Path of the Juggernaut (5e Subclass)
Path of the Juggernaut[edit]
Fighter (Bodyguard) Subclass
The Juggernaut is a living fortress, combining immense resilience with the ability to absorb damage for others. Their presence on the battlefield is like a moving wall, capable of shielding allies from harm while punishing those who try to breach their defenses.
- Unstoppable Shield (3rd level)
At 3rd level, your sheer size and endurance allow you to act as a bulwark for your allies. When you designate a Defended Target, you can impose disadvantage on any attack rolls made against that target while you are adjacent to them. Additionally, as a reaction, you can choose to absorb damage from an attack meant for your Defended Target. Roll your Guardian Die and reduce the damage by an amount equal to the result of the die plus your Constitution modifier.
- Iron Grip (3rd level)
When you block an enemy’s attack, you can retaliate with brute force. When an enemy misses you with a melee attack, you can use your reaction to make a shove or grapple attempt against them, using your Guardian Die to add to the result. Additionally, you have advantage on any saving throws against being disarmed or knocked prone.
- Juggernaut Charge (7th level)
Starting at 7th level, you can use your immense strength and armor to barrel through the battlefield, making a path for your allies. As an action, you can move up to your speed in a straight line, pushing creatures out of your way. Any creature of your size or smaller that is in your path must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone and take damage equal to your Guardian Die roll. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a long rest.
- Towering Resilience (10th level)
Your body has become as tough as your armor. At 10th level, while wearing armor or wielding a shield, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, whenever you take damage from a single source, you can use your reaction to roll a Guardian Die and reduce the damage by the number rolled.
- Unbreakable Stance (15th level)
Starting at 15th level, you can stand your ground against any force. When you are forced to make a Strength or Constitution saving throw to resist an effect that would move you, knock you prone, or otherwise incapacitate you, you can roll a Guardian Die and add it to the result of the saving throw. Additionally, when you succeed on such a saving throw, you can choose to remain unmovable, gaining temporary hit points equal to the roll of your Guardian Die.
- Indomitable Juggernaut (18th level)
At 18th level, you have reached the pinnacle of your resilience and power. As a bonus action, you can enter an Indomitable Juggernaut state for 1 minute. During this time, you gain the following benefits: You cannot be knocked prone or moved against your will. You gain resistance to all damage except psychic damage. You can take the Defend action as a bonus action, using your Guardian Die to bolster your defenses. Once you use this feature, you must finish a long rest before you can use it again.
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