Base Class: Fighter
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.
Juggernaut Defense Style
- Protection
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
Superior Health
Starting at 2nd level, you can add your Proficiency to the number of hit points you gain when rolling hit dice on a short rest.
Taunt
Starting at 2nd level, as a bonus action you can enrage enemies into fighting you. Enemies must make a Charisma saving throw. On a failed save, enemies have disadvantage against creatures other than you with melee attacks. The DC is 8 + Constitution Modifier + Proficiency. This feature lasts for one minute, and the affected creatures can repeat the saving throw 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 Proficiency Bonus. You recover all uses on a long rest.
Taunt Upgrade
At 9th level, when you use your Taunt feature, it now lasts for two minutes and enemies make the save at disadvantage.
Advanced Taunt
At 17th level, while the target is under the effects of Taunt, it has disadvantage on all attack rolls.
- Aggressive Movement
Starting at 3rd level, your speed increases by 10 feet. Additionally, if you attack a creature with a shield bash, after moving at least 20 feet, you have advantage on attack.
Defense Specialization Path
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Selfless Sacrifice
Starting at 7th level, you can sacrifice your health to help your allies. When a friendly creature within 10 feet takes damage, you can choose to magically absorb that damage, taking it instead.
Spiked Shield
Starting at 7th level, you equip your shield with long spikes. You can cause piercing damage with attacks made with this shield.
In addition, when a creature within 5 feet misses you with a melee weapon attack, you can use your reaction to take that attack instead. If you do so, the attacker takes piercing damage equal to the damage dealt on you, as you plunge the spikes of the shield on the attacker.
Advanced Superior Health
Starting at 10th level, you now gain advantage on Constitution saves against poison and diseases. Additionally, any Juggernaut hit dice that is rolled 6 or below, is treated instead as an 7.
Shield Bash
Starting at 11th 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 (no action required). If the target can't be shoved, it loses its reactions until the start of your next turn.
- Earthshaker
Starting at 11th level, you can smash your shield on the ground and make every hostile creature within 6 feet to make a Dexterity check. On a failed save, they are knocked away by 3 feet and take 3d8 force damage.
Honored Protector
Throw your shield to intercept a projectile.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Bond
Starting at 15th level, you have become the ultimate tank. You and creatures of your choice within 5 feet of you gain half cover while you wield your bonded shield.
Additionally, if you did not take the Guardian specialization path, You gain the ability to magically sense the position of the shield in a 60-foot radius, and if your shield is within 30 feet of you, you can use your bonus action to summon it to your hand.
- Vicious Retaliation
Starting at 14th level, when a creature hits you with a melee attack, you can use your reaction to attack with a shield bash attack.
- Defense of Thousand Shields
Starting at 14th level, you can use your action to rally any willing creatures behind you. As a reaction to this feature, each chosen creature in a 30-foot radius can use their movement to get behind you. Each creature must move within 10 feet of you and they do not take opportunity attacks during this feature. You create a 20-foot radius aura of defense, centered on yourself, blocking any incoming creature that is not chosen. Until your next turn, a creature must make a Constitution saving throw, with a DC of 8 + constitution modifier + proficiency bonus. On a failed save, the creature takes 2d8 force damage and is removed from the aura. This aura blocks any melee or ranged attacks, but does not block any magic attacks. This feature can only be used once per day. As a result of using this ability, your speed is halved. This lasts for 1 minute.
End Game
The Wall
At 18th level, you ignore any damage lower than your AC
Unstoppable Might
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.
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