Copy of - The Apocalypse

by 7Cashew

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Juggernaut

The Juggernaut


You are weak. Sat atop your iron throne, as the embers from the forge are cast into the shadow of your dominance. You think, that should you hammer away, the impurities will be erased. They will not. For never, will there be an armor considered impenetrable. Even for you, -REDACTED-

Impenetrable


A juggernaut is a warrior who seeks to defend, and be defended in all combat scenarios. You are a shield, and nothing will get past you.

Creating A Juggernaut


When creating a Juggernaut you should think about how your Juggernaut came upon their armor, did they make it or find it? And why does your Juggernaut seek to be enclosed by these walls of steel, perhaps they are afraid?

Quick Build


You can quickly create a Juggernaut by following these suggestions. It comes down to preference, but your top 3 stats should be Dexterity Strength and Constitution.

Juggernaut
Level Proficiency Bonus Features Parry Uses Shout Targets
1st +2 Parry, Shout 1 1
2nd +2 Fighting Style 1 1
3rd +2 Juggernaut Aspect, Breaker 1 1
4th +2 Ability Score Improvement 2 1
5th +3 Extra Attack 2 1
6th +3 Aspect Feature 2 2
7th +3 3 2
8th +3 Ability Score Improvement 3 2
9th +4 Even Death Cowers 3 2
10th +4 4 3
11th +4 Aspect Feature, Extra Attack (x2) 4 3
12th +4 Ability Score Improvement 4 3
13th +5 Indomitable Body 5 3
14th +5 5 3
15th +5 Aspect Feature 5 4
16th +5 Ability Score Improvement, The Light of Hope 6 4
17th +6 6 4
18th +6 6 4
19th +6 Ability Score Improvement 7 4
20th +6 Extra Attack (x3) Unlimited 5

Class Features

As a Juggernaut, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Juggernaut level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 5) + your Constitution modifier per Juggernaut level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple Weapons, martial weapons

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Intimidation, Athletics, Insight, Medicine, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) chain mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) an explorer's pack or (b) an dungeoneer's pack
  • (a) a simple weapon or (b) five javelins

Parry


At 1st level, Your Juggernaut training has enabled you to reduce damage with your weapon, as your offense must also aid in your defense as a juggernaut.

When you engage in combat with an enemy, and they attack you, roll an attack roll against their attack roll. Should yours be higher, reduce the damage you take by the damage of your weapon attack. This feature may only be used once per turn, but as you level up you may gain additional uses as seen in the Juggernaut Table.

Shout


At 1st level, as a Juggernaut you have learned to overwhelm your enemies in order to force them to attack you, because your party members can't take hits like you can. As an Action, with a cry, you can release your Shout in order to taunt enemies in different ways.

Taunt: Choose one creature within 30 feet of you who can see or hear you. The affected creature must succeed on a Wisdom saving throw against your Juggernaut save DC or have disadvantage on any attack they make against anyone except you until the end of their next turn. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.

Disorient: Choose one creature within 30 feet of you who can see or hear you. The affected creature must succeed on a Constitution saving throw against your Juggernaut save DC or have disadvantage on any saving throw until the end of their next turn. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.

If a creature is affected by your Shout, they cannot be effected by it again for another hour. Only one creature can be affected by your Shout at a time, until you level up.

Juggernaut Save DC = 8 + your proficiency bonus +

your Constitution modifier

Fighting Style


At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Breaker


Starting at 3rd level, you learn to plow through someones defenses with ease, because their armor pales in comparison to yours.

When you perform the attack action, before the dice is rolled, you may declare a "Breaker Attack", causing the enemies armor to be weakened. If the attack lands, the target gains a reduction to their AC equal to your Strength Modifier for 1 turn. Unfortunately, if you miss the attack, until your next turn, all attacks made against you are made with advantage.

This feature may be used once per long rest, but you gain an additional use at level 8, 12, 16 and 20.

Juggernaut Aspect


Starting at 3rd level, your Juggernaut skill has developed down a specific path, as your defenses become bolstered and your will solidifies. Choose an Aspect on the Juggernaut Aspect page. You gain a feature from your Aspect at level 3, 6, 11 and 15.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, 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 one. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Fortress


Starting at 6th level, in combat, the area within 5 feet of you is considered difficult terrain for creatures you choose. In addition, whenever you make an opportunity attack, you can attempt to grapple or shove the creature instead of making a melee attack.

Even Death Cowers


Beginning at 9th level, You become even harder to kill. When in the dying state, in order to revive yourself, instead of rolling a 20, you can roll a 19. Also, you have to fail 4 Death Saves to die, instead of 3.

Indomitable Body


Starting at level 13 your body has reached a state where no man can truly overpower you, granting the following benefits:

  • Advantage on athletics checks
  • Your movement speed is not reduced by a grapple, whether you are grappling or are grappled
  • You cannot be shoved
  • Your shove moves a target 10 feet, not 5

The Light of Hope


Starting at level 16 when all hope seems lost, your allies can always look up to you as a beacon, because no matter the cost you will never falter. Once per long rest when an entity you consider an ally has been slain, you may release a new brand of Shout.

