Base Class: Barbarian
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.
Thunderous Blows
Beginning when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you’re raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed. This effect can stack.
Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you’re raging.
Spirit of the Mountain
When you choose this path at 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can’t be knocked prone or moved along the ground against your will.
Demolishing Might
Beginning at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.
Level 6: Barrier Breaker
Beginning at level 6, when raging you are not affected by difficult terrain while on the ground. Also, enemies cannot benefit from half or three quarters cover against your attacks.
Hurricane Sprint
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
Hurricane Strike
Beginning at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can attempt to also knock them prone. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone.
Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.
Unstoppable
Beginning at 14th level, your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.
If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can’t otherwise take actions). You aren’t affected by any of these conditions while you’re raging.
Previous Versions
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8/21/2025 1:02:10 PM
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Posted Aug 21, 2025Added clarification that Thunderous Blows can stack with other forced movement abilities and weapon masteries. Fixed a couple of minor ability things.