Juggernaut A Half-Orc man in tattered cloth towers above his foes, basking them in his massive shadow. They try to hold him down as he simply drags them along, rushing towards the cowering mage. He grabs the man with one hand and with the other, the paladin struggling in vain to restrain the behemoth. In one fell swoop, he smashed the two bodies together before tossing them aside. He marches on, forgetting the poor gnome who is clinging to his leg. An Elven woman is locked in combat. She crashes her fist into her opponent's face before delivering a swift elbow to the Jaw. Before her opponent can recover, she drives her knee into the foe's gut and finishes it with a wide swing, catching a neck with her inner arm, slamming the opponent's body into a nearby tree. A Dragonborn clutches his small, Halfling companion in his arms, protecting him, as dozens of arrows sail down from above. One by one they strike into the Dragonorn's unarmored back, many bounching off of his ridged, muscle-backed scales. When the arrows finallly cease. The man releases his friend, stands up and turns to face his foes. This battle is far from over. Juggernauts are behemoths of their kind, individuals who drove their bodies to what they thought was the peak only to find not the end, but new paths laid before them. Perfection In Muscle Juggernauts value physical might and toughness above all. The body is all one needs to acheive perfection. Weapons are a crutch used sparingly, and armor even more so. Magic wealders are often weak and pathetic but perhaps they have might as well. A juggernaut is always looking for a new, greater challenge to clash against.

The Juggernaut Level Proficiency Bonus Features Unrelenting Strike 1st +2 Unyielding Strike 1d4 2nd +2 Unstoppable Charge 1d4 3rd +2 Destructive Path 1d4 4th +2 Ability Score Improvement, Athletic Dominance 1d6 5th +3 Unarmored Defense 1d6 6th +3 Ability Score Improvement 1d6 7th +3 Destructive Path feature 1d8 8th +3 Ability Score Improvement 1d8 9th +4 Superior Pummel 1d8 10th +4 Destructive Path feature 1d10 11th +4 Indomitable Will 1d10 12th +4 Ability Score Improvement 1d10 13th +5 Immovable Form 1d12 14th +5 Ability Score Improvement 1d12 15th +5 Destructive Path feature 1d12 16th +5 Ability Score Improvement 2d6 17th +6 Muscle Growth 2d8 18th +6 Destructive Path feature 2d10 19th +6 Ability Score Improvement 2d12 20th +6 Ascended Frame 2d12 Creating A Juggernaut As you Build your Juggernaut, keep in mind what kind of individual your character is. Do they have someone they wish to protect, do they simply wish to destroy, or is there another reason that they push themselves past what a mortal should be capable of? Quick Build You can Make a juggernaut quickly by following these suggestions. Strength and constitution should be your highest abilities. Pick Strength for an offensive focus and constitution for a defensive focus. Second, chose Intimidation in addition to Athletics for your skill proficiencies. Class Features As a Juggernaut, you gain the following class features. Hit Points Hit Dice: 1d12 per level

1d12 per level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per level after 1st Proficiencies Armor: light, medium

light, medium Weapons: simple weapons

simple weapons Tools: None

None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Athletics and one of the following: Intimidation, Animal Handling and Perception. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Nothing Unyielding Strike At 1st level, you channel your all into every strike. Your unarmed strikes become unrelenting strikes and your damage is replaced with a d4. This die changes at higher levels. Unstoppable charge Starting at 2nd level, your movements become almost impossible to stop. You are unaffected by difficult terrain and any other effect barring prone and restrained that would reduce your movement speed is half as effective (rounded down to the nearest multiple of 5). After moving in a straight line for 10 feet, you gain 5 movement speed as long as you use all of your movement continuing in that straight line. The movement speed bonus is increased to 15 at level 5, 25 at level 11, and 35 at level 17. At level 10 you gain a restrained movement speed of 10 feet. Destructive Paths At 3rd level you unlock your destructive path. The three paths: Grappler, Tank, and Savage are detailed at the end of the class description. The path you choose grants you features at 3rd, 7th, 10th, 15th, and 18th level. Athletic Dominance At 4th level you gain Expertise with Athletics. Your prophiciency bonus is doubled for Athetics checks. Additionally, you gain advantage on Athletics checks. Unarmored Defense Starting at 5th level, while you are not wearing any armor, your Armor Class equals 10 + your proficiency modifier + your constitution modifier. You may not use a shield and gain this bonus. Superior Pummel At level 9, you surpass your limits and become a master of demolishing opponents with your unarmed strikes. Your unarmed strikes count as light one handed weapons and count as maical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Indomitable Will Starting at 11th level, your will becomes so powerful that it manifests within your Immune system, overpowering and destroying harmful elemens within the body. You become immune to poison and disease. Immovable Form Starting at level 13, you cannot be forcibly moved against your will. You are immune to abilities and spells that would move you from the space you are currently in and are immune to prone unless you are willing. Additionally, you have advantage on saves against stunning effects. Muscle Growth Starting at level 17, once per long rest, as an action you can flex all your muscles and grow as though the enlarge spell had been cast on you. Ascended Frame You have pushed your body to its ultimate form. Upon reaching level 20, your constitution score increases by 4 up to a maximum of 24. Destructive Paths Different Juggernauts push their limits in different ways. For some, pure strength and will is key, while to others raw destruction will carve thier way, and for others true invulnerability is the ticket to perfection. Path of The Grappler Juggernauts of the Path of the Grappler use their great size and might to break through enemy lines and wreak havoc on the battle feild. Grapple Master Starting when you choose this path at 3rd level, you gain advantage on grapple checks, you can grapple creaturess of one size larger than you, and you can grapple two creatures of your size or smaller at once. While grappling two creatures, you cannot make attacks. Grapple Crash At 7th level, you can move a grappled target around as if they were dead weight. As an action, you can slam a grappled target into a solid object, or another target you have grappled or who is grappling you. The target must succeed on a strength or dexterity saving throw versus your athletics score or suffer the damage of an unarmed strike and fall prone. On a successful save, the creature(s) take half damage. If the target hits another creature, they both take the damage. (The second creature also makes a saving throw. Alternatively, you can throw a grappled target up to 15 feet. A creature affected by Grapple Crash loses the grapple condition once the action has been concluded. Easy Grapple Begining at level 10, The act of Grappling becomes second nature to you. You can now make a grapple check as a bonus action. Critical Crash Starting at level 15, a creature who fails a saving throw against Grapple Crash suffers the damage as though it were a critical hit. Perfect grapple Starting at level 18, once per turn, after using the Grapple Crash action, you may attempt to regrapple a creature in range as a free action. Additionally, you may attempt to grapple a target as a reaction. Path of the Savage Juggernauts of the Path of the Savage learn to string together multiple, ferocious strikes before their opponent can react. Few go face to face with a Savage and live to tell of it. Combo Strike Starting when you choose this path at 3rd level, you gain the ability to make more than one stike when you attack. Once per turn, if you successfully make an unarmed strike, you may make an additional unarmed strike. Staggering Blows Starting at 7th level, your Combo Strikes become more intense. When you successfully land a Combo Strike, the creature hit suffers disadvantage on saving throws until their next turn. Stunning Blows Starting at 10th level, your Combo Strikes become even more intense. When you successfully land a Combo Strike, the creature hit must make a constitution saving throw versus 8 + your strength modifier + your proficiency bonus or become stunned until the end of thier next turn. Superior Critical Starting at level 15, your unarmed strikes score a critical hit on a roll of 18-20. Critical Combo Starting at level 18, When you land a critical hit, make an additional Combo Strike. This attack can trigger an additional Critical Combo strike, but does not recieve the damage increase from it being a critical hit.