, you can restore up to 30 hit points to them. You lose the half the number of hit points you gave to your ally. Hit points given cannot be temporary hit points. This can be used a number of times equal to your Constitution modifier per long rest.

Defense of 1000 Shields

Starting at 14th level, you can use your action to rally any willing allies behind you. As a reaction to this feature, each ally in a 30-foot radius can use their movement to get behind you. Each ally must move within 10 feet of you and they do not take opportunity attacks during this feature. You create a 20-foot radius aura of defense, centered on yourself, blocking any incoming enemies. Until your next turn, an enemy must make a Constitution saving throw, with a DC of 8 + constitution modifier + proficiency bonus. On a failed save, the creature takes 2d8 force damage and is removed from the aura. This aura blocks any melee or ranged attacks, but does not block any magic ranged attacks. This feature can only be used once per day. As a result of using this ability, your speed is halved. This lasts until the end of the encounter.

The Ravager

The phrase: "Your best offense is a good defense" embodies this class. Ravagers are juggernauts who seek the path to violence as their defense. Their goal is to protect only themselves from enemies and retaliating viciously. Ravagers are often shunned or looked down upon by other juggernauts because of their aggressive motives in battle. Still, ravagers are proud of their abilities and always try to prove themselves.

Agressive Movement

Starting at 3rd level, your speed increases by 10 feet. Additionally, if you hit a creature with a shield bash, after moving at least 20 feet, you have advantage on the damage dealt with the attack.

Spiked Shield

Starting at 7th level, you equip your shield with 8 long spikes. Your shield bash now deals piercing damage.

Vicious Retaliation

Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to attack with a shield bash attack. You can do this a number of times equal to your Constitution modifier before taking a short or long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Juggernaut class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the juggernaut class, you gain the following proficiencies: Intimidation, Athletics



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