Puntos de Golpe
Competencias
Juggernaut
| Nivel | Bonificador de Competencia | Características | Taunts |
|---|---|---|---|
| 1 | + 2 | Shield Bond Optional Rule: Losing your shield Taunt | 2 |
| 2 | + 2 | Shield Bond Optional Rule: Losing your shield Taunt | 2 |
| 3 | + 2 | Shield Bond Optional Rule: Losing your shield Taunt | 3 |
| 4 | + 2 | Shield Bond Optional Rule: Losing your shield Taunt | 3 |
| 5 | + 3 | Shield Bond Optional Rule: Losing your shield Taunt | 3 |
| 6 | + 3 | Shield Bond Optional Rule: Losing your shield Taunt | 4 |
| 7 | + 3 | Shield Bond Optional Rule: Losing your shield Taunt | 4 |
| 8 | + 3 | Shield Bond Optional Rule: Losing your shield Taunt | 4 |
| 9 | + 4 | Shield Bond Optional Rule: Losing your shield Taunt | 4 |
| 10 | + 4 | Shield Bond Optional Rule: Losing your shield Taunt | 5 |
| 11 | + 4 | Shield Bond Optional Rule: Losing your shield Taunt | 5 |
| 12 | + 4 | Shield Bond Optional Rule: Losing your shield Taunt | 5 |
| 13 | + 5 | Shield Bond Optional Rule: Losing your shield Taunt | 5 |
| 14 | + 5 | Shield Bond Optional Rule: Losing your shield Taunt | 6 |
| 15 | + 5 | Shield Bond Optional Rule: Losing your shield Taunt | 6 |
| 16 | + 5 | Shield Bond Optional Rule: Losing your shield Taunt | 6 |
| 17 | + 6 | Shield Bond Optional Rule: Losing your shield Taunt | 7 |
| 18 | + 6 | Shield Bond Optional Rule: Losing your shield Taunt | 7 |
| 19 | + 6 | Shield Bond Optional Rule: Losing your shield Taunt | 7 |
| 20 | + 6 | Shield Bond Optional Rule: Losing your shield Taunt | 8 |
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 7
Nivel 8
Nivel 9
Competencias
light
medium
heavy
shield
simple
martial
Equipo Inicial
Características de Clase
Shield Bond (Level 1)
As a 1st level Juggernaut, you have the unique ability to bond a shield to you. It grants you these abilities:
Your bonded shield is indestructible by nonmagical means and magically light as a feather. You can carry and move your shield around easily, and it does not count against your maximum weight. To creatures other than you, the shield feels as if it weighs many pounds heavier than it really is, as the power you put behind your shield is palpable, and as hefty as iron. You can also magically sense the position of the shield in a 30 ft. radius.
You are proficient with using shields as weapons, and your bonded shield does 2d4+Str Mod Bludgeoning damage. (Shields can be modified to deal other types of damage. For example, spikes for Piercing or a blade along the edge for Slashing.)
You can bond a newly aquired shield by choosing to bond to it, then spending a short or long rest with it.
Optional Rule: Losing your shield (Level 1)
To a Juggernaut, losing their shield is fatal to their honor, so they are ashamed. If your shield is somehow lost or destroyed, you are racked with shame. Until you get a new shield and bond to it, you have disadvantage on all ability checks. Bonding to a new shield does not count as losing or destroying your previous bonded shield.
To find out how to bond a shield, see above.
Taunt (Level 1)
When you unlock this at level 1, as a bonus action you can anger people into fighting you. Choose one creature within 60 feet of you who can see or hear you. The affected creature must succeed on a Wisdom saving throw against your Juggernaut save DC or have disadvantage on any attacks, spells, or other harmful actions they make against anyone except you. Additionally, any creatures affected by a spell they cast have advantage on their saving throw against the spell if you are not one of the targets. This lasts until the start of your next turn. Targets who can't be frightened are unaffected. You can only use this a number of times as shown above, recovering them on a short or long rest. Your Juggernaut save DC is 8 + your proficiency bonus + your Constitution modifier.
Juggernaut Specialty (Level 2)
At 2nd level, you gain a Juggernaut Specialty. Choose one of the following below:
Superior Health (Level 2)
When you gain this feature at 2nd level, your hit point maximum increases by 2 points, and it increases by 1 every time you gain a Juggernaut level.
Juggernaut Ideal (Level 3)
At 3rd level you must choose a Juggernaut Ideal, wich are described below. You gain a Juggernaut Ideal Feature from this path at 3rd level, 7th level, 11th level and at 15th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Mighty Physique (Level 5)
At 5th level, you learn to put your mighty strength to use for offense and control. You are considered proficient in Athletics, and use double your proficiency bonus for Athletics checks. If you are already proficient in Athletics, choose another proficiency from your class list.
