Juggernaut, 2nd Variant (5e Class)

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The Juggernaut[edit]

The juggernaut, that being of great size and indomitable strength, honorable being forged to fight against numerous battalions, specialized in combat against several enemies and with great advantage in combat against a single opponent, undoubtedly an opponent to be feared when you find him on the battlefield.

Creating the juggernaut[edit]

You are strong and unstoppable, you destroy everything in your path, but what is your real goal? Do you pour out your fury to finish off your enemies? Or maybe you are just looking for worthy opponents to defeat in an honorable battle. What will be your warrior path?

Quick build

You can make a juggernaut quickly by following these characteristics. Strength should be your highest ability score, followed by constitution. Second, choose the Soldier background or a similar background.

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: None
Saving Throws: Strength, Constitution
Skills: Choose three from: Medicine, Intimidation, Survival, Investigation, Perception, Athletics, Acrobatics

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 Impressive, Fighting style
2nd +2 Durability, Second Wind
3rd +2 Draining, Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Charge
6th +3 Archetype Feature
7th +3 Battle Alert
8th +3 Ability Score Improvement
9th +4 Interpose
10th +4 Archetype Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Second Wind
14th +5 Defense Specialization Feature
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Zombie
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Juggernaut, Extra Attack

Impressive[edit]

At 1st level you are a large and powerful being, you are considered one size larger for all purposes, you can use 2-handed weapons, as well as 1-handed weapons. Your actual size does not change. You may have an advantage in Charisma (intimidation) tests based on your appearance with creatures smaller than you.

Fighting Style[edit]

You adopt a particular combat style as your specialty. Choose one of the following options. You cannot choose a Combat Style more than once, even if you have the option to choose another one later.

Defense

While wearing armor you gain +1 AC.

Duelist

When you carry a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon. damage rolls with that weapon.

Protection

When a creature you can see attacks a target that is not you and is within 5 feet or less of you, you can use your reaction to cause the enemy to have disadvantage on the attack roll. You must be using a shield.

Two Weapon Fighting

When you fight with the two-weapon fighting style, you can add your characteristic modifier to the damage of the second attack.

Durability[edit]

At level 2 you gain resistance to certain types of damage. You gain resistance to necrotic damage.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain Hit points equal to 1d10 + your juggernaut level. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between long rests starting at 13th

Draining[edit]

Special feature, drains vital energy from other beings to add it to himself through death, adds hp points. This feature does not work against: Constructs, Undead. He will gain hp points equivalent to the size of the beast he kills:

Caption text
Sizeda dices
Small 1
Medium 1d4
Large 1d6
Gigant 1d8

Archetype[edit]

At level 3 you can choose which archetype to follow: Warden, Demolisher, Mountain.

Improved ability score[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 18th 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.

Charge[edit]

At level 5 you can use a bonus action to charge towards one or more enemies, the space you move is equal to your speed in feet, once you reach the targets you can choose whether to hit with your weapon or do 1d4 damage and immobilize. Those affected have to roll a (CD= to 8 + your proficiency bonus + your strength modifier). If they save they are not immobilized, if they fail the save they are immobilized for 1 turn. It does not create attacks of opportunity.

Extra attack[edit]

Starting at level 5 you can attack twice instead of once as long as you use the attack action in turn. The number of attacks increases to 3 at level 11 in this class and to four when you reach level 20.

Battle Alert[edit]

When an attacker you can see hits you with an attack or effect, you can use your reaction to harden yourself and halve the damage received. You gain Advantage on perception rolls that include the act of listening.

Interpose[edit]

At 9th level you can use your reaction to mark an ally and receive the damage he received, you can perform an expansive hit equal to half the damage received as a bonus action on the next turn.

Zombie[edit]

Your body has adapted to battles and multiple damage so you can continue fighting even with mortal wounds, since you refuse to die. As long as you have living allies within a radius equal to your movement speed, you can return with a quarter of your hit points. Once this function is used, you cannot use it again after a prolonged rest.

Juggernaut[edit]

At level 20 you become a true juggernaut. You gain the ability to access your true nature. As an action you can access your true juggernaut nature by gaining the following benefits for 1 minute.

  • You have resistance to all types of damage
  • You get a hit point regeneration equal to 10% of your total hit points as long as you have at least 1 hit point.
  • When you perform the attack action in turn, you can perform an additional attack as part of that action.

Archetypes[edit]

Warden Subclass[edit]

Warden are specialists focused on using their skills to defend their allies. They are masters at being walls of flesh to keep themselves and their allies alive with great efficiency.

