Fighter
Base Class: Fighter

Juggernauts mean bad business. They are tough, and you probably won't stand a chance against them. But this Juggernaut is more than that. Earth is just an element, but to the Juggernaut, it is their strength. The Juggernaut is a gladiator who wants to put on a show for others, and makes the best of situations. They learn spells, only based around fighting others.

Lets give them a Show

For every attack, add an additional damage die.

Add another at Level 11

Add another at Level 19

Earthen Crush

As a bonus action, though only after attacking, summon two giant rocks to smash into an enemy of choice within 60 feet of the character. If there are multiple enemies within a strait line, this can hit all of them. Each enemy must make a strength saving throw of 8 or take 1d10 of bludgeoning damage, or half of that on a successful one.

If there are three enemies and the enemies on the sides both succeed the saving throw, the middle enemy is not required to make a saving throw.

At Level 20, the attack entangles any enemies who were hit by the attack, whether they succeeded or not.

Allies or Enemies

Gain bonuses depending on how many Enemies are in an encounter with you, or buff your Allies.

Pick between one or the other.

Give me an Audiance

For every 2 enemies in the encounter, +1 to hit with melee attacks, for every three enemies, +2 to hit with ranged.

I have an Alliance

Each ally in your party is granted +2 to STR and DEX saving throws.

Raise the Stage

With an Action, raise the ground within a 15x15 ft. square around you 5 ft into the air. Any ranged attacks made from the platform instantly gain advantage. Any melee attacks made 5 ft from the platform after jumping off of it, and only as long as you have the walk speed to reach the target, also gain advantage. Melee attacks do not gain advantage if on top the platform alone, you must jump off

I'll come for you later....

Pick an enemy of choice. The enemy must make a STR saving throw of 22 or become entangled. Once entangled, the enemy must make 2 separate saving throws of 12 to escape.

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