Extra Attack (Level 5)
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Shield Bond (Level 6)
Starting at level 6, the range in which you can sense your shield doubles and if your shield is within 30 feet of you, you can use your bonus action to summon your shield. (The shield teleports into your hand.) As a bonus action you can shunt your shield into a pocket dimension and re-summon as a bonus action. You can only send your shield to the pocket dimension if you are holding it. The shield can stay in this pocket dimension forever with no ill effects on the shield.
Stockade (Level 6)
Starting at level 6, in combat, the area within 5 feet of you is considered difficult terrain. In addition, whenever you make an opportunity attack, you can attempt to grapple or shove the creature instead of making a melee attack.
Ideal Feature (Level 7)
At 7th level, you gain a feature from your Juggernaut Ideal.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM uses the optional Feats, you can instead take a feat.
Indefatigable (Level 9)
Starting at 9th level, you gain a bonus equal to your proficiency bonus to all saving throws to avoid Exhaustion, stage 5 of Exhaustion for you now reduces your speed to 5, and you now have 7 stages of Exhaustion, instead of 6. Stage 6 is now Unconsciousness, and 7 is death.
Improved Grapple (Level 10)
At 10th level, when grappling a creature, you can drag them with you with no penalty to movement, regardless of the creature's size.
Ideal Feature (Level 11)
At 11th level, you gai a feature from your Juggernaut Ideal.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM uses the optional Feats, you can instead take a feat.
Improved Shove (Level 13)
Starting at 13th level, whenever you successfully shove a creature, you can simultaneously push it away from you and knock it prone.
Improved Superior Health (Level 13)
At 13th level, your hit point maximum increases by 13 points, and it now increases by 2 every time you gain a Juggernaut level.
Siege Bond (Level 14)
Starting at level 14, attacks with a bonded shield deal double damage to objects and structures.
Ideal Feature (Level 15)
At 15th level, you gai a feature from your Juggernaut Ideal.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM uses the optional Feats, you can instead take a feat.
Improved Juggernaut Specialty (Level 17)
At 17th level, the specialty you chose at the beginning of your adventure has grown more powerful.
Steeled Nerves (Level 18)
At 18th level, you've sustained so many wounds, you're almost numb to the big hits. Any critical hit against you becomes a normal hit.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM uses the optional Feats, you can instead take a feat.
Unstoppable Force (Level 20)
At 20th level, you can briefly make yourself both an unstoppable force, and an immovable object. As an action once per long rest, you can gain the following benefits for 1 minute:
You can't be forcefully moved and your speed can't be reduced by any means.
You are immune to the Grappled, Restrained, Stunned, Petrified and Paralyzed and Proned conditions.
Multiclase
Requisitos de Multiclase
{"con":13}
Subclases
Características de Subclase
Path of the Defender
Path of the Defender (Level 3)
Some examples of the ideals of a Defender:
You should attack only in defense. "The world does not need more bloodshed started."
You must protect the weak and innocent. "Those who are innocent deserve to be protected from the evils of this world."
Use your shield with honor, never become too confident. "Stay humble even in a time of blood and violence."
Health Sacrifice
Starting at 3rd level, as an action, you can sacrifice a small portion of yourself to heal your allies or demolish your foes. As an action, you can touch one creature and heal them by expending some of your hit dice. Roll the dice and add your Constitution modifier to each, restoring a number of hit points equal to the total. Alternatively, when you hit a creature with a melee weapon attack, you can expend some of your hit dice to infuse your attack with a burst of radiant energy. Roll the dice and add your Constitution modifier to each, dealing extra radiant damage equal to the total, in addition to the weapon's damage. You can spend an amount of Hit Dice per round equal to half your proficiency bonus.
Shelter (Level 7)
Starting at 7th level, you can make Medicine checks as a bonus action on your turn, and you gain proficiency in Medicine. If you are already proficient in this skill, you can choose to be proficient in one of the following skills: Intimidation, Insight, Perception or Survival. Additionally, you have advantage on checks to diagnose diseases and other medical conditions or to identify a creature's wounds or cause of death.
Bastion (Level 11)
Starting at 11th level, while holding your bonded shield, you can use your action to create an impenetrable dome of force in a 15-foot radius around you, and lasts until the end of your next turn.
When you create the dome, choose any number of willing creatures you can see within 120 feet of you. Each creature teleports to an unoccupied space of its choice inside the dome and can move through the dome freely, including yourself.
