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The Juggernaut

A lone warrior stands amid a slew of fallen bodies. He turns By using the weight of their weapon, the juggernaut throws
his gaze up towards the horizon, spotting another band of enemies around the battlefield, drawing attention away from
furious enemies. He raises his maul and adopts a savage their companions and keeping them safe. To these tanks, their
stance, bracing himself against the second storm. weapon represents their honour, oath and spirit. Without it
they are nothing more than an average warrior.
An armor-clad maiden stands surrounded by enemies, her
allies scattered across the battlefield. With a grin on her face, Creating a Juggernaut
she slams her shield into the earth. With a wave of force the A juggernaut's main power is their weapon and the bond that
enemies are sent flying and taking their place around her are strengthens it. How did you come to be a juggernaut? Who
her wounded, but now safe allies. taught you your ways? What is the story behind your current
A large orc clad in plate armour stands hunched over a table weapon? Is it special to you, or did you just find it? A
of a mock battlefield. Outside the safety of the tent rings a juggernaut's primary function is making enemies turn their
warning bell. taking up his greatsword, the warrior strides out animosity towards you instead of those you wish to protect.
of the tent, ready to put his long hours of planning to its final Most juggernauts tend to be good in nature due to the
test. nature of their charge, but depending on the environment a
The Insurmountable juggernaut is in, or who has influenced them, some can
become bodyguards or enforcers of powerful beings such as
Juggernauts, masters of battlefield control, are warriors devils or tyrants.
whose love of the battle spurs them to gain greater control
over it. Using the innate magic present in all beings, Multiclassing
juggernauts channel this energy into their weapon, often To multiclass into or out of juggernaut, you must have both a
swearing oaths in order to bind the shield to them in whats Strength and Constitution Score of 13 or higher.
known as a iron bond.

Juggernaut
Level Proficiency Bonus Features Battlecries
1st +2 Iron Bond, Battlecry 2
2nd +2 Juggernaut Specialty, Superior Health 2
3rd +2 Juggernaut Ideal 3
4th +2 Ability Score Improvement 3
5th +3 Mighty Physique, Extra Attack 3
6th +3 Improved Iron Bond, Stockade 4
7th +3 Ideal feature 4
8th +3 Ability Score Improvement 4
9th +4 Indefatigable 4
10th +4 Improved Grapple 5
11th +4 Ideal feature 5
12th +4 Ability Score Improvement 5
13th +5 Improved Shove, Improved Superior Health 5
14th +5 Jotungrip 6
15th +5 Ideal feature 6
16th +5 Ability Score Improvement 6
17th +6 Improved Juggernaut Specialty 7
18th +6 Steeled Nerves 7
19th +6 Ability Score Improvement 7
20th +6 Unstoppable Force 8

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COVER ARTIST: VELI NYSTROM
Quick Build Battlecry
When you unlock this at 1st level, as a bonus action you can
You can make a juggernaut quickly by following these either taunt people into fighting you, or rally the spirits of your
suggestions. First, Strength should be your highest ability friends.
score, followed by Constitution. Second, choose the Folk Hero Once you have used your battlecry the number of times
background. Third, choose Chain Mail, a Longsword and a shown for your juggernaut level in the battlecry column of the
shield, and an Explorer's Pack. juggernaut table, you must finish a short or long rest before
you can use your battlecry again.
Class Features Your juggernaut save DC is 8 + your proficiency bonus +
your Constitution modifier.
As a juggernaut, you get the following class features. Taunt. Choose one creature within 30 feet of you who can
see or hear you. The affected creature must succeed on a
Hit Points Wisdom saving throw against your Juggernaut save DC or
Hit Dice: 1d12 per juggernaut level have disadvantage on any attack they make against anyone
Hit Points at 1st Level: 12 + your Constitution modifier except you until the end of their next turn. Targets are
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution immune to this effect if they can't see or hear you or if they
modifier per juggernaut level after 1st can't be frightened.
Rally. Creatures of your choice within 30 feet of you gain
Proficiencies temporary hit points equal to your juggernaut level.
Armor: All armor, shields
Weapon: Simple weapons, martial weapons Juggernaut Specialty
Saves: Strength, Constitution At 2nd level, you gain a Juggernaut Specialty. Choose one of
Skills: Choose two from: Athletics, Insight, Investigation the following below:
Medicine, Perception, Survival Heavy Handed. Your attacks are brutal and unexpectedly
Starting Equipment:
harsh.
You start with the following equipment, in addition to the When you score a critical hit with a melee weapon attack,
equipment granted by your background: the creature has disadvantage on their next attack roll.
(a) chain mail or (b) scale mail
(a) a martial weapon and a shield or (b) 2 martial weapons
(a) an explorer's pack or (b) a dungeoneer's pack
Iron Bond
At 1st level, you gain the ability to form a powerful bond with
your weapon. You can bond with a weapon over the course of
1 hour, which can be done during a short rest. You must be
holding the weapon for the duration, at the conclusion of
which you gain the following benefits while holding the
bonded weapon.
Your bonded weapon is indestructible by nonmagical
means, weighs nothing for you, and weighs 3 times the
normal weight for other creatures.
You know the general direction of your bonded weapon
provided it is on the same plane of existence, and you can
pinpoint its exact location if you are within 30 feet of it.

