Base Class: Barbarian
Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.
Juggernaut barbarians can be found all over Tal’Dorei, and are common among the goliath warriors of the Rivermaw herd that wanders the Dividing Plains. Some dwarves and humanoid survivalists of the Cliffkeep Mountains adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the Rifenmist Peninsula, having cast off the oppressive yoke of the Iron Authority.
Source: Tal'Dorei Campaign Setting Reborn
Thunderous Blows
Upon choosing this path at 3rd level, rage instills a juggernaut with the strength to batter though their foes. When barbain hits a creature with a melee attack while raging, they can push that creature up to 5 feet away in any direction. Huge or larger target must make a Strength saving throw (DC 8 + juggernaut's proficiency bonus + juggernaut's Strength modifier). On a failure, a juggernaut pushes the target 5 feet in a direction of their choice. On a success, the target holds their ground.
Starting at 10th level, the push distance increases up to 10 feet.
Spirit of the Mountain
You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.
Demolishing Might
Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.
Resolute Stance
At 6th level, juggernaut can temporarily refocus their combat ability to make yourself a bulwark of defense. At the start of their turn (no action required), juggernaut can assume a defensive stance that lasts until the start of their next turn. While in this stance, juggernaut can't be grappled, their weapon attacks and attacks against them are made with disadvantage.
Hurricane Strike
At 10th level, when juggernaut pushes a creature at least 5 feet, they are able to use their reaction to leap into an unoccupied space next to this creature. Pushed target must succeed on a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone. This leap costs no movement and does not provoke attacks of opportunity. Additionally, whenever a juggernaut pushes a creature into a space within 5 feet of one of their ally, the ally can use their reaction to make a melee weapon attack against the pushed creature.
Unstoppable
Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.
Previous Versions
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8/10/2022 7:21:07 PM
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5
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5e
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Coming Soon
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