{"name":"Juggernaut","overview":"Juggernauts, masters of defense, are warriors whose love of\r\nthe shield spurs them to reach a greater connection with it.\r\nUsing the innate magic present in all beings, Juggernauts\r\nchannel this energy into their shield, often swearing oaths in\r\norder to bind the shield to them in whats known as a shield\r\nbond.","hit_dice":"d12","hit_points_at_1st_level":"12+con","hit_points_at_higher_levels":"1d12+con","armor_proficiencies":"All armor, Shields","weapon_proficiencies":"Simple and Martial Weapons, simple firearms without the two handed property ","tools":"","saving_throws":"Strength, Constitution","skills":"Choose 2 from: Medicine, Intimidation, Insight,\r\nPerception, Athletics","starting_equipment":"","spellcasting":"","class_features":"[b]Shield Bond[\/b]\r\nAs a 1st level Juggernaut, you have the unique ability to bond\r\na shield to you. You can bond a newly aquired shield by\r\nchoosing to bond to it, then spending a short or long rest with\r\nit. It grants you these abilities:\r\nYou are proficient with using shields as weapons, and your\r\nbonded shield does 2d4 + Str Mod of bludgeoning damage.\r\nShields can be modified to deal other types of damage, for\r\nexample, spikes for piercing or a blade along the edge for\r\nslashing.\r\nYour bonded shield is indestructible by nonmagical means\r\nand weighs nothing for you, for other creatures the shield\r\nweighs twice its normal weight.\r\nYou know the general direction of your shield provided it is\r\non the same plane of existence and can pinpoint its exact\r\nlocation if you are within 30ft of it.\r\nYou can don or doff your shield using your free interact\r\nwith an object action.\r\nStarting at 6th level you gain the following benefits:\r\nIf your shield is within 30 feet of you, you can use your\r\nbonus action to summon your shield to your hand,\r\nequipped or unequipped (your choice).\r\nAs a bonus action, you can shunt your shield into a pocket\r\ndimension and re-summon it using a bonus action. You\r\ncan only send your shield to the pocket dimension if you\r\nare holding it. The shield can stay in this pocket dimension\r\nforever with no ill effects on the shield.\r\nAdditionally, your bonded shield attacks count as magical\r\nfor the purpose of overcoming resistance and immunity to\r\nnon-magical attacks and damage.\r\nStarting at level 14, attacks with a bonded shield deal\r\ndouble damage to objects and structures.\r\n\r\n\r\n\r\n[b]Losing your shield[\/b]\r\nTo a Juggernaut, losing their shield is fatal to their honor. If\r\nyour shield is somehow lost or destroyed, you are racked with\r\ngreat shame. Until you get a new shield and bond to it, you\r\nhave disadvantage on all ability checks. Bonding to a new\r\nshield does not destroy your previous bonded shield, instead\r\nthe magic is simply transferred to the new vessel.\r\nTo find out how to bond a shield, see above.\r\n\r\n\r\n\r\n\r\n\r\n[b]Taunt[\/b]\r\nWhen you unlock this at level 1, as a bonus action you can\r\nanger people into fighting you. Choose one creature within 60\r\nfeet of you who can see or hear you. The affected creature\r\nmust succeed on a Wisdom saving throw or have\r\ndisadvantage on any attacks, spells, or other harmful actions\r\nthey make against anyone except you. Additionally, any\r\ncreatures affected by a spell they cast has advantage on their\r\nsaving throw against the spell if you are not one of the targets.\r\nThis lasts until the start of your next turn. Targets who can\u2019t\r\nbe frightened are unaffected. You can only use this a number\r\nof times as shown above, recovering them on a short or long\r\nrest. The DC is 8 + your proficiency bonus + your Constitution\r\nmodifier.