Bonding with a Shield


You can also form an Iron Bond with a shield, and
doing so gives it the additional properties:
The bonded shield counts as a simple melee
weapon that does 1d6 bludgeoning damage
You can don and doff the shield using an
Interact with an Object action.

Artist Credit: Dongjin Lee

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PART 2 | OVERVIEW | SKILLS
Reckless Defense. If you see a big hit coming in, you know Indefatigable
how to throw it aside with all your might. The strain from this
leaves you open for a counterattack, however. Starting at 9th level, you gain a bonus equal to your
When a creature hits you with an attack, you can use your proficiency bonus to all saving throws to avoid exhaustion,
reaction to force the creature to reroll the attack roll, and it stage 5 of exhaustion for you now reduces your speed to 5,
must use the new roll. When you do so, the next time a and you now have 7 stages of exhaustion, instead of 6. Stage 6
creature makes an attack against you before the start of your is now unconsciousness, and 7 is death.
next turn, it has advantage on the attack roll.
Improved Grapple
b Unyielding Strength. You're strong enough to actually trust At 10th level, when grappling a creature, you can drag them
people as far as you can throw them. with you with no penalty to your movement.
Shove attacks you make on your turn push creatures 10
feet. Additionally, if a creature one size category larger than
you or smaller makes a melee attack against you, you can use Improved Shove
your reaction to make a shove attack against them. Starting at 13th level, whenever you successfully shove a
creature, you can push it away from you as well as knock it
Superior Health prone.
When you gain this feature at 2nd level, your hit point
maximum increases by 2 points, and it increases by 1 every Jötungrip
time you gain a Juggernaut level. At 13th level, your hit point At 14th level, you can wield two handed melee weapons in
maximum increases by an additional 13 points, and it now one hand, but you can only add half your proficiency bonus to
increases by 2 every time you gain a Juggernaut level. attacks with them. Additionally, if you are wielding a weapon
with the versatile property in one hand, you can use the two-
Juggernaut Ideal handed die instead. If you are Small, you can now wield
At 3rd level you must choose an ideal to strive for, which are weapons with the heavy property in two hands with no
described below. You gain an ideal feature from this path at penalty.
3rd level, 7th level, 11th level and at 15th level.
Improved Juggernaut Specialty
Mighty Physique At 17th level, the specialty you chose at the beginning of your
At 5th level, you learn to put your mighty strength to use for adventure has grown more powerful.
offense and control. You are considered proficient in Athletics, Heavy Handed: On a critical hit, use the maximum die
and use double your proficiency bonus for Athletics checks. If results on your damage dice.
you are already proficient in Athletics, choose another
proficiency from your class list. Reckless Defense: When you use your reaction to force the
attacker to reroll their attack, they do so with disadvantage. If
Extra Attack the attack still hits you, you can make a melee weapon attack
At 5th level, you can attack twice, instead of once, whenever against the attacker as part of the same reaction.
you take the Attack action on your turn. Unyielding Strength: Creatures that you grapple are
considered restrained.
Improved Iron Bond
Starting at 6th level you gain the following benefits: Steeled Nerves
If your bonded weapon is within 30 feet of you, you can use At 18th level, you've sustained so many wounds, you're almost
your bonus action to summon it to your hand. numb to the big hits. Any critical hit against you becomes a
normal hit.
As a bonus action, you can shunt your bonded weapon into a
pocket dimension and re-summon it using a bonus action. You Unstoppable Force
can only send your bonded weapon to the pocket dimension if
you are holding it, and the weapon can stay in this pocket At 20th level, as an action you can become the ultimate
dimension forever with no ill effects on it. paragon of force, gaining the following benefits for 1 minute:
Additionally, your bonded weapon counts as magical for the You have resistance to all damage.
purpose of overcoming resistance and immunity to non- You are immune to being grappled, paralyzed, petrified
magical attacks and damage. restrained and stunned, and you can't be knocked prone.
Stockade You can't be forcefully moved, your speed can't be reduced
by any means, and you can walk through any creature's
Starting at 6th level, in combat, the area within 5 feet of you is space.
considered difficult terrain for creatures you choose. In
addition, whenever you make an opportunity attack, you can Attacks with a bonded weapon deal double damage to
