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Regen.

Hit Point
Levels Features Bonus Threshold
l st Glorious Survival, Regenerative +l 1/4 of
Soul (& Regenerative Flaw) Maximum
2nd Deny Death, Trudge Through, +3 1/4 of
What Injury? Maximum
3rd Embrace Life, Immovable +3 1/3 of
Object, Minor Regeneration Maximum
4th Ability Score lmhrovement, +6 1/3 of
Refuse Death, W at Injuries? Maximum
5th Embrace Life, Major Regen- +6 1/2 of
eration, Unstoppable Force Maximum

Pulling an arrow from her shoulder, a grizzled fighter in


thick armor glares at the horde of enemies before her as
if she hadn't been fighting for ten hours straight. A deft
monk weaves through a crowd of enemies, always near
the deadly blade but never quite scratched Drawing life
force from his enemies, a necromancer takes blow after
blow without falling. A noble paladin seems guarded by
a divine blessing that will not let him be harmed A feral
werebear and a vampiric blood mage both regenerate
Cuss FEATURE·s
through any injury so long as he is not harmed by silver As a juggernaut, you gain the following class features.
and she remains outside the sunlight.
Some adventurers can always survive the worst of HIT POINTS
wounds and the most dangerous conditions, through Hit Dice: ld12 per juggernaut level
grit, spells, magical powers, or dark curse, without ever Hit Points per Level: ld12 (or 7) + your Constitution
succumbing to torment. Some have actual regeneration, modifier per juggernaut level
while others are just tenacious. They're all juggernauts:
those whose abilities to heal themselves and withstand PROFICIENCIES
harm outclass all others, making them nearly unkillable. Tools: None
Saving Throws: None
Skills: None
PREREQ,UISITES
In order to advance as a juggernaut, you must meet the EQ,UIPMENT
following prerequisites (in addition to the multiclassing This prestige class does not grant any equipment.
prerequisites for your existing class):
GLORIOUS SURVIVAL
• Constitution 16. You must be particularly tough and At 1st levei you learn how to bask in the glory of your
hardy to stoke the flames of self-regeneration.
own ability to stay alive. Choose either Intimidation or
• Character level 15th. Only battle-hardened warriors Persuasion. While your hit points are less than or equal
are capable of surviving with such tenacity.
to half of your maximum hit points, you have advantage
• Must Be Able to Heal Yourself. You must have a on all Charisma checks using the chosen skill
class feature, feat, or racial trait that allows you to
regain hit points at least once per long rest.
REGENERATIVE SOUL
• Must Have Rolled a 20 on a Death Saving Throw.
At some point in the past, you must have rolled a 20 When you take your first level in this prestige class, a
on a death saving throw, returning to consciousness burning fire of life ignites within your body and soui
by stoking your own vitality from the edge of death. A granting you regenerative healing powers that stretch
DM can choose to waive this prerequisite at-will the boundaries of conventional mortality.
ART Cruc,DJT "Kodan Co ,c iy ArenaNet,
"Siege Ladder" by Dominik Mayer (Background) ( vl.0) FROM THE IMPERMISSICON