\r\n\r\n\r\n\r\n[b]Juggernaut Specialty[\/b]\r\nAt 2nd level, you gain a Juggernaut Specialty. Choose one of\r\nthe following below:\r\n\r\n[i]Heavy Handed[\/i]\r\nEven if swinging a shield, your attacks are brutal and\r\nunexpectedly harsh.\r\nWhenever you have advantage on a melee attack roll you\r\nmake with the weapon and hit, you can knock the target\r\nprone if the lower of the two d20 rolls would also hit the\r\ntarget.\r\nWhenever you have disadvantage on a melee attack roll you\r\nmake with the weapon, the target takes bludgeoning damage\r\nequal to your Strength modifier if the attack misses but if the\r\nhigher of the two d20 rolls would have hit.\r\n\r\n[i]Steadfast[\/i]\r\nYou have an unmovable stance in which only very strong\r\nforces can move you. While you are standing, you have\r\nadvantage on checks or saves to avoid being grappled or\r\nrestrained, as well as saving throws against being forcefully\r\nmoved or knocked prone by any means. If you are forcefully\r\nmoved, reduce the distance that you've been moved by 5 feet\r\nwhile standing.\r\n\r\n[i]Unyielding Strength[\/i]\r\nYou're strong enough to actually trust people as far as you can\r\nthrow them. Shove attacks you make on your turn push\r\ncreatures 10 feet. Additionally, if a creature one size category\r\nlarger than you or smaller makes a melee attack against you,\r\nyou can use your reaction to make a shove attack against\r\nthem.\r\n\r\n\r\n\r\n\r\n\r\n[b]Superior Health[\/b]\r\nWhen you gain this feature at 2nd level, your hit point\r\nmaximum increases by 2 points, and it increases by 1 every\r\ntime you gain a Juggernaut level. At 13th level, your hit point\r\nmaximum increases by 13 points, and it now increases by 2\r\nevery time you gain a Juggernaut level.\r\n\r\n\r\n\r\n\r\n\r\n[b]Juggernaut Ideal[\/b]\r\nAt 3rd level you must choose a Juggernaut Ideal, which are\r\ndescribed below. You gain an Ideal Feature from this path at\r\n3rd level, 7th level, 11th level and at 15th level.\r\n\r\n\r\n\r\n\r\n\r\n[b]Mighty Physique[\/b]\r\nAt 5th level, you learn to put your mighty strength to use for\r\noffense and control. You are considered proficient in Athletics,\r\nand use double your proficiency bonus for Athletics checks. If\r\nyou are already proficient in Athletics, choose another\r\nproficiency from your class list.\r\n\r\n\r\n\r\n\r\n[b]Limited Extra Attack[\/b]\r\nAt 5th level, you can attack twice, instead of once, whenever\r\nyou take the Attack action on your turn. However, one of the\r\nattacks you make must be a shove or grapple attack.\r\n\r\n\r\n\r\n[b]Stockade[\/b]\r\nStarting at level 6, in combat, the area within melee reach of\r\nyou is considered difficult terrain, and when you make a\r\nsuccessful opportunity attack, the enemy's movement speed is\r\nreduced to 0.\r\n\r\n\r\n\r\n[b]Indefatigable[\/b]\r\nStarting at 9th level, you may add your proficiency bonus to all\r\nsaving throws to avoid Exhaustion, stage 5 of Exhaustion for\r\nyou now reduces your speed to 5, and you now have 7 stages\r\nof Exhaustion, instead of 6. Stage 6 is now Unconsciousness,\r\nand 7 is death.\r\n\r\n\r\n\r\n[b]Improved Grapple[\/b]\r\nAt 10th level, when grappling a creature, you can drag them\r\nwith you with no penalty to movement.\r\n\r\n\r\n\r\n[b]Improved Shove[\/b]\r\nAt 13th level, on a successful shove attack, you can choose to\r\nhave the target fall prone along with being pushed.\r\n\r\n\r\n\r\n[b]Jotungrip[\/b]\r\nAt 14th level, you can wield two handed melee weapons in\r\none hand, but you can only add half your proficiency bonus,\r\nrounded down, to attacks with them. Additionally, if you are\r\nwielding a weapon with the Versatile property, you can use\r\nthe two handed die instead. If you are Small, you can now\r\nwield weapons with the Heavy property in two hands with no\r\npenalty, but can not hold them in one hand.