Juggernaut (5e Class)
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Juggernaut[edit]
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[edit]
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[edit]
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 Shield 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
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Bonded Shield, Juggernaut Defense Style |
2nd | +2 | Superior Health, Taunt |
3rd | +2 | Defense Specialization Path |
4th | +2 | Ability Score Improvement, Shield Bash |
5th | +3 | Extra Attack (1) |
6th | +3 | Shieldwall |
7th | +3 | Defense Specialization Feature |
8th | +3 | Ability Score Improvement, Improved Superior Health |
9th | +4 | Taunt Upgrade |
10th | +4 | Shieldrampart |
11th | +4 | Extra Attack (2), Defense Specialization Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Advanced Superior Health |
14th | +5 | Defense Specialization Feature |
15th | +5 | Heavy Strikes |
16th | +5 | Ability Score Improvement |
17th | +6 | Advanced Taunt |
18th | +6 | Defense Specialization Path, Fortress |
19th | +6 | Ability Score Improvement |
20th | +6 | Unstoppable Might |
Bonded Shield[edit]
Starting at 1st level, you can forge a bond with a shield you wield, using it to perform incredible defensive feats. You must spend 1 hour practicing with a particular shield you want to bond with, which can be done during a short rest. You can't bond with more than one shield at the same time, and bonding with another one ends the bond with the previous one.
- The bonded shield gain a bonus to its AC equal to +1. The bonus increases to +2 at 8th level, +3 at 15th level and +4 at 20th level.
- The bonded shield also allows you to make a Shield Attack:
-While donning a bonded shield, you can make attacks with bonus action. You make a melee weapon attack against a creature within 5 feet, and cause 1d4 + your Strength modifier bludgeoning damage on a hit. This damage increases to 1d6 at 5th lvl, 1d8 at 9th lvl, 1d10 at 13th lvl, and 1d12 at 17th lvl.
Juggernaut Defense Style[edit]
From 1st level, you inherit 2 minors juggernaut defense styles as your specialty. You can choose 2 more minors juggernaut defense styles at 5th level, and the last two defense styles at 9th level. Each time you learn 2 news minors defense styles, the previous ones develop their major potential. The last two defense styles become majors only at 15th level.
- Protection
Minor: 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 wielding a shield.
Major: The disadvantage applies even in the case where the strike was advantaged, and if the strike inflicts damage, it is reduced by half.
- Unmovable Stance
Minor: As an action, you can enter a defensive position, in which only the most powerful forces can move you. You gain advantage on Strength, Dexterity and Constitution saving throws against effects that would move you in any way. This lasts until you fail a saving throw, and your movement during this position is halved.
Major:Your movement is no longer halved, and you gain a +2 circumstance bonus to all your saving throws.
- Blind Fighting
Minor: 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, unless the creature successfully hides from you.
Major: Your blindsight range is increase to 20 feet.
- Grapple
Minor: Any Strength check against you made by a creature the same size as you or smaller is made with disadvantage. Any Strength check made by you, against a creature the same size as you or smaller is made with advantage.
Major: The effects apply on creatures having one size category larger than you.
- Brute Force
Minor: You gain a +2 to attack rolls made with strength melee weapons that do not have the finesse property.
Major: You gain a +2 to damages rolls made with strength melee weapons that do not have the finess property.
- Unyielding Strength
Minor: If a creature makes a melee attack against you and misses, you may use your reaction to knock the enemy back 10 feet, knocking them prone. The saving throw to resist is equal 8 + your proficiency bonus + your Strength modifier.
Major: The knockback is increased to 15 feet and deals your "shield attack" damage.
Superior Health[edit]
Starting at level 2, you can add your proficiency to the number of maximum hit points you gain when rolling hit dice, including this level. If the result of your die is less than 6, you treat it as if it were a 7. You also add your proficiency at your hit points, whatever the recover origin ( dice rest, potion, magic...).
Taunt[edit]
Starting at 2nd level, as a bonus action you can enrage one enemie into fighting you. This enemi must make a Charisma saving throw. On a failed save, he have disadvantage against creatures other than you with attacks. The DC is 8 + Constitution Modifier + Proficiency. This feature lasts for one minute, the affected creatures can repeat the saving throw with a disavantage at the end of its subsequent turns. Creatures immune to the charmed condition automatically pass this saving throw.
You can use this feature an equal amount of times to your Charisma modifier. You recover all uses on a short rest.
Defense Specialization Path[edit]
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, 14th level, and 18th level.
Ability Score Increase[edit]
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[edit]
Starting at 4th level, once per turn when you take the Attack action while you are within 5 feet of a creature, you can bash that creature with your shield, without using an action. Make a shield attack against the target, and on a hit, it suffers the attack's normal effects, and you can choose to Shove that target (5 feet). The target loses its reactions until the start of your next turn. You can use this feature an equal amount of times to your Strength modifier. You recover all uses on a short rest.
Extra Attack (1)[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shieldwall[edit]
Starting at 6th level, you have become a professional shield. You and creatures of your choice within 5 feet of you gain half cover while you wield your bonded shield.
Improved Superior Health[edit]
Starting at 8th level, you gain +5 max hit points and now you have advantage on Constitution saves against poison and diseases. Additionally, you gain resistance to poison damage.
Taunt Upgrade[edit]
At 9th level, when you use your Taunt feature, it's now work against enemy that are immune to charm and increase the saving throw by +2.
