Base Class: Barbarian
Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.
Thunderous Blows
Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you move the target 5 feet in a direction of your choice, and you can choose to immediately move into the target’s previous position.
at 10th level the distance you can move a creature increases to 10 ft.
Stance 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, while raging, you have advantage on all saving throws against being knocked prone or being moved against your will.
Additionally, as a bonus action during your rage you can enter a stance that makes you immune to being knocked prone or being moved against your will until the start of your next turn. To use this feature, you can't have spent any of your movement beforehand, and afterwards, your movement becomes 0 until the start of your next turn.
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 deal double damage to objects and structures.
Your damage against objects and structures increases to triple damage at level 14.
Overwhelming Cleave
Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. As an action while raging, you can force any number of creatures within your melee weapon's range to make a dexterity saving throw with a DC equal to 8 + your proficiency modifier + your strength modifier. All creatures that fail their saving throws take damage equal to a normal roll of your weapon's damage die.
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, grappled, restrained, petrified and stunned conditions. Additionally, if you're frightened, paralyzed, grappled, restrained, petrified or stunned, you have advantage on any saving throws made to negate those effects.