\r\n\r\n\r\n\r\n[b]Improved Juggernaut Specialty[\/b]\r\nAt 17th level, the specialty you chose at the beginning of your\r\nadventure has grown more powerful.\r\n\r\n[i]Heavy Handed[\/i]: On a critical hit, use the maximum die\r\nresults on your damage dice.\r\n\r\n[i]Steadfast:[\/i] You are immune to the grappled and proned\r\nconditions, and you cannot be forcefully moved by any means.\r\n\r\n[i]Unyielding Strength[\/i]: Creatures that you grapple are\r\nconsidered restrained. The condition still ends if you are out\r\nof reach or incapacitated.\r\n\r\n\r\n\r\n[b]Steeled Nerves[\/b]\r\nAt 18th level, you've sustained so many wounds, you're almost\r\nnumb to the big hits. Any critical hit against you does normal\r\ndamage.\r\n\r\n\r\n\r\n[b]Unstoppable Force[\/b]\r\nAt 20th level, you can briefly make yourself both an\r\nunstoppable force, and an immovable object. As an action\r\nonce per long rest, you can gain the following benefits for 1\r\nminute:\r\nYou can't be forcefully moved and your speed can't be\r\nreduced by any means.\r\nYou are immune to the Grappled, Restrained, Stunned,\r\nPetrified and Paralyzed and Proned conditions.","subclass_options":"[h1]Defender[\/h1]\r\nSome examples of the ideals of a Defender:\r\n-You should attack only in defense.\r\n\r\n\"The world does not\r\nneed any more bloodshed.\"\r\n\r\n-You must protect the weak and innocent.\r\n\r\n\"Those who are\r\ninnocent deserve to be protected from the evils of this\r\nworld.\r\n\"\r\n\r\n-Use your shield with honor, never become too confident in\r\nyour own abilities.\r\n\r\n\r\n\"Stay humble even in a time of blood\r\nand violence.\r\n\r\n\r\n\r\n\r\n\r\n[b]Shelter[\/b]\r\nStarting at level 3, you can cast Spare the Dying as a bonus\r\naction. Also, if you are holding a bonded shield and are within\r\nfive feet of an ally, you can use your bonus action to cast\r\nSanctuary on them until the start of your next turn. The DC is\r\n8 + your proficiency bonus + your Constitution modifier.\r\n\r\n\r\n\r\n[b]Health Sacrifice[\/b]\r\nStarting at level 7, as an action, you can sacrifice a small\r\nportion of yourself to heal your allies or demolish your foes.\r\nIf you decide to use your Health to heal a creature you\r\ntouch, the amount equals your Hit Die + Constitution\r\nModifier.\r\nIf you decide to use your Health to hurt, when you hit a\r\ncreature with a melee weapon attack, you can expend Hit\r\nDice to deal radiant damage to the target, in addition to the\r\nweapon's damage. The extra damage is equal to your Hit Die\r\n+ your Constitution Modifier.\r\nYou can spend an amount of Hit Dice per round equal to\r\nhalf your Constitution modifier.\r\n\r\n\r\n\r\n[b]Bastion[\/b]\r\nStarting at level 11, if you have a bonded shield in your hand,\r\nyou can use your action to create an impenetrable dome. You\r\ncreate a circle around yourself blocking any enemy or attack\r\nfrom coming in. This aura has a 15 foot radius, and lasts until\r\nthe end of your next turn. Each creature you designate within\r\n120 feet of you teleports into the aura in an area they choose,\r\nand can walk in and out freely. If an ally is incapacitated when\r\nthe aura is formed, they get teleported inside the aura.\r\nAny other creature that tries to get into the aura must\r\nsucceed a Constitution saving throw with disadvantage.\r\nEnemies that fail the saving throw take 2d8 force damage and\r\ndon't enter the aura. Spell, Ranged and Melee attacks can't get\r\ninto or go out of the aura. The DC is 8 + your Con and Prof\r\nmodifiers. You can only use this feature once per long rest.