Shieldrampart[edit]
Starting at 10th level, you have become a master shield. You can improve you shieldwall temporary, you and creatures of your choice within 5 feet of you gain three-quarters cover while you wield your bonded shield during 3 rounds. You can use this feature an equal amount of times to half your Constitution modifier + 1, but after one use in a fight you need to wait 3 rounds before to use it again. You recover all uses on a long rest.
Extra Attack (2)[edit]
Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.
Advanced Superior Health[edit]
Starting at 13th level, you gain +10 max hit points and gain immunity to poison damage and diseases.
Heavy Strikes[edit]
Starting at 15th level, only blunt weapons allow the juggernaut to reveal its true strength. When he uses a bludgeoning weapon, damages ignores resistance (half if immune, normal if resistant) and inflicts + 2 additional damage. If the blow is critical, the target is automatically incapacitated on its next turn.
Advanced Taunt[edit]
At 17th level, while the target is under the effects of Taunt, it has a -5 to any attack roll.
Fortress[edit]
At 18th level, you and a target you choose within 5 feet of you gain a reduction in all damage equivalent to the armor bonus provided by your shield ( Base AC + Bonded Shield + magic bonus ).
Unstoppable Might[edit]
Starting at 20th level, you become an unstoppable force, Strength and Constitution scores increase by 4 to a max of 24. If already at or above 24, then this has no effect.
Defense Specialization Path[edit]
Beskytter[edit]
- Mjölnir Shield
Starting at 3rd level, your shield becomes unbreakable but 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 it seems to weigh unimaginably heavy, it remains fixed to the ground, even the most fragile and be unable to be moved. You can magically sense the position of the shield, and you can use your bonus action to summon it to your hand. Additionally, you can choose to make it bright to light you up and deals an additional 1d6 thunder damage on an attack. The thunder damage is increase to 2d6 at 10th level, and 3d6 at 17th level.
- Battle Cry Skáld
Starting at 7th level, by an action, your cry stimulates you and your mates, you feel a motivational energy. The targets able to hear gain temporary life points egal 1d10 + Constitution modifier, increase to 2d10 at 11th level, 3d10 at 15th level, and 4d10 at 19th level. You can use it twice time per day, and you recover all uses on a long rest.
- Jötunn Strike
Starting at 11th level, You can use your action for a destructive attack, you imbue yourself with the jötunn strength. If you hit you add 5d8 frost at your weapon, the frost damage are semi-true ( halving for immunity, normal for resistance) and your target must succeed a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier. If he fails, the target is paralyzed until the end of his next turn. You can use this feature an equal amount of times to your Strength modifier. You recover all uses on a long rest.
- Fenrir Rage
Starting at 14th level, once per long rest you can feel Fenrir's rage and release it by fire breath in a 15-foot cone. Each creature in that area must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Constitution modifier, or taking 5d10 fire damage, and burning 1d10 fire damage during 3 rounds on a failed save. Half as much damage on a successful one. The fire damage are semi-true ( Halving for immunity, normal for resistance).
- Jörmungand Revenge or Thor's Wrath
Starting at 18th level, you choose one of these ultimate capabilities;
- Jörmungand Revenge : Once per long rest, If an enemy reduces your hit points to 0, you can immediately make a free attack against that target, regardless of distance. Your attack is coated with the legendary venom of Jörmungand, the venom passes through all resistances (magical or not). Your attack inflicts a single point of irreducible damage and the target must make a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier, in case of failure she dies instantly, if she succeeds she must make a new saving throw at the start of her next turn, after which if she succeeds again she becomes immune for 24 hours.
- Thor's Wrath : In outdoor fight you can call the Thor's Wrath by using your action. Each enemy must roll 1d6 at the start of his turn. If the result is a 6, lightning strikes him from the sky, inflicting 3d12 lightning damage. If your hit points are less than half your maximum, the die becomes 1d4, with lightning striking on a 4. Lightning damage is semi-true (halved for immunity, normal for resistance), and the lightning continues to strike for 1 minute. You can use this feature an equal amount of times to your Charisma modifier and recover it after a long rest.
Shielder[edit]
- Aggressive shield
Starting at 3rd level,if you wear a shield that is bonded to you, you gain the following benefits:
-Your speed increase of 10 feet.
-You have resistance to bludgeoning, piercing, and slashing damage from not magical sources.
-When an ally creature you can see its hitted by an attack you can spend your reaction to move towards the ally using your remain movment speed, you take the damage he should take (this move does not provoke an opportunity attack), and make a free shield attack.
- Block-shield
Starting at 7th level, you gain temporary hits points every round equivalent to you AC Shield (Bonded Shield count) + Constitution modifier. When a melee damage roll make less damage than the current temporary hit points, the target must succeed a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier, or being prone until the start of their next turn.
- Stun shield
Starting at level 11th, by a unique action, you make a strong attack with your shield, the damages are doubled ( 2d8 + 2*Strength modifier, 2d10 at 13th lvl, and 2d12 at 17th lvl). If you hit ther target must succeed a Constitution saving throw equal to 8 + your proficiency bonus + your Strength modifier, or being incapacitated for this next turn. You can use this feature an equal amount of times to your Strength modifier. You recover all uses on a long rest
- Last resort
Starting at 14th When you are reduced to 0 hit points, you can use immediately all your recover hit points dice in reserve (normaly used in a rest), after using it you need a log rest for recover the last resort.
- Ultimate protector
Starting at 18th, once a day you help your allies perfect their defenses, improving their AC by +10 for 1d4+1 rounds.
Multiclassing[edit]
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: Heavy Armor, Shields, Simple Weapons
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