Overwhelming Presence

Starting at 3rd level, when you are near an enemy, you instantly become the greatest threat to it. When you are within 5 feet of a hostile creature the creature has disadvantage on attack rolls that do not target you. You can use your reaction to land a hit when a hostile creature attacks an ally within 5 feet.

Expert defender

Starting at 3rd level, you can spend your reaction to swap places with a creature (within 30 feet). friendly that has been hit and have it hit you instead. This move does not provoke attacks of opportunity.

Reprimand

Starting at level 6, you can arduously stop the advance of your enemies. Whenever an enemy within range hits you or an allied creature with a melee attack, you can make an attack of opportunity against him.

Alert

From level 10 you gain proficiency in perception, if you don't already have it. You also get a +5 bonus to your passive wisdom (perception) and can never be surprised while conscious.

The best friend

From level 15, if you reduce an allied creature to 0 hit points and it hasn't died, you can use your bonus action and reduce it by 1 hit point. You can only use this feature 2 times before a long rest.

Preparation

Starting at level 18, you spend time preparing for all kinds of situations. You can decide to succeed on an attack roll, skill test or saving throw made by you or an ally of yours. You can use this feature again after a short rest.

Demolisher[edit]

Demolitionists are specialists in breaking everything in their path, they spend their time doing their best to be able to destroy their enemies in the best way by taking advantage of every point in their favor.

Herculean

From level 3 on, the range of your strength is more surprising, you can make an unarmed attack as an additional action and the range of critical hits increases by 1.

Devastating blow

Starting at level 3, when you hit a creature with a melee weapon attack based on strength, you can deal extra damage, equal to your strength modifier + your Juggernaut level. You double the damage if it is done against objects or structures.

Dictator

From level 6 on, the others know that you are a beast not to be messed with. You gain the skills Persuasion and Intimidation. You also get a +5 bonus to your Charisma (Intimidation) and can roll advantage on persuasion rolls with creatures smaller than you.

Irresistible step

From level 10, your step is totally unstoppable, you have advantage on skill tests and saving throws to avoid being grabbed, pushed, pushed, knocked down, immobilized or bewitched against your will.

Battle cry

Starting at 15th level, as an action you can make a terrifying or empowered battle cry. Any hostile creature within 60ft and affected by the battle roar suffers 6d6 psychic damage. The affected must make a Constitution save of (DC= 8 + your proficiency bonus + your Charisma bonus) if he fails the roll, he is frightened for 3 turns and has disadvantage on his next attack rolls. Each following turn he can save again to get rid of the state. Any ally with 0 hit points, but not dead, who hears the scream recovers 1 hp point. Once this function is used you can't use it until after a prolonged rest.

Toxic blood

Starting at level 18, you have been involved in such dangerous situations and fought against such harmful substances that your blood has become toxic and you use this to your advantage. Whenever you take damage you can use your reaction to coat your weapon with your blood. 1d8 poison The affected must make a constitution save of (DC= 8 + your proficiency bonus + your constitution bonus) If you fail the roll you will have the poisoned state.

Mountain[edit]

Mountains are specialists in enduring and resisting anything, they are specialists in staying alive in the face of anything.


Impenetrable armor

Starting at level 3, you gain resistance to non-magical blunt, slashing and penetrating damage.

Iron heart

From level 3 you gain proficiency in a save of your choice (Wisdom, Charisma) you can also roll in advantage to resist mental attacks, or frightened state.

Fast foot

From level 6 onwards, nothing stands in your way. Your movement is not affected by difficult terrain and you can push enemies out of your way, being able to push enemies 5ft as an additional action. To not be pushed the affected must save Strength DC=(8 + proficiency modifier + strength modifier). Finally, your movement speed is not reduced when climbing or swimming and your standing long jump and standing long jump is equal to your speed distance.

Legendary endurance

Starting at level 10, whenever you fail a saving throw or skill roll you can turn that failure into a success, you can only use it 2 times before taking a long rest. You also regain one use of this function after rolling a 20 on a saving throw or skill.

Primordial resistance

From level 15, when you end a long rest, you can choose a resistance, acid, cold, fire, lightning or thunder until the end of your next rest.

Grievous Wounds

From level 18 your skin is like thorns, when you are hit, you reflect half of the damage suffered, to the attacker.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the juggernaut class, you must meet these prerequisites: Strength 15 or higher.

Proficiencies. When you multiclass into the juggernaut class, you gain the following proficiencies: none.

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