\r\n\r\n\r\n\r\n[b]Hospice[\/b]\r\nStarting at level 15, you gain the power to bring someone\r\nback if they've died recently. You can cast Revivify once per\r\nlong rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Ravager[\/h1]\r\nThe phrase: \"Your best defense is offense\" embodies this\r\nclass. Ravagers are Juggernauts who seek the path to defense\r\nin violence. Their goal is to end fights as quickly as possible,\r\ndealing consistent damage at short or long range.\r\n\r\n\r\n\r\n\r\n\r\n[b]Shield Throw[\/b]\r\nStarting at level 3, you may treat your bonded shield as if it\r\nhas the Thrown Property. This attack benefits from any\r\nfeatures you possess that modify weapon attacks generally or\r\nshield bash attacks specifically. Your shield has a short range\r\nof 20 feet and a long range of 60 feet. Immediately after the\r\nattack, the shield flies back to your hand.\r\n\r\n\r\n[b]Intensify[\/b]\r\nStarting at level 3, You deal more damage with each swing\r\nyou make. In combat, every successful hit you make gives you\r\na +2 to your damage on your next attack, up to a maximum of\r\n+10 damage per attack. If you miss an attack, you lose the\r\nbonus damage and must start again.\r\n\r\n\r\n\r\n\r\n[b]Extra Attack[\/b]\r\nStarting at level 7, you now gain the benefits of the full Extra\r\nAttack ability, rather than Limited Extra Attack. You can now\r\nattack twice, instead of once, whenever you take the Attack\r\naction on your turn.\r\n\r\n\r\n\r\n[b]Hemorrhage[\/b]\r\nStarting at level 11, when you hit an enemy, they get a -1 to\r\ntheir attack and damage rolls, to a maximum of -5. This debuff\r\nresets every time you miss, or if you target a different\r\ncreature.\r\n\r\n\r\n\r\n[b]Relentless[\/b]\r\nAt 15th level, even as your strength begins to fade, you keep\r\nfighting. Having 0 hit points doesn\u2019t knock you unconscious,\r\nbut you must still make death saving throws, and you suffer\r\nthe normal effects of taking damage while at 0 hit points.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Giantslayer[\/h1]\r\nGiantslayer Juggernauts focus all of their strength and skill\r\nwith weapons into single powerful strikes meant to cripple\r\nthe largest of foes. With their size and bulk they can\r\neffectively grapple, pin, and submit far larger opponents. They\r\nprize themselves on their unique tactics to fight these\r\nmonsters and their resistance to their attacks, while striking\r\nback with equal ferocity.\r\n\r\n\r\n\r\n\r\n\r\n[b]Enlarge[\/b]\r\nStarting at level 3, you have the ability to grow to an immense\r\nsize to fight your enemies. You can use a bonus action to gain\r\nthe following benefits for one minute:\r\nYour size doubles in all dimensions, and your weight is\r\nmultiplied by eight.\r\nYour size increases by one category. If you were Small,\r\nnow you are Medium. If you were Medium, now you are\r\nLarge.\r\nYou have advantage on Strength checks and Strength\r\nsaving throws.\r\nYour weapons also grow to match your new size. While\r\nthese weapons are enlarged, you deal 1d4 extra damage\r\nwhen you make melee weapon attacks with them.\r\nEverything you are wearing and carrying changes size with\r\nyou. Any item dropped returns to normal size at once.\r\nIf there isn\u2019t enough room for you to double in size, you attain\r\nthe maximum possible size in the space available.\r\nThis effect can not be counterspelled or dispelled.\r\nYou can use this skill twice per long rest. At level 7, this\r\nincreases to three times per long rest, and at level 11 this\r\nincreases to four times per short or long rest.\r\n\r\n\r\n\r\n\r\n[b]Titanic Strike[\/b]\r\nStarting at level 7, you merrily crush your opponents to dust.