Base Class: Fighter
A powerhouse on the battlefield, specializing in raw strength, imposing physicality, and unparalleled resilience. Masters of grappling and throwing, Juggernauts excel in close-quarters combat, effortlessly hurling opponents around like ragdolls. Clad in formidable armor, they are walking fortresses that can withstand the fiercest attacks.
Credit U/Navotj on reddit
Peak Physique
You have trained your body to the extreme, becoming able to perform feats of strength beyond normal human capabilities.
You gain proficiency in the Athletics if you don't already have it and your proficiency bonus is doubled for any ability check you make that uses Athletics.
In addition, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Trample
You learn how to use your own body and mass as a battering ram, becoming an unstoppable force. As a bonus action you can spend up to half your movement speed, moving that same distance in straight line and ignoring enemies blocking your way.
Any creature in the line you move through must succeed on a Strength saving throw (DC = 10 = your Strength modifier + your proficiency modifier) or be knocked prone and take bludgeoning damage equal to 1d6 + your strength modifier, a creature that is any size category bigger than you has advantage on this save.
At the end of your trample you can choose to make a grapple check against a creature within range as part of the same bonus action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Hurl
You come to the realization that it is not just your body that can be weaponized, but others’ bodies too.
While you are grappling a creature that is your size category or smaller than you, you can replace one of your attacks in order to throw that creature up to 30 feet away, making a ranged attack roll that you are proficient in using your strength modifier.
On a hit both the thrown creature and the target take bludgeoning damage equal to 1d10 + your Strength modifier, on a miss only the thrown creature takes that much damage.
Unwavering Resilience
10th-level Juggernaut feature
An unmoving fortress, nobody on the battlefield can move you against your will. You can add 1d6 to any Strength or Constitution save you make and you count as one size larger when determining grapple checks, shove checks, and your Juggernaut features.
Catapult
Your proficiency in throwing enemies as a weapon improves, becoming able to do it without preperation. On your turn, when you reduce a creature to 0 hit points with a melee attack, you can use the Hurl feature on its body as part of the same attack without needing to grapple it.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Paragon of Strength
Tramples' damage dice goes up to 2d6 + your Strength modifier and you can spend up to your full movement speed when using it, Hurl's damage dice go up to 2d10 + your Strength modifier, and Unwavering Resilience's bonus to Strength, Constitution, or Dexterity saving throw goes up to 2d6.
In addition, you count as two size categories larger when determining your carrying capacity and the weight you can push, drag, lift, grapple checks, shove checks, and Juggernaut features.
Previous Versions
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2/26/2024 6:14:57 AM
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