A hostile creature that is in the dome's area when you create it is pushed to the nearest unoccupied space and must make a Constitution saving throw against your juggernaut save DC or take 2d8 force damage.
The dome prevents hostile creatures from passing or reaching through it and it prevents their spells and attacks made with ranged or reach weapons from entering it. Once use this feature, you can't use it again until you finish a long rest.
Hospice (Level 15)
Starting at 15th level, you gain the power to bring someone back if they've died recently. You can cast revivify once per long rest.
Path of the Giantslayer
Path of the Giantslayer (Level 3)
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.
Enlarge
Starting at level 3, you have the ability to grow to an immense size to fight your enemies. You can use a bonus action to gain the following benefits for one minute:
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.
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.
This effect can not be counterspelled or dispelled.
You can use this skill twice per long rest. At level 7, this increases to three times per long rest, and at level 11 this increases to four times per short or long rest.
Titanic Strike (Level 7)
Starting at level 7, you merrily crush your opponents to dust. When you make an attack, you can choose to make the attack at disadvantage. If you hit, the attack is treated as a critical hit. You can't use this skill if you already have disadvantage.
Titan-sized (Level 11)
Starting at level 11, you can use a bonus action to consume two uses of Enlarge, instead of one, to grow even larger. You can also use a bonus action consume an extra use of Enlarge if you are already Enlarged, but not if you are under the effects of Enlarge/Reduce. While you are Titan-sized, use the effects below instead of your standard effects.
Your normal size quadruples in all dimensions, and your weight is multiplied by sixteen.
Your size increases by two categories. If you were Small, now you are Large. If you were Medium, now you are Huge.
You have advantage on Strength checks and Strength saving throws.
Your weapons also grow to match your new size. While these weapons are Titan-sized, you deal 2d4 extra damage when you make melee weapon attacks with them.
Great Stomp (Level 15)
At 15th level, you can use an action to slam your boot into the ground, setting into motion the effect of the Earthquake spell centered on yourself until the beginning of your next turn. You are unaffected by its normal effects, but you are affected by environmental effects of the ability, such as a crumbling roof or crashing pillar. Allies are fully affected by the ability. The DC for this ability is 8 + your Con and Prof modifiers. You can use this ability once per long rest.
Path of the Phalanx
Path of the Phalanx (Level 3)
Skilled Juggernauts that have trained for survival for their whole lives, Phalanx seem to shrug off decimating blows with their mighty shields. They never seem to let up, even in the biggest, bloodiest battles, they are always the last ones standing.
Praetorian Bond
At Level 3, over a short rest, you can change the form of your bonded shield into a massive version that can be as tall as you, if not larger. If you wield a greatshield in one hand, treat it the same as a normal bonded shield.
If you use a greatshield in two hands, you have the same +2 to your AC, your shield attacks with it deal 3d4 Bludgeoning damage, and all shove attacks deal damage equal to your Strength modifier.
The two handed effect for a greatshield is affected by Jotungrip.
Unbreakable (Level 7)
At Level 7, while you are wielding a bonded shield, all damage that you take is reduced by your proficiency bonus.
Additionally, at level 11 this ability is improved to all damage being reduced by your proficiency bonus + your Constitution modifier.
This damage reduction does not affect falling damage.
Punish (Level 11)
At Level 11, when you take damage from an attack or spell that you can see while you are holding a bonded shield, you can use your reaction to halve the attack or spell's damage against you. If you halve the damage from a melee attack, the attacker takes half of the damage as well.
Regenerate (Level 15)
At Level 15, at the start of each of your turns, you regain 1d10 hit points if you have no more than three times your level of your hit points left. You don't gain this benefit if you have 0 hit points.
Path of the Ravager
Path of the Ravager (Level 3)
The phrase: "Your best defense is offense" embodies this class. Ravagers are juggernauts who seek the path to defense in violence. Their goal is to end fights as quickly as possible, dealing consistent damage at short or long range.
Shield Throw
Starting at level 3, you may treat your bonded shield as if it has the Thrown Property. This attack benefits from any features you possess that modify weapon attacks generally or shield bash attacks specifically. Your shield has a short range of 20 feet and a long range of 60 feet. Immediately after the attack, the shield flies back to your hand.
Extra Attack (Level 7)
You can now attack twice, instead of once, whenever you take the Attack action on your turn.
Intensify (Level 11)
Starting at level 11, You deal more damage with each swing you make. In combat, every successful hit you make gives you a +3 to your damage on your next attack, up to a maximum of +15 damage per attack. If you miss an attack, you lose the bonus damage and must start again.
Inexorable (Level 15)
At 15th level, even as your strength begins to fade, you keep fighting. Having 0 hit points doesn't knock you unconscious, but you must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.