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destroy all foes in front of them.

The most powerful


Juggernaut juggernauts seem to loose parts of their humanity in the
nanite revolution within their bodies, truly becoming
Flanked in all directions, a belare suddenly moves with something other than they once was.
blinding speed, darting past the synths surrounding it
before turning to fire. Creating a Juggernaut
A promethian stands at guard, her engine burning in her When creating your juggernaut, ask yourself why did you
chest, surrounded by micro-drones, ready to give his life choose to trade your flesh for metal? Furthermore, decide
for his allies. how inhuman your character looks. Many juggernauts,
beyond the drives in their chest, look perfectly normal at
A massive firetail matokai, more metal than reptile, grips first glance, while others could easily be mistaken for
his massive laser-etched axe and charges into battle, synths, their skins becoming metal and loosing all traces
frothing at the mouth with wild fury. of their former selves. Do you fight the inevitable slide to
These juggernauts, different as they may be, are all becoming a machine, or do you fight for your sense of
defined by their desire to be first into battle and last out. self until the bitter end?
These cyborgs channel their esper powers through nanite Ability Scores
revisions to their bodies, becoming super soldiers of
unparalleled strength and resilience. Constitution should be your primary focus, as this not
only increases your hit points (i.e., how long you can last
More Machine Than Man in battle!), but how long your overdrive mode lasts.
Strength should be secondary, as all juggernauts are
Much like sentinels, juggernauts seek to fuse with sorium, inhumanly strong, even those who focus on distance
but perhaps more completely. Juggernauts begin by fighting. Dexterity should be your tertiary choice,
injecting themselves with reconstituting nanites, trading augmenting your defenses as well as your abilities in
their humanity (so to speak) with machine-augmented ranged combat. Depending on your role focus, Wisdom or
abilities and powers beyond the ken of mortals. The first Charisma is also a good choice.
change is their sorium drives; a powerful engine replacing
their hearts and circulatory systems. This drive is always
visible in their chest, burning with an open furnace or The Juggernaut
covered with a blue led display, but can never be hidden. Proficiency Overdrive
Nor would a juggernaut want to, as their drives grant Level Overdrives Features
Bonus Bonus
them inhuman abilities. As they grow in power, more of
their body is replaced with machines, enhancing their
strength and reflexes. Cyborg,
1st +2 2 +2 Overdrive, Natural
Juggernauts come from all walks of life, but it takes a Defense
special mindset to dedicate your life to becoming the
perfect killing machine. Most juggernauts come from less Reckless Attack,
civilized worlds, having little need for book smarts and 2nd +2 2 +2 Integrated Tactical
seek instead to instead focus on their strength. Others are Display
carrier soldiers who feel the espers' call to become
unequaled and unstoppable, willingly choosing to give up 3rd +2 3 +2 Cybernetic Path
themselves for the greater cause. A few care little for
anything but themselves, forging themselves into the Ability Score
4th +2 3 +2
matchless monsters they see themselves as. Improvement

Reckless Abandon 5th +3 3 +2


Extra Attack, Fast
Movement
Juggernauts live for battle. The scent of ionized air from
laser blasts and the thuds of explosions drives juggernauts 6th +3 4 +2 Path feature
to new heights. Especially when they go into overdrive
mode, pushing their sorium drives to breaking, Improved Tactical
7th +3 4 +2
juggernauts rarely have time to think and move most Display
often on primal instinct. Many channel this power into
wild frenzies of movement and strength, while others go 8th +3 4 +2 Ability Score
into cold, single-determined mindsets that drive them to
Improvement
Equipment
Brutal Critical (1
9th +4 4 +3 You start with the following equipment, in addition to the
die)
equipment granted by your background:
10th +4 4 +3 Path feature
• (a) a greataxe or (b) any martial weapon
11th +4 4 +3 Relentless
• (a) a light pistol with 15 rounds of
Ability Score
ammunition or (b) any simple weapon
12th +4 5 +3
Improvement • An explorer's pack and ten throwing
blades
Brutal Critical (2
13th +5 5 +3
dice)

14th +5 5 +3 Path Feature


Cyborg
Persistent
15th +5 5 +3
Overdrive
Juggernaut are as much machine as man, and become
Ability Score
even more so as their esper evolution interact with their
16th +5 5 +4 sorium drive and nanites. All juggernaut are cyborgs,
Improvement
rather than their original type, and are affected by abilities
Brutal Critical (3 that affect automatons and constructs.
17th +6 6 +4
dice)

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.