attempt to grapple or shove the creature instead of making a objects and structures.
melee attack.
Once you use this feature, you can't use it again until you
finish a long rest.
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PART 3 | SKILLS CONTINUED
Juggernaut Ideals
Defender Hospice
Defenders are juggernauts that seek to protect and heal those Starting at 15th level, you gain the power to bring someone
around them. Whether they are on the front lines holding back if they've died recently. You can cast revivify once per
back the enemy, or sticking in the back keeping a wizard or long rest.
archer safe, they are welcome additions to any team for taking
and dealing damage.
Health Sacrifice
Starting at 3rd level, as an action, you can sacrifice a small
portion of yourself to heal your allies or demolish your foes.
You can spend an amount of Hit Dice per round equal to half
your proficiency bonus.
Heal. As an action, you can touch one creature and heal
them by expending some of your hit dice. Roll the dice and
add your Constitution modifier to each, restoring a number of
hit points equal to the total.
Harm. When you hit a creature with a melee weapon
attack, you can expend some of your hit dice to infuse your
attack with a burst of radiant energy. Roll the dice and add
your Constitution modifier to each, dealing extra radiant
damage equal to the total, in addition to the weapon's damage.
Shelter
Starting at 7th level, you can make Medicine checks as a
bonus action on your turn, and you gain proficiency in
Medicine. If you are already proficient in this skill, you can
choose to be proficient in one of the following skills:
Intimidation, Insight, Perception or Survival.
Additionally, you have advantage on checks to diagnose
diseases and other medical conditions or to identify a
creature's wounds or cause of death.
Bastion
Starting at 11th level, while holding your bonded shield, you
can use your action to create an impenetrable dome of force
in a 15-foot radius around you, and lasts until the end of your
next turn.
When you create the dome, choose any number of willing
creatures you can see within 120 feet of you. Each creature
teleports to an unoccupied space of its choice inside the dome
and can move through the dome freely, including yourself.
A hostile creature that is in the dome's area when you
create it is pushed to the nearest unoccupied space and must
make a Constitution saving throw against your juggernaut
save DC or take 2d8 force damage. Defenders are the juggernauts who aim to protect
The dome prevents hostile creatures from passing or the weak and innocent from further harm. Their
reaching through it and it prevents their spells and attacks fighting style involves mainly protecting, taunting,
made with ranged or reach weapons from entering it. Once and blocking enemies from harming others, even
being able to make an aura of safety around them
you use this feature, you can't use it again until you finish a and their allies when they really need it most.
long rest. Defenders are kind people that always give their
best in combat.

Artist Credit: Wizards of the Coast

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PART 4 | DEFENDER IDEAL
Ravager
The phrase: "Your best defense is offense" embodies this
class. Ravagers are juggernauts who seek the path to defense
in violence. Their goal is to end fights as quickly as possible,
dealing consistent damage whether attacking or positioning
their enemies.
Ruthless
Starting at 3rd level, your shove attacks deal bludgeoning
damage equal to your Strength modifier.
Additionally, when you successfully start a grapple and at
the start of each of your turns, any creature you have grappled
takes bludgeoning damage equal to your Strength modifier.
Determined
Starting at 7th level, little can stand in the way between you
and your goals. You ignore nonmagical difficult terrain, and
you gain climbing and swimming speeds equal to your
walking speed. Additionally, you can move through a hostile
creature's space, though you can't end your movement in an
occupied space.
Oh No You Don't
Starting at 11th level, when a hostile creature successfully
ends your grapple, you can use your reaction to make a
grapple attack against any creature within 5 feet of you. .
Relentless
Ravagers are juggernauts who seek the path to
At 15th level, even as your strength begins to fade, you keep defending those they care about through violence.
fighting. Having 0 hit points doesn’t knock you unconscious, They stay right up in the thick of it and keep the
but you must still make death saving throws, and you suffer focus on them. Ravagers are aggressive, brutal and
the normal effects of taking damage while at 0 hit points. versatile, and they are proud of their abilities,
always trying to prove themselves in battle.

