Juggernaut

Some warriors strike with daring and finesse, guiding their enemies into inevitable defeat. Others are paragons of martial virtue, standing tall on the field of war. Still others master esoteric skills, ever-developing their deadly potential.

The juggernaut laughs at such conceits, and raises the weapon that will shatter the world.

Behemoth Blow

Starting at 3rd level, when you take the Attack action on your turn you can forgo your normal attacks to instead perform one mighty blow, sundering the earth with a melee weapon you are wielding with two hands. This weapon must have the two-handed or versatile property.

This blow creates a zone of destruction, originating from you, with a shape and maximum size chosen from the options below.

Every creature within the zone must make a Dexterity saving throw, or suffer damage equal to your weapon damage dice + your Strength modifier + your fighter level. Once you reach 7th level, even creatures that make a successful save suffer half this damage.

When you use this feature, choose one blow:

Avalanche Smash. 15-foot cone. The size of this cone increases to 30 feet at 10th level.

15-foot cone. The size of this cone increases to 30 feet at 10th level. Boulder Crush. 5-foot cube. This blow deals double the normal damage.

5-foot cube. This blow deals double the normal damage. Eruption Spin. 5-foot circle. The radius of this effect increases to 10 feet at 10th level.

5-foot circle. The radius of this effect increases to 10 feet at 10th level. Fissure Cut. 30-foot line. The line is 5 feet wide, and its length increases to 60 feet at 10th level.

The save DC for Juggernaut features is 8 + your attack bonus with the melee weapon you are using.

Unstoppable or Immovable

At 7th level, you shrug off pathetic distractions with battle-ready momentum. You can use your reaction to gain advantage on any saving throw.

If the save succeeds, your movement is reduced to 0 until the end of your next turn. If you fail, you can move up to your speed directly toward the source of that saving throw.

Just Smash Everything Objects that are not being worn or carried are also affected by a Juggernaut's blows. Where necessary, the DM uses the object's AC (Dungeon Master's Guide, p. 246) in place of a saving throw result. As a general guideline, a blow destroys small (or non-sturdy) objects of glass at 3rd level, wood at 7th level, stone at 10th level, and iron at 15th level.

Simurgh Strike

Starting at 10th level, immediately after you use a blow you can take a bonus action to choose one of the following options, employing a follow-up that rends the very air.

Duststorm Strike. Your blow kicks up a vicious sonic boom of dust, which heavily obscures visibility within its area until the start of your next turn. In addition, creatures that failed their saves are blinded and deafened until they use their action to make a Constitution saving throw.

Your blow kicks up a vicious sonic boom of dust, which heavily obscures visibility within its area until the start of your next turn. In addition, creatures that failed their saves are blinded and deafened until they use their action to make a Constitution saving throw. Skyfall Slam. You choose one creature that failed its save within 5 feet of you, and restrain it beneath your weapon. While the creature is restrained, you cannot use your weapon except to Boulder Crush it. It can use its action to escape with a Strength saving throw.

You choose one creature that failed its save within 5 feet of you, and restrain it beneath your weapon. While the creature is restrained, you cannot use your weapon except to Boulder Crush it. It can use its action to escape with a Strength saving throw. Hurricane Ripper. Creatures that failed their saves drop all items they are holding at their feet. They are then pushed 10 feet away from you, and fall prone.

Creatures that failed their saves drop all items they are holding at their feet. They are then pushed 10 feet away from you, and fall prone. Galeforce Rush. You can immediately move to any point within the blow's shape, without consuming movement. Creatures that failed their saves cannot make opportunity attacks against you this turn.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Until the Apocalypse

At 15th level, you gain temporary hit points equal to 5 + your Constitution modifier whenever you make a blow.

If you make a follow-up, you increase the number of temporary hit points you gain by your fighter level.

Leviathan Launcher

At 18th level, your blows become a wave of destruction that ignore half and three-quarters cover, and automatically destroy all medium or smaller non-magical objects within range, unless they are being held or worn.

In addition, when you use your action to Dodge you can also choose to reduce your speed to 0 until the end of your next turn, gathering force like a rising tidal wave. You immediately gain an additional use of your Simurgh Strike feature, which disappears at the end of your next turn.