Proficiencies • You have resistance to bludgeoning,


piercing, and slashing damage.
Armor: Light armor, medium armor, shields Nerve Drive: You pump your sorium power into your
Weapons: Simple weapons, martial weapons nervous system. Time seems to slow down for you, and
Tools: Cybersmith's Tools you gain inhuman reflexes.
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Mechanics, • You have advantage on Dexterity checks
Intimidation, Perception, Xenobiology and Dexterity saving throws.
• When you make a ranged weapon attack,
Integrated Tactical Display
you gain a bonus to the damage roll that increases
as you gain levels as a juggernaut, as shown in
the Overdrive Bonus column of the Juggernaut
table. At 2nd level, you gain a HUD overlay, warning you of
• You can Dash, Disengage, or Dodge as a incoming threat. You have advantage on Dexterity saving
bonus action, so long as you are not wearing throws against effects that you can see, such as traps and
heavy armor. spells. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.
If you are able to use talents or techniques, you can't cast
them or concentrate on them while in overdrive.
Your overdrive lasts for a number of rounds equal to 1 Cybernetic Path
plus your Constitution modifier (minimum 1). It ends
early if you are impaired (such as through an EMP blast)
or knocked unconscious. You can also end your overdrive
on your turn as a bonus action. At 3rd level, you choose a discipline that shapes the
Your sorium drive has only a finite amount of fuel to nature of your sorium drive and bodily evolution. Choose
power its overdrive mode; thankfully, like rigs, it the Path of the Feralist, the Path of the Luminary, or the
generates raw sorium when in rest. Once you have Path of the Praetorian, detailed at the end of the class
engaged your overdrive mode the number of times shown description. Your choice grants you features at 3rd level
for your juggernaut level in the Overdrives column of the and again at 6th, 10th, and 14th levels.
Juggernaut table, you must finish a long rest to replenish
its fuel before you can engage overdrive again. At 20th
level, your drive produces so much fuel that you can use
Ability Score Improvement
your overdrive indefinately.

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.

Reckless Attack Fast Movement

Starting at 5th level, your speed increases by 10 feet while


Starting at 2nd level, you can throw aside all concern for you aren’t wearing heavy armor.
defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee Improved Tactical Display
weapon attack rolls using Strength during this turn, but
attack rolls against you have advantage until your next
turn.
By 7th level, your HUD improves its predictive logistics;
you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of
combat and aren't incapacitated, you can act normally on
your first turn, but only if you enter your overdrive before Path of the Feralist
doing anything else on that turn.

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.

Many juggernauts seek to become the ultimate defender


rather than attacker. These elite guards develop their skills
Path of the Luminary
to protect their allies rather than dominate battlefields.
Honing their nanites to build countless tiny microcdrones,
they use their sorium drives to field these drones, Sorium drives produce extreme amounts of energy,
harrassing foes who would hurt their charges. especially when put into overdrive. Luminaries learn to
harness the excess power to fuel their attacks, emitting
Drone Protectors radiant energy around them and obliterating their foes
with searing blasts.
Starting when you choose this path at 3rd level, tiny
microdrones appear when you enter your overdrive. Radiant Expulsion
While you’re in overdrive mode, the first creature you hit
with an attack on your turn becomes the target of the Starting when you choose this path at 3rd level, you begin
drones, which hinder its attacks. Until the start of your to emit radiant energy from your sorium drive when you
next turn, that target has disadvantage on any attack roll go into overdrive. Upon activating you overdrive mode,
that isn’t against you, and when the target hits a creature you are immune to radiant damage, and may use your
other than you with an attack, that creature has resistance reaction to inflict radiant damage equal to 1d6 plus your
to the damage dealt by the attack. The effect on the target Constitution modifier to a creature that strikes you in
ends early if your overdrive ends. melee.

Electromagnetic Repulsion Radiant Soul


Beginning at 6th level, your microdrones you can defend Beginning at 6th level, you gain resistance to radiant
your nearby allies from injury by forming an damage even when you are not in overdrive, as well as
electromagnetic shield between them, intercepting infravision up to 60 feet (if you already have infravision,
damage. If you are in overdrive mode and another increase its range by 30 feet).
creature you can see within 30 feet of you takes damage,
you can use your reaction to reduce that damage by 2d6 Furthermore, as an action you may touch one object that
poitns of damage. is no larger than 10 feet in any dimension. For one hour,
the object sheds bright light in a 20-foot radius and dim
When you reach certain levels in this class, you can light for an additional 20 feet. The light can be colored as
reduce the damage by more: by 3d6 at 10th level and by you like. Completely covering the object with something
4d6 at 14th level. opaque blocks the light. The spell ends if you cast it again
or dismiss it as an action. If you target an object held or
Detact Drone worn by a hostile creature, that creature must succeed on
a Dexterity saving throw to avoid the spell.
At 10th level, you can detact one of your drones, sending
it remotely to either see at range or protect an ally. When Radiant Infusion
you do so, you use the cortex link or sensory extension
techniques, without using a spell slot or material Starting at 10th level, while in overdrive mode, your
components. Rather than creating a spherical sensor, this weapon attacks deal an extra 1d6 points of radiant
use of sensory extension cloaks and phases one of your damage, and are considered forged attacks.
microdrones and sends it to the chosen location. Targets
who can see invisible objects sees the tiny drone but Radiant Blast
cannot attack it. Wisdom s the forgin ability for these
Beginning at 14th level, as an action, you may use the
techniques.
light beam talent at Rank 5, firing a blast of radiant
After you use either of these talents, you can’t use this energy from your sorium drive. If you are currently in
feature again until you finish a short or long rest. overdrive mode, your overdrive ends immediately;
otherwise, you must expend one use of your overdrive to
Improved Repulsion use this ability. Constitution is your channeling ability for
this talent.
At 14th level, your microdrones shock targets who choose
to hurt an ally. When you use your Electromagnetic Upon reaching 20th level, you may use this ability freely,
as you have unlimited overdrives.

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