Credit: Eriklyart/Rienque LeVerite

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PART 5 | RAVAGER IDEAL
Giantslayer Titan-Sized
Giantslayers focus all of their strength and skill with weapons At 15th level, you can use a bonus action to consume two uses
into single powerful strikes meant to cripple the largest of of Enlarge, instead of one, to grow even larger. You can also
foes. With their size and bulk they can effectively grapple, pin, use a bonus action consume an extra use of Enlarge if you are
and submit far larger opponents. They prize themselves on already Enlarged. While you are Titan-sized, you gain the
their unique tactics to fight these monsters and their following benefits in place of the Enlarge feature's benefits:
resistance to their attacks, while striking back with equal Your normal size quadruples in all dimensions, and your
ferocity. weight is multiplied by sixty four.
Your size increases by two categories of your original. If you
Enlarge were Small, now you are Large. If you were Medium, now you
are Huge.
Starting at 3rd level, you have the ability to grow to an Your weapons also grow to match your new size. While
immense size to fight your enemies. You can use a bonus these weapons are titan-sized, you deal 2d4 extra damage
action to gain the following benefits for one minute: when you make melee weapon attacks with them.
Your size doubles in all dimensions, and your weight is
multiplied by eight.
Your size increases by one category. If you were Small,
now you are Medium. If you were Medium, now you are
Large.
You have advantage on Strength checks and Strength
saving throws.
Your weapons also grow to match your new size. While
these weapons are enlarged, you deal 1d4 extra damage
when you make melee weapon attacks with them.
Everything you are wearing and carrying changes size with
you. Any item dropped returns to normal size at once.
If there isn’t enough room for you to double in size, you attain
the maximum possible size in the space available.
This effect can not be counterspelled or dispelled.
You can use this feature twice per long rest. At 11th level
you regain all your expended uses of this feature when you
finish a short or long rest.
Mountainous Frame
Starting at 7th level, you've enlarged yourself so much, that
some of the growth has stuck around even after you shrink to
normal size. when you gain this feature, roll 3d4. You grow a
number of inches in height equal to the roll.
In addition, you count as one size larger when determining
your carrying capacity and the weight you can push, drag, or
lift.
Titanic Strike
Starting at 11th level, you merrily crush your opponents to
dust. When you make a melee weapon attack, you can choose
to make the attack with disadvantage. If you hit, the attack is a
critical hit. You can't use this feature if you already have
disadvantage on the attack roll.

Giantslayers have no problem standing up to larger


opponents. Mainly because when they do, they can
look them in the eye by growing to an inhuman
size, dealing singular, heavy blows. In battle, they
are usually right up in the front wrestling with the
giant for his weapon. Giantslayers are a hearty
bunch that always love a good rumble.

Artist Credit: Wizards of the Coast

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PART 6 | GIANTSLAYER IDEAL
Dreadnought
Some juggernauts are beaten and battered for their entire life,
but this gives them an ideology of survival, that outlasting an
enemy in combat is a guaranteed path to victory. The
dreadnought does just that, shrugging off mighty blows
endlessly until their opponent eventually tires and is dealt the
killing blow.
Consummate professionals among juggernauts,
dreadnoughts never seem to let up. Even in the biggest and
bloodiest battles, they and their squad are always the last
ones standing.
Defensive Formation
Starting at 3rd level, all allies within 5 feet of you gain half
cover, and when a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. If the attack hits,
you can deal bludgeoning damage equal to your Strength
modifier to the attacker.
Bolstering Ranks
At 7th level, when you take the Help action to assist with a
Charisma check, the creature you helped gains a bonus to the
roll equal to the number of allies you can see within 10 feet of
you (maximum bonus of +5)
Additionally, you gain proficiency in one of the following
skills of your choice: Deception, Intimidation, Persuasion,
Performance.
Grit
At 11th level, all damage except for psychic damage that you
take is reduced by an amount equal to your Constitution
modifier.
Resolute
At 15th level, at the start of each of your turns, if you have no
more than 3 times your character level in hit points
remaining, you regain hit points equal to your Constitution
modifier + half your Juggernaut level. You don't gain this
benefit if you have 0 hit points. .
If one hasn't fought a Dreadnought before, it can
be very jarring. Their large shield always seems to
interpose itself between you and them. No matter
how many times you strike, their stamina never
seems to wane. Most Dreadnoughts are usually
level-headed and stoic.