BY BENEVOLENT EVIL (@~-vil'1t>TLevoler t) D&D UNLEASHED


At the start of each of your turns, if you are missing hit damage from a silvered weapon, it does not function
points, you gain temporary hit points equal to half your until the end of your next turn.
proficiency bonus or your missing hit points, whichever Troll-like Flesh. If you take acid or fire damage, this
number is lower. These temporary hit points disappear feature does not function until the end of your next turn.
when you are no longer missing any hit points.
In addition, if your hit points are less than or equal to DENY DEATH
a particular fraction of your maximum hit points called
Starting at 2nd leveL you are defiant in the face of death,
your Hit Point Threshold, determined by your juggernaut even when you are completely unconscious. When you
level (as shown by the Juggernaut Class Table) you regain
roll a death saving throw, you become conscious and
hit points equal to your Constitution modifier + your
recover hit points on a roll of 18-20, and you must fail 4
Regeneration Bonus + half your proficiency bonus
death saving throws to die instead of 3.
(minimum one hit point). Your Regeneration Bonus is
When you recover hit points by a death saving throw,
based on your juggernaut level (also on the Class Table).
you reduce the range to 19-20. If you do so again, you
This feature cannot restore you to more hit points
reduce the range to only a 20, as it normally is.
than your Hit Point Threshold, and it cannot heal you if
Your range for recovery returns to the expanded die
you have O hit points.
range of 18-20 when you finish a long rest.
However, you also must choose a Regenerative Flaw,
which represents both the source and limitations of
your healing and prevents this feature from functioning TRUDGE THROUGH
at certain times. Choose one appropriate flaw from the Also at 2nd leveL your body hardens against the
following options. If you are immune to a damage type elements and the world around you, giving you the grit
listed in your flaw, this feature does not function. required to trudge through anything.
Bodily Purity. This feature does not function while You are never slowed down by encumbrance, your
you are poisoned, diseased, paralyzed, or petrified If you carrying capacity is doubled, and the overland travel
take poison damage, it does not function until the end of speed of you and your companions is never slowed
your next turn. down by natural effects, regardless of the terrain or
Embedded Machinery. This feature does not climate you journey through.
function while you are swimming, underwater, or in a
magnetic field If you take lightning damage, it does not WHAT INJURY?
function until the end of your next turn. Starting at 2nd leveL you sometimes baffle foes with
Godlike Luck. This feature does not function while your ability to withstand blows as if they never landed
you are cursed If you roll a 1 on the d20 for an attack When you are hit with a weapon attack, you can use
roll or saving throw, it does not function until the end of your reaction to ignore all damage caused by the attack
your next turn. on this turn, except damage of any type mentioned in
Holy Thoughts. This feature does not function for your Regenerative Flaw.
ld6 hours after you break your deity's code of honor. If Once you use this feature, you cannot do so again
you take psychic damage, it does not function until the until you finish a short or long rest.
end of your next turn.
Inner Vitality. This feature does not function while
EMBRACE LIFE
you have Exhaustion or while your maximum hit points
or any of your ability scores are reduced If you take Also at 3rd leveL your resolve strengthens your entire
necrotic damage, it does not function until the end of self, and you gain the ability to draw out the most potent
your next turn. of healing effects within your own body.
Life Thief. This feature does not function while there When an effect causes you to regain an amount of hit
are no other hostile or allied living creatures within 10 points determined by a rolL if your Regenerative Soul
feet of you that have more hit points than the hit points feature is functioning, you can determine the amount of
you would regain. Undead and constructs do not count hit points you regain as if a number of the dice equal to
as living. When this feature activates, nonmagical plants your juggernaut level had rolled their maximum. You
that aren't creatures within 10 feet of you wither. must choose before the dice are rolled, and you can't
Night Predator. This feature does not function while affect hit points restored by spending hit dice.
you are in sunlight. If you take radiant damage, it does Once you have used this feature, you can't use it again
not function until the end of your next turn. until you finish a long rest. Starting at 5th leveL you can
Rapid Metabolism. This feature does not function if use this feature three times, and regain all expended
you are in freezing temperatures or you haven't eaten a uses when you finish a long rest.
meal in the last 6 hours. If you take cold damage, it does
not function until the end of your next turn.
Reactive Blood This feature does not function while
IMMOVABLE OBJECT
-----------
At 3rd level you become as tough as a steel pillar. You
you are touching silver. If you take fire damage or take have resistance to all damage caused by unattended
EvulMfir,9 Life. 7Ae wtosf f~otA.S o.,nd.
( vl.0) FROM THE IMPERWIC:,S CON f oftA.lo.,, Kind. of Forbid.du, M~ie... -f!:;z.z.(),,K
D&D UNLEASHED BY BENEVOLENT EVIL (@EvilBenevolent)
objects, inanimate and mundane terrain features,
SELF-HEALING: SOURCE AND FORM nonmagical traps, collisions with surfaces (including
A Juggernaut can be anyone capable of healing falling1 and attacks using an improvised weapon.
themselves, either actively or passively, to recover Also, you have advantage on saving throws to avoid
from injury. Usually this implies some kind of being pushed, pulled, knocked prone, or teleported
magical healing, but because hit points can against your wilL and when you are pushed or pulled by
represent more than literal injury within the
an effect, you can choose to reduce the distance that the
narrative of the game, there are nonmagical
characters capable of restoring their own hit points effect moves you by half.
who can take levels in this prestige class as well.
For example, a fighter/juggernaut character MINOR REGENERATION
represents a warrior who never receives a fatal
blow, no matter how battered and bloody. Starting at 3rd leveL you are capable of regrowing lost
Most, however, regenerate through magical body parts. While you are alive and your Regenerative
means. Some have a magical heritage, such as troll Soul feature is functioning, any severed, dismembered,
ancestry, that grants them regeneration. Others are or permanently crippled fingers, toes, ears, noses, eyes,
chosen paragons of a divine god, healed solely or similar body parts of yours regrow from your body (or
through their connection to their deity. Still others fully heal if never removed) and become fully usable
carry powerful and rare magic deep within their after 1 hour. Limbs also regenerate, but require 8 hours.
body and soul that restores their flesh. Some dark
warriors even heal themselves by siphoning life
energy from all around them using unholy magic. ABILITY SCORE IMPROVEMENT
If a DM and player agree that regenerating limbs When you reach 4th leveL you can increase one ability
isn't appropriate for the flavor of their character's
healing, you can replace the Minor Regeneration score of your choice by 2, or you can increase two
and Major Regeneration features with these: Ability Scores of your choice by 1. As normaL you can't
Minor Heartiness. Starting at 3rd level, you have increase an ability score above 20 using this feature.
advantage on saving throws against disease.
Major Heartiness. Starting at 5th level, you are REFUSE DEATH
immune to disease and you have advantage on
saving throws against poison. At 4th leveL your resolve to continue living - or to simply
spite death - becomes absolute and unrelenting. You
have advantage on death saving throws, and you must
fail 5 death saving throws to die instead of 3. You may
also choose not to become stabilized when you succeed
on a death saving throw if you wish to keep rolling.
In addition, the expanded die range from your Deny
Death feature now returns to the full range of 18-20
whenever you finish a short or long rest.

WHAT INJURIES?
Starting at 4th leveL you can use your What Injury?
feature twice, instead of only once, before finishing a
short or long rest.

MAJ OR REGENERATION
At 5th leveL the time required for you to regrow a body
part is reduced to 1 round for a small body part and 1
minute for a limb. You can use an action on your turn to
force all your body parts to instantly regrow.

UNSTOPPABLE FORCE
Also at 5th leveL you learn how to charge through any
obstacle or difficulty. When you are grappled, unless you
are grappled by a creature of a larger size category than
you are, your speed is only ever reduced to (at
minimum) half your base speed, never to O feet.
Also, you have advantage on saving throws made to
resist being charmed, frightened, or paralyzed, and when
you use your action to Dash or Disengage on your turn,
you ignore difficult terrain for the rest of the turn.

( vl.0) FROM THE IMPERMISSIC'ON


3
D&D l 'NLEASHED

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