Unfaltering Cry: Grant allies a temporary buff called "Unfaltering Hope". For the next turn, all attacks are made with advantage, and healing effects are doubled to the allies under the Shout's effect. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.

Unfaltering Hope

As a Juggernaut, your role is to insure the safety of your team, and so should an ally fall, the burden placed upon your Juggernaut should feel heavy. So make sure, that if you ever have to perform something like an Unfaltering Cry, make it good, because those roleplay points will be crazy, no cap.

Juggernaut Aspects

The Shieldbearer


Most Juggernauts use shields, but this aspect has decided that shields are for more valuable than most make them out to be.

Shield Bond


Starting at 3rd level, you can form a bond with your shield, granting it the following properties:

  • 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.
  • 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.

Barging In


At 6th level, you have learned to be a shield for your allies more effectively. You may now use your parry feature on a target that is attacking an ally within 5 feet of you.

Planted


At 11th level, your shield has become a shelter to protect those in need. As an action, you can plant your shield into the ground, causing the following effects:

  • 1/2 cover for all allies within 5 feet of the shield.
  • 3/4 cover for you if you are within 5 feet.
  • Advantage on Dexterity Saves against AOE damage for all allies within 5 feet.

Shield Evolution


At 15th level, your shield has grown into a wall impenetrable to any effects. Your shield now grants you an additional +1 to AC and when you perform an attack with your Shield, you can choose to push the enemy up to 15 feet in any direction.

The Templar


Unlike paladins, Templars are an order of holy knights moreso dedicated to protection than to the service of divinity, and Juggernaut Templars take that role to the extreme.

Divine Build


At 3rd level, your god has not given you boons of spells, or boons of wisdom, but the almighty boon of STRENGTH! Your Strength score increases by 1, and the divine energy channeled into your body has given you resistance to radiant damage.

Hunter of Light


At 6th level, as a templar your main goal is to protect and hunt, specifically, protect the good, hunt those who follow the dark. And so, you have learned to hunt the dark.

At will, when you make contact with someone, you can sense whether they have dark magic within them, unless hidden by magical means.

If you sense the dark magic, you can leave some of your divine energy within them, a tether, that will guide you to them unless they dispel it. They cannot sense the tether unless they use detect magic or a similar divination.

Devotion


As a templar, you are the protector of the weak, and you are devoted to that cause, no matter the cost. At 11th level, when an ally is put into the dying state, you may activate this ability as a reaction. You may move 30 feet towards the ally, and if you are within range, you may perform a medicine check in order to stabilize them.

Lay on Hands


At 15th level, your hands have become tools, not for pain, but for hope. You can cast revivify once per long rest at will, no material cost required.

The Savage


A branch of Juggernauts who decided that armor was overrated, and their bodies would be what power their defense.

Natural Armor


Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Unstoppable


At 6th level, without metal armor slowing you down, and a body strong enough to block steel, you have become unstoppable. 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.

Wild Charge


Starting at 11th level, dashing into enemies is your style, and your physique certainly suports it. After dashing, when you pass through a hostile creature’s space for the first time on a turn, it must succeed on a Strength saving throw or be pushed 5ft to the side and be unable to make attacks of opportunity against you until the end of your next turn. While dashing, you can also crash directly through some barriers without stopping. You can charge through up to 1 inch of stone, as well as 1 foot of packed earth or wood, but you are stopped by metal barriers of any thickness.

IVE HAD IT


At 15th level, the damage is starting to get to you, it's kinda driving you crazy. If you take damage equal to half of your maximum HP in one turn, the next attack you perform is considered a Savage Attack. This attack deals double the damage, and knocks any enemy prone upon a hit.

The Captain


Juggernauts are often seen in the core of the battle, and because of this, some dedicate their skills to ensuring that combat flows in a favorable manner, using tactics and wit to control enemies and aid allies.

Combat Superiority


At 3rd level, you learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain two superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Call the Shots


At 6th level, your allies trust you, and sometimes you trust them, enough to tell them what to do that is. As an action, you may grant an ally an extra action by ordering them to perform a specific action, for example: Badger, cast eldritch blast next turn! (Action Given).

This feature may be used a number of times equal to your Juggernaut level divided by 3.

Bolstering Aid


At 11th level, you have learned to aid those around you to sway the tides of combat. When you perform the help action, the target gains temporary hitpoints equal to your Juggernaut level plus your PB, until the start of your next turn

BARK


At 15th level, as a veteran juggernaut, you have had enough of the battlefield, and you've grown a bit more cynical, resorting to barking orders rather than delivering them pleasantly. You gain access to a new brand of Shout.

Order: Tell allies what to do, and empower them. For each target, they must do your action of choice, and they also may perform any maneuvers that you have access to. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.

Barking orders

As a Captain, your role isn't to tend to the wounds of others or to insure their safety, it is to win, by any means necessary, even if you have to control your allies. So make sure to be a dickhead if you want to :)

Welcome

To

Mugen

 

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