Juggernaut

Juggernaut
LevelProfFeaturesDmg DiceTotal Cursed Energy Points
1+2Innate Technique, Unarmored Defence, Combat Prowessd61
2+2Focus, Reckless Blowsd62
3+2Innate Technique Featured63
4+2Ability Score Improvementd64
5+3Extra Attack, Pursuerd85
6+3Innate Technique Featured86
7+3Honed Instinctd87
8+3Ability Score Improvementd88
9+4Brutal Blows (1 Die)d89
10+4Lock Ind810
11+4Innate Technique Featured1011
12+4Ability Score Improvementd1012
13+5Brutal Blows (2 Die)d1013
14+5d1014
15+5Endless Focusd1015
16+5Ability Score Improvementd1016
17+6Brutal Blows (3 Die)d1217
18+6Innate Technique Featured1218
19+6Ability Score Improvementd1219
20+6Unstoppable Cogd1220

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: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

Innate Technique
Starting at 1st level, you were born with an Innate Technique. Innate Techniques are unique abilities congenitally engraved into the user’s body, specifically in the right prefrontal cortex of the brain. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, which continually carves its formula into the user over time. You must choose one Innate Technique, all detailed under Innate Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 11th, and 18th level.


Combat Prowess
At 1st level, your life of scrapping and battling with beasts, has given you mastery of Combat styles that use unarmed strikes and Juggernaut weapons, which are melee weapons without the two-handed property, and improvised weapons. You can not use the finesse property of a weapon while using it as a Juggernaut weapon.

  • You can roll a d6 in place of the normal damage of your unarmed strike or Juggernaut weapon. This die changes as you gain Juggernaut levels, as shown in the scrapper column on the Juggernaut table.
  • When you use the Attack action with an unarmed strike or a Juggernaut weapon on your turn, you can make one unarmed strike or grapple as a bonus action. For example, if you take the Attack action and Attack with a Club, you can also make an Unarmed Strike or grapple as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.

Unarmored Defense
While you are not wearing any armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.


Focus
At 2nd level, in battle, you fight with an unstoppable focus. On your turn, you can enter a focus as a bonus action.

While focus, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your focus lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your focus on your turn as a bonus action.
Once you have focused a number of times equal to your proficiency modifier, you must finish a long rest before you can focus again.


Reckless Blows
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Pursuer
Starting at 5th level, as a bonus you can move up to your movement speed towards an enemy.


Honed Instincts
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your focus before doing anything else on that turn.


Brutal Blows
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.


Lock In
Starting at 11th level, your focus can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.


Endless Focus
Beginning at 15th level, your focus is so fierce that it ends early only if you fall unconscious or if you choose to end it.


Unstoppable Cog
At 20th level, you are aware of your role in society and will do your best to fulfill it. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.