Artist Credit: WillOBrien

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PART 7 | DREADNOUGHT IDEAL
.
Sanguinaire
Sanguinaires tend to be unlucky adventurers who were bitten
by a vampire to gain life-draining power. These juggernauts
are usually thralls for more powerful vampire lords, but some
though, through research, planning, or good(or bad) luck,
stumbled upon similar powers.
No matter how they came across the power, they are fierce,
intimidating, and despite all the injuries they face, they seem
to sow themselves back together in front of your very eyes.
Draining Strikes
Starting at 3rd level, your attacks gain a life draining aura.
Once per turn when you hit a living creature with a melee
weapon attack, you gain temporary hit points equal to your
Constitution modifier, and the creature's hit point maximum is
reduced by the same amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Additionally, at level 15, you can use Draining Strikes twice
per turn, and the temporary hit points gained from this
feature stack.
Bloodsense
At 7th level, you have advantage on any checks to see through
an illusory disguise within 10 feet of you, and on all checks to
find the location of living humanoids that involve scent or
blood.
Additionally, if there is a living humanoid within 10 feet of
you, you know their location.
Supernatural Charm
Starting at 11th level, as an action you can target one
humanoid you can see within 30 feet of you. If the target can
see you, they must succeed on a Wisdom saving throw or be
charmed by you. The charmed target regards you as a trusted
friend to be heeded and protected. Although the target isn't
under your control, it takes your requests or actions in the
most favorable way it can.
If you or your companions harm the charmed target, the
effect ends. Otherwise, the effect lasts 1 minute or until you
are unconscious, are on a different plane of existence than the
target, or take a bonus action to end the effect.
Once you use this feature, you can't use it again until you
finish a long rest.
Sanguinaires are quite intimidating combatants.
Misty Escape They throw opponents around the battlefield,
gashing deep and sucking the very life out of them,
At 15th level, if you drop to 0 hit points, you instead drop to 1 seemingly closing all of their wounds sustained
hit point and immediately are under the effects of the spell from the fighting. The stare of one can make a
gaseous form for 1 minute. grizzled veteran become their biggest fan,trying
Once you use this feature, you can't use it again until you their absolute best to help the Sanguinaire.
finish a long rest. Sanguinaires are usually arrogant and gluttonous.

Artist Credit: Dean Spencer

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PART 8 | SANGUINAIRE IDEAL
Credits Last Changed 12/18/20
Credit to Revan7evan for cleaning up all my amateur coding
grossness. If anyone has any questions, criticisms or
feedback at all, please let me know! Pm me
Credit to TheArenaGuy for explaining how to make my reddit on Reddit, I'm u/Mkirshnikov, or
post and my brew itself look all fancy and nice, and for Mkirshnikov#8282 on discord.
explaining how awful my writing is for most of my abilities.
Credit to Furydin for his writings that make everything very Lastly, I'd love to hear any stories of your
nice to look at, and adjustments to Dreadnoughts and Juggernaut characters or players, it makes
Steadfast. me happy knowing people like playing my
homebrew, and I love hearing what you
Credit to Lalliman, Composer99, JNAProductions, Waistel, guys do with it!
MrXitel, MariusKeint, way2odd and Lobodeinvierno for
helping balance the class and giving suggestions for ability
replacements/fixes.
Credit to Ezuri Darkwatch for the idea of Giantslayer,
Improved Grapple and Great Stomp.
Credit to Benjamin Huffman for his Pugilist Class's
Haymaker ability, inspiring Improved Heavy Handed and
Titanic Strike.
Credit to Zaprodos for the original idea from the dandwiki
that I've built upon.

Change Log
Changed the Rally option in Battlecry to give TempHP = to
juggernaut level rather than half, as to fix the problem of
giving 0 TempHP.
Changed Unstoppable Force to be an action, once per long
rest, and also give you resistance to all damage.
Changed Stockade to only count as difficult terrain for
creatures you want it to affect.
Changed Ruthless to deal damage to anyone you have
grappled at the start of your turns.

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PART 9 | CREDITS/CHANGELOG

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