\r\nWhen you make an attack, you can choose to make the attack\r\nat disadvantage. If you hit, the attack is treated as a critical\r\nhit. You can't use this skill if you already have disadvantage.\r\n\r\n\r\n\r\n[b]Titan-sized[\/b]\r\nStarting at level 11, you can use a bonus action to consume\r\ntwo uses of Enlarge, instead of one, to grow even larger. You\r\ncan also use a bonus action consume an extra use of Enlarge\r\nif you are already Enlarged. While you are Titan-sized, the\r\nfollowing effects of Enlarge have been changed.\r\nYour normal size quadruples in all dimensions, and your\r\nweight is multiplied by sixty four.\r\nYour size increases by two categories of your original. If\r\nyou were Small, now you are Large. If you were Medium,\r\nnow you are Huge.\r\nYour weapons also grow to match your new size. While\r\nthese weapons are Titan-sized, you deal 2d4 extra damage\r\nwhen you make melee weapon attacks with them.\r\n\r\n\r\n\r\n[b]Great Stomp[\/b]\r\nAt 15th level, you can use an action to slam your boot into the\r\nground, setting into motion the effect of the Earthquake spell\r\ncentered on yourself until the end of your next turn. You are\r\nunaffected by it's normal effects, but you are affected by\r\nenvironmental effects of the ability, such as a crumbling roof\r\nor crashing pillar. Allies are fully affected by the ability. The\r\nDC is 8 + your proficiency bonus + your Strength modifier.\r\nYou can use this ability once per long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Phalanx[\/h1]\r\n[\/b]\r\nSome Juggernauts train their entire lives with shields, living\r\nby the idea that outlasting an enemy in combat is a\r\ngauranteed path to victory. The Phalanx does just that,\r\nshrugging off mighty blows with their shields endlessly until\r\ntheir opponent eventually tires and is dealt the killing blow.\r\nConsummate professionals among Juggernauts, the\r\nPhalanx never seem to let up. Even in the biggest and\r\nbloodiest battles, they are always the last ones standing.\r\n\r\n\r\n\r\n\r\n[b]Defensive Formation[\/b]\r\nStarting at 3rd level, your skill at protecting yourself with a\r\nshield becomes truly apparent. While your bonded shield is\r\nequipped and provided you aren't incapacitated, you can add\r\nyour shield's AC bonus to any Dexterity saving throw you\r\nmake against a spell or other harmful effect.\r\nIn addition, if you are subjected to an effect that allows you\r\nto make a Dexterity saving throw to take only half damage,\r\nyou can use your reaction to take no damage if you succeed\r\non the saving throw, interposing your shield between yourself\r\nand the source of the effect.\r\n\r\n\r\n\r\n[b]Grit[\/b]\r\nAt Level 7, while you are wielding a bonded shield, all non-\r\nmagical damage that you take is reduced by your Constitution\r\nmodifier.\r\nAdditionally, at level 11 this ability is improved to all\r\ndamage except psychic being reduced by your Constitution\r\nmodifier.\r\nThis damage reduction does not affect falling damage.\r\n\r\n\r\n\r\n[b]Punish[\/b]\r\nAt Level 11, when you take damage from an attack or spell\r\nthat you can see while you are holding a bonded shield, you\r\ncan use your reaction to halve the attack or spell's damage\r\nagainst you. If you halve the damage from a melee attack, the\r\nattacker takes half of the damage as well.\r\n\r\n\r\n\r\n[b]Resolute[\/b]\r\nAt Level 15, at the start of each of your turns, if you have no\r\nmore than 3 times your character level in hit points\r\nremaining, you regain hit points equal to your Constitution\r\nmodifier + half your Juggernaut level. You don't gain this\r\nbenefit if you have 0 hit points. This ability can't heal you back\r\nover 3 times your total level of hit points. For example, at level\r\n15 this ability can only heal you to 45 hit points.