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Juggernaut Class
Juggernaut Class
18th +6 6 +4
Muscle Overdrive
Replacement
Ability Score
19th +6 6 +4
Improvement In battle, you can ignite your sorium drive into overdrive
mode, pumping raw esper power through your system. On
Cybernetic your turn, you can engage overdrive as a bonus action.
20th +6 Unlimited +4
Champion Upon engaging overdrive, choose one of the following
modes. As a bonus action, you may switch modes so long
as you remain in overdrive.
Class Features Muscle Drive: You pump sorium energy into your
muscles, granting you superhuman strength and
As a juggernaut, you gain the following class features. resilience.
• You have advantage on Strength checks
Hit Points and Strength saving throws.
Hit Dice: 1d12 per juggernaut level • When you make a melee weapon attack
Hit Points at 1st Level: 12 + your Constitution modifier using Strength, you gain a bonus to the damage
Hit Points at Higher Levels: 1d12 (or 7) + your roll that increases as you gain levels as a
Constitution modifier per juggernaut level after 1st juggernaut, as shown in the Overdrive Bonus
column of the Juggernaut table.
When you reach 4th level, and again at 8th, 12th, 16th,
Natural Defense and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
As a juggernaut grows in strength, their skin, muscle, and score above 20 using this feature.
bones become laced with reinforcements, becoming as
hard as traditional armor. While you are not wearing any
armor, your Armor Class equals 10 + your Dexterity
Extra Attack
modifier + your Constitution modifier. You can use a
shield and still gain this benefit. While wearing medium
or heavy armor, all of your Dexterity (Stealth) checks are Beginning at 5th level, you can attack twice, instead of
made with a disadvantage. Any class features that grant once, whenever you take the Attack action on your turn.
AC bonuses due to being unarmored are ignored.
Brutal Critical For some juggernauts, their overdrives, and battle itself,
are more than just a tool – it is their life. These Feralists
whip themselves into a terrible battle frenzy, dominating
the battle field. The mere sight of a frothing, rage-filled
Beginning at 9th level, you can roll one additional feralist closing in on you is enough to terrify even the
weapon damage die when determining the extra damage most war-hardened foe.
for a critical hit with a weapon attack. This increases to
two additional dice at 13th level and three additional dice Frenzy
at 17th level.
Starting when you choose this path at 3rd level, you can
overclock your sorium drive when you overdrive. If you
Relentless Overdrive do so, for the duration of your overdrive you can make a
single weapon attack as a bonus action on each of your
turns after this one. Alternately, as a bonus action you
may target a foe within 5 feet of you with a ranged
Starting at 11th level, your overdrive mode can keep you weapon attack, so long as the weapon has the Adaptable
fighting despite grievous wounds. If you drop to 0 hit feature. When your overdrive ends, you suffer one level
points while you're in overdrive mode and don't die of exhaustion (as described in appendix A).
outright, you can make a DC 10 Constitution saving
throw. If you succeed, you drop to 1 hit point instead. Mindless Overdrive
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the Beginning at 6th level, you can't be charmed or frightened
DC resets to 10. while in overdrive. If you are charmed or frightened when
you enter your overdrive, the effect is suspended for the
duration of the overdrive.
Persistent Overdrive
Intimidating Presence
Beginning at 10th level, you can use your action to
Beginning at 15th level, your overdrive mode is so fierce frighten someone with your menacing presence. When
that it lasts for a full minute, regardless of your you do so, choose one creature that you can see within 30
Constitution. feet of you. If the creature can see or hear you, it must
succeed on a Wisdom saving throw (DC equal to 8 +
your proficiency bonus + your Charisma modifier) or
Muscle Replacement be frightened of you until the end of your next turn. On
subsequent turns, you can use your action to extend the
duration of this effect on the frightened creature until the
end of your next turn. This effect ends if the creature ends
Beginning at 18th level, if your total for a Strength check its turn out of line of sight or more than 60 feet away from
is less than your Strength score, you can use that score in you.
place of the total. If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours.
Cybernetic Champion Retaliation
Starting at 14th level, when you take damage from a
creature that is within 5 feet of you, you can use your
At 20th level, your body becomes as much machine as reaction to make a melee weapon attack or a ranged attack
flesh. Your Strength and Constitution scores increase by with the Adaptable weapon quality against that creature.
4. Your maximum for those scores is now 24.
Repulsion to reduce the damage of an attack, the attacker
Path of the Praetorian takes an amount of lightning damage equal to the damage
that your Electromagnetic Repulsion prevents.