Order of the Juggernaut (5e Subclass)
Order of the Juggernaut[edit]
Blood Hunter Subclass
- Perhaps driven to desperation, perhaps simply lustful for power, hunters of the Order of the Juggernaut partake in a dark ritual to infuse themselves with the very beasts they originally slayed. Fighting a constant battle within themselves, the hunters are feared by most, their former comrades especially. Hunters of this order often have simple motives, be it revenge, conquest, or misguided good intentions.
- Evolution
When you join this order at level 3, you are imbibed with a concoction of beast blood, granting you surging strength, but mutating your body in the process. Your height increases by 1d4 inches, and increases a further 1d4 inches each time you gain a Blood Hunter level.
- Imbibed Strength
Starting at the 3rd level, your increased strength and size grant you abilities beyond a normal warrior.
- You may wield weapons with the Two-Handed property in one hand.
- Your carrying capacity is doubled.
- You have advantage on Strength saving throws against being pushed, pulled, or being knocked down.
- You lose your proficiency in Dexterity saving throws, and gain proficiency in Constitution saving throws in it's place. Your maximum Constitution also increases to 22.
- Mutant Weapon
At the 7th level, you gain the ability to morph the flesh and bone of your own arm into any melee weapon you are proficient with using a bonus action.
- The weapon has identical stats to its item counterpart, but is considered a magical +1 weapon. This bonus increases to +2 once you reach the 15th level, and +3 when you reach the 18th level.
- You cannot be disarmed of this weapon, unless your arm itself is severed.
- If you have an active Crimson Rite, you can choose to transfer it to your Mutant Weapon for no cost.
This transformation lasts for 5 minutes, but ends early if you fall to 0 hit points, or choose to end the effect early using a bonus action. You may use this feature a number of times equal to your Constitution modifier, and regain all expended uses after a long rest.
- Consuming Brand
Starting at the 11th level, when a creature affected by your Brand of Castigation is reduced to 0 hit points you gain temporary hit points equal to 1d8 plus your Constitution modifier, and may transfer the brand to another hostile creature that you can see within 15 feet of you. You may use this feature 3 times on each individual Brand of Castigation you create.
- Last Rites
Starting at the 15th level, if your Crimson Rite is active on your Mutant Weapon, you gain resistance to the active rites damage type. Additionally, if you strike the same creature with your Crimson Rite multiple times in the same round, all hits beyond the first deal an additional Hemocraft die of rite damage to that creature.
- Awakened Form
At the 18th level, your mutation completes. Your size becomes Large, and when your Mutant Weapon is active, you gain a +2 bonus to your AC and +10 to your movement speed, and when you use your Mutant Weapon to make an attack action, you may make an additional Extra Attack.
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