The Juggernaut Level Proficiency Bonus Features Titanic Force 1h Titanic Force 2h 1st +2 Titanic Form, Titanic Source 1d6 1d10 2nd +2 Unstoppable 1d6 1d10 3rd +2 Fighting Style 1d6 1d10 4th +2 Ability Score Improvement 1d6 1d10 5th +3 Extra Attack, Giant Steps 1d8 1d12 6th +3 Titanic Source Feature 1d8 1d12 7th +3 Enchanted Skin 1d8 1d12 8th +3 Ability Score Improvement 1d8 1d12 9th +4 Wide Swings 1d8 1d12 10th +4 Titanic Source Feature 1d10 2d8 11th +4 Will of a Titan 1d10 2d8 12th +4 Ability Score Improvement 1d10 2d8 13th +5 - 1d10 2d8 14th +5 Titanic Source Feature 1d12 2d10 15th +5 Ground Pound 1d12 2d10 16th +5 Ability Score Improvement 1d12 2d10 17th +6 - 1d12 2d10 18th +6 Mighty Bound 1d12 2d10 19th +6 Ability Score Improvement 2d8 3d8 20th +6 True Titan 2d8 3d8 Creating a Juggernaut When creating a juggernaut character, think about where you gained your ability from, and what you plan to use these powers to achieve. Did you take some kind of serum? Did you perform a ritual? Is there an artifact giving you this strength? Are there any consequences to the event which lead to your powers? Was your home destroyed? Were you driven out? Was the ritual required a crime? What led you to take up the adventuring life? Were you lured by the promise of power? Or perhaps wealth? Or perhaps an invading army has forced you to action? Perhaps the powers you have gained forced you out of your land. Quick Build You can make a juggernaut quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the Gladiator variant Entertainer background. 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 7) + your Constitution modifier per juggernaut level after 1st Proficiencies Armor: None. Weapons: Improvised Weapons, Simple weapons Tools: None.

Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Medicine, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted y your background: (a) two simple melee weapons or (b) a simple melee weapon and a shield

(a) six javelin or (b) a sling

(a) a dungeoneer’s pack or (b) an explorer's pack Titanic Source Choose a titanic source, which describes the source of your power: Earthen Power, Hulking Serum, Ancient Artifact, each are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 10th and 14th level. Titanic Force In battle you channel the strength of titans, when making a melee attack or unarmed strike you deal your Titanic Force Die + Strength modifier damage. Determine your titanic force die from the titanic force columns in the juggernaut table. Titanic Form In battle, you channel a dark force to gain enhanced strength. On your turn you can enter your titanic form as a bonus action. While empowered by your titanic form you gain the following benefits: You have advantage on Strength checks and Strength saving throws.

You are considered one size larger when it comes to calculating carry capacity, push, lift, drag, and grapple.

When you take damage from a melee weapon attack, you may use your reaction to grapple the target.

You can stay in this form for up to 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Once you have transformed twice you will be unable to enter titanic form until you complete a short or long rest. Unending Resolve Starting at 2nd level, after taking damage that would reduce you to 0 hit points you may use your hit dice to heal as if you had taken a short rest. Using this feature causes you to suffer one level of exhaustion (as described in appendix A). Fighting Style At the 3rd level, You adopt a particular style of fighting as a 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. Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a melee attack, the creature takes an additional 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer When a large or larger creature within 5 feet of you hits or misses you, or an ally within 5 feet of you, with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the target. Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Pest Swatter On your turn you may use your bonus action to enter a defensive stance. While in this stance other targets provoke attacks of opportunity from you when they enter your reach. If the target dies the attack does not use up your reaction. 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 1. 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. Giant Steps Starting at 5th level, your speed is increased by 10 feet, and increased by an additional 5 feet when in your Titanic Form. Wall of Flesh Starting at the 7th level, your allies are treated as if under 3/4 cover when you are between them and their attacker. If the attack would have hit the target without this bonus the attacker may make another attack with the same weapon against against you with -5 to the roll. Enchanted Skin Starting at the 9th level, your skin gains magical properties, when recovering hit dice after a long rest you regain all expended hit die instead of half your total. In addition, your unarmed strikes count as magical for the purpose of overcoming resistances. Will of a Titan By the 11th level, you are able to perform tasks you normally would be incapable of, add half your proficiency modifier to all Dexterity, Strength, and Constitution ability checks and saving throws that you are not already procicient in. Ground Pound Beginning at 15th level, you may use your action to begin pounding the ground with your fists allowing you to cast the spell Earthquake. You may use this ability once per long rest. The DC for this spell is 8 + proficiency + STR modifier. Mighty Bound Starting at the 18th level, while in titanic form, so long as you move in a straight line you have a flight speed equal to your movement speed. If you end your turn in the air and nothing is holding you aloft, you fall to the ground taking appropriate fall damage. True Titan At 20th level, you truly become a titan. You can transform to and from titanic form an unlimited number of times per day and regenerate 1d12 hit points per turn while in titanic form. Your terrifying presence causes creatures that attempt to attack you with a melee weapon attack must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. Creatures larger than you have advantage on this roll while creatures smaller have disadvantage.

Titanic Source The ability to channel the power of titans comes from many different sources. Although there can be great variation, most can be broken into three categories: a pact with an earthen elemental, a magical serum, or an ancient artifact that is a conduit to a dormant titan. Earthen Power You have been granted the ability to channel the powers of an ancient earth elemental. This has resulted in your flesh turning to hard stone increasing your resistance to damage. So long as you continue to please this being they will allow you to channel their strength for extending your own goals. Heavy Hands At 1st level when you choose this source, after making a successful unarmed strike against a target your size or smaller, you may use your bonus action to for the target to make a strength saving throw with a DC of 8 + your strength modifier + proficiency. On a failed save the target is knocked prone. On a successful save the target is knocked back 5 feet instead. You may use this feature a number of times equal to your strength modifier. You regain charges after a long rest. Stone Skin At 1st level, while not wearing armor, your Armor Class is equal to 10 + Constitution Modifier. You can use a shield and still gain this benefit, in addition your weight increases by a factor of 5. Tough as Stone Starting at the 6th level you gain resistance to poison, and fire damage and are immune to poisoned effect and physical attacks made against you are reduced by your constitution modifier Weather Resistant At 10th level you ignore the effects of extreme heat and cold (explained in DMG pg 110) and are resistant to lightning and thunder damage Hardened Carapace At the 14th level your stone skin has become as dense as the strongest metals, you gain resistance to piercing, slashing, and bludgeoning damage. Hulking Serum After consuming a strange potion, or being injected in some twisted experiment your body now transforms into a hulking beast. Not fully in control of your actions you begin to rampage, ignoring any dangers to yourself and others. Hulk Starting at 1st level after choosing this source, when you enter your Titanic Form you gain the Enlarge effect of the Enlarge/Reduce spell. You are unable to communicate intelligently or cast or conecntrate on spells, and you have disadvantage on Charisma, Intellect, and Wisdom saving throws. In addition, your Titanic Form will not end if you have taken damage within the last round.