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Sanguinaire[\/h1]\r\nSanguinaire Juggernauts tend to be unlucky adventurers who\r\nwere bitten by a Vampire to gain life-draining power. These\r\nJuggernauts are usually thralls for more powerful Vampire\r\nlords, but some though, through research, planning, or\r\ngood(or bad) luck, stumbled upon similar powers.\r\nNo matter how they came across the power, they are fierce,\r\nintimidating, and despite all the injuries they face, they seem\r\nto sow themselves back together in front of your very eyes.\r\n\r\n\r\n\r\n\r\n[b]Menace[\/b]\r\nAt Level 3, as an action on your turn, you can attempt to\r\ndemoralize one creature you can see within 30 feet of you\r\nthat can see you. Make an Intimidation check contested by\r\nthe target's Insight. If your check succeeds, the target is\r\nfrightened of you. At the end of each of their turns, they must\r\nmake another Insight check contested by your Intimidation\r\ncheck. If their check succeeds, the effect fades, and the target\r\ncannot be frightened by you again for 1 hour.\r\nAt level 7, you may target two creatures with this ability and\r\nat level 11, you may target three creatures.\r\nAdditionally, you gain a lifestealing bite attack. You can sink\r\nyour teeth into and drain blood and life energy from a willing\r\ncreature, or one that is grappled by you, incapacitated, or\r\nrestrained. Make a melee attack against the target. If you hit,\r\nyou deal 1 piercing damage and 1d6 necrotic damage. The\r\ntarget's hit point maximum is reduced by an amount equal to\r\nthe necrotic damage taken, and you regain hit points equal to\r\nthat amount. The reduction lasts until the target finishes a\r\nlong rest. The target dies if this effect reduces its hit point\r\nmaximum to 0.\r\nIf you have a different bite attack from another source,\r\nchoose which one to use.\r\n\r\n\r\n\r\n[b]Serrated Teeth[\/b]\r\nAt level 7, you can now add your Strength modifier to your\r\nbite attack's piercing damage, and any creature you make a\r\nsuccessful bite attack against can't regain hit points until the\r\nstart of your next turn.\r\nAdditionally, you can now make a bite attack against any\r\ncreature that is frightened of you.\r\n\r\n\r\n\r\n[b]Creeping Dread[\/b]\r\nAt level 11, you are immune to being frightened, and your\r\nMenace feature overcomes immunity to the Frightened\r\ncondition.\r\nAdditionally, when a creature that is frightened of you\r\nmakes a saving throw, you can use your reaction to give them\r\ndisadvantage on the save. You must use this ability before the\r\ncreature makes their roll.\r\n\r\n\r\n\r\n[b]Crippling Drain[\/b]\r\nAt level 15, whenever a creature within 10 feet of you that is\r\nfrightened of you rolls the maximum number on its damage\r\ndie, treat that number as a one.\r\nIn addition, the necrotic damage of your bite attack\r\nincreases to 2d6.","table_data":"Level|Prof Bonus|Features|Taunts\r\n1|+2|Shield Bond, Taunt|2\r\n2|+2|Juggernaut Specialty, Superior Health|2\r\n3|+2|Ideal Feature|3\r\n4|+2|Ability Score Improvement|3\r\n5|+3|Mighty Physique, Limited Extra Attack|3\r\n6|+3|Improved Shield Bond, Stockade|4\r\n7|+3|Ideal Feature|4\r\n8|+3|Ability Score Improvement|4\r\n9|+4|Indefatigable|4\r\n10|+4|Improved Grapple|5\r\n11|+4|Ideal Feature|5\r\n12|+4|Ability Score Improvement|5\r\n13|+5|Improved Shove, Improved Superior Health|5\r\n14|+5|Jotungrip, Siege Bond|6\r\n15|+5|Ideal Feature|6\r\n16|+5|Ability Score Improvement|6\r\n17|+6|Improved Juggernaut Speciality|7\r\n18|+6|Steeled Nerves|7\r\n19|+6|Ability Score Improvement|7\r\n20|+6|Unstoppable Force|8","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"884276","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217","isShared":"on"}