Juggernaut Wading through countless foes in a castle keep a dauntless human grows in size and lays waste to entire ranks of goblins trying to pass with giant strokes of his greatsword. After cleaving the heads off the last line of invaders with a singe stroke he returns to a mortal size, fatigued for a moment, before tending to wounds that would have spelt the end of any other man. A Mountain Giant stands in the distance hurling boulders at the town of Rachdale, razing buildings and destroying people without discrimination. A lone Half Orc charges the Giant, growing in size till he is his peer before tackling him and ripping the giants head off with his bare hands. Juggernauts are the embodiment of pure strength on the battlefield. So great is their endowment that they have gained the ability to grow in size when the need calls. The line between mortals and gods has always been blurred with the greatest heroes, but none more so than with the Juggernauts. Wether knocking down hordes of minions or facing down great monsters in single combat the Juggernaut is equipped to handle all with his great strength and unique combat prowess. 1

Juggernaut Level Proficiency Bonus Features Titanic Burst Uses Juggernaut Points 1st +1 Titanic Burst 2 ----- 2nd +2 Juggernaut Points 2 2 3rd +2 Devoted Path 3 3 4th +2 Ability Score Improvement 3 4 5th +2 Extra Attack 3 5 6th +2 Path Feature 4 6 7th +3 ---- 4 7 8th +3 Ability Score Improvement 4 8 9th +3 Bolstered Resolve 4 9 10th +3 Path Feature 5 10 11th +3 Potent Strength 5 11 12th +4 Ability Score Improvement 5 12 13th +4 Practiced Critical 5 13 14th +4 Path Feature 5 14 15th +4 ---- 6 15 16th +4 Ability Score Improvement 6 16 17th +5 ---- 6 17 18th +5 ---- 6 18 19th +5 Ability Score Improvement 6 19 20th +5 Invigorate 6 20 Class Features As a Juggernaut, you gain the following class features. Hit Points Hit Dice: 1d12 per Juggernaut level

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

12 + your Constituion modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Juggernaut level after 1st Proficiencies Armor: All Armor, Shields

All Armor, Shields Weapons: All Martial and Simple Melee Weapons Saving Throws: Strength, Constituion

Strength, Constituion Skills: Choose two from Athletics, History, Religion, Insight, Perception, Survival, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial melee weapon or (b) two simple melee weapons

An explorer's pack and four javelins Titanic Burst In battle you have the ability to grow to an immense size to fight your enemies. On your turn you can expend one use of your Titanic Burst as a bonus action to gain the following benefits: Your size doubles in all dimensions, and your weight is multiplied by eight.

Your size increases by one category. If you were small, now you are medium. If you were medium, now you are large.

Your movement speed increases by 15 feet.

You have advantage on Strength checks and Strength saving throws.

Your weapons also grow to match your new size. While these weapons are enlarged, you deal 1d4 extra damage when you make melee weapon attacks with them. Everything you are wearing and carrying changes size with you. Any item dropped returns to normal size at once. If there isn’t enough room for you to double in size, you attain the maximum possible size in the space available. You cannot willingly submit to the Enlarge/Reduce Spell and if cast on you it automatically fails. After one minute, or if you drop unconscious, you return to your regular size and lose all benefits of your Titanic Burst. Furthermore you are exhausted from your exertions and must take no actions and make no movement for the next round, else you suffer one level of exhaustion. 2

Juggernaut Points Beginning at 2nd level, you gain the ability to harness potent power into your fighting style. While under the effects of your Titanic Burst you may spend Juggernaut points in the following ways as seen in the table below. You may never have more Juggernaut points then your Juggernaut level. Juggernaut Point Costs Points Spent Effect -X You gain a bonus to your next attack roll equal to X. You may use this ability after you have rolled your attack, but before the DM tells you the effect. -1 You gain 1d12 temporary hit points. Use this ability only as a reaction to taking damage. (You may gain the temporary hit points before the damage is applied to your current hit points.) -3 As an action you may channel pure fear. Each creature within 5 feet of you must make a wisdom saving throw against a DC equal to 8 + your Strength modifier + your Proficiency bonus or become frightened. Small and Tiny Creatures make their save with disadvantage. Each creature frightened this way must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you it is no longer frightened of you. -7 As an action you may leap to an unoccupied space you can see within 30 feet. Any creatures within 5 feet of the space you landed in must make a dex saving throw against a DC equal to 8 + your Strength Modifier + your Proficiency bonus or fall prone and take bludgeoning damage equal to half the distance you jumped. -15 As an action you slam your weapon into the ground setting into motion the effect of the Earthquake spell centered on yourself for three rounds. You are unaffected by it's regular effects. Devoted Path At 3rd level choose one of the following paths: Giantslayer, or Horde Breaker. Your choice grants you benefits at 3rd level, 6th level, 10th level, and 14th level. 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. Bolstered Resolve At 9th level, whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Potent Strength At 11th level, whenever you undergo a Titanic Burst you may expend a second use to double all of the effects. Increasing one more size, further increasing movement speed, and adding an additional d4 to the damage rolled with weapon attacks. Practiced Critical At 13th level, you have learned to ply your craft with unnerving skill. Now your weapon attacks score a critical hit on a roll of 19 or 20. Invigorate At level 20, whenever you roll initiative you may regain up to half your spent juggernaut points rounded down. (Example: Karst the Juggernaut has 13 Juggernaut points going when he rolls initiative he regains 3 for a total of 16 Juggernaut points going into combat.) Devoted Paths A Juggernauts strength can be harnessed in many ways. Each Juggernaut must choose for themselves how they wish to channel their strength, powerfully into crippling strikes against massive enemies, or into wide slashes that can cut down hordes with ease. Giantslayer Giantslayer Juggernauts focus all of their strength and skill with weapons into single powerful strikes meant to cripple the largest of foes. With their size and bulk they can effectively grapple, pin, and submit far larger opponents. They prize themselves on their evasive tactics against these monsters and their resistances to their mighty attacks, while striking back with equal ferocity. Unparalleled Ferocity Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. Additionally, whenever a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to make one weapon attack on that creature immediately after its attack, provided that you can see the creature. Inexplicable Evasion Starting at 10th level, You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 3