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Abyssal Juggernaut

Core Abyssal Juggernaut Traits
Primary Ability Strength and Constitution
Hit Point Die 1d12 per level
Saving Throw Proficiencies Strength, Constitution
Skill Proficiencies Choose 2: Athletics, Intimidation, Perception, Survival, Insight, Acrobatics
Weapon Proficiencies Greatswords, Greataxes,
Tool Proficiencies None
Armor Training Heavy Armor
Starting Equipment Choose A or B: Chain mail, Greataxe, 4 Hand axes, Explorer's Pack (B) 150 gp

Abyssal Juggernauts are warlords ,touched by the Abyssal chaos whether through bloodline or pacts gone arry, harvesting the souls of their enemies to fuel terrifying durability and destructive power. Where they walk, the battlefield fractures under their advance.   Unlike ordinary warriors, a Juggernaut feeds on death itself. Fallen enemies empower them, strengthening their bodies and enabling devastating charges and soul-burning attacks.
Class Features
Unique Class Mechanic: Soul Fragments
  • When a creature dies within 30 ft of you, you harvest a Soul Fragment.
  • You can hold Soul Fragments equal to your Constitution modifier + proficiency bonus.
  • Fragments last 1 minute.
Level 1 — Abyssal Body   Your Abyssal influence grants supernatural durability:
  • Resistance to necrotic damage
  • Advantage on saves against being frightened
  • Additionally when you drop to 0 HP but not killed outright, you may expend 3 Soul Fragments to drop to 1 HP instead.
Once per long rest.   Level 1 — Hellfire Weapon  
  • You may bind one weapon to you channeling abyssal energy. (1 hour ritual)
Once per turn when you hit with a bound weapon attack you deal:
  • +1d4 necrotic damage
Level 2 — Soul Devour   As a Bonus Action You consume stored souls to heal.
  • Spend up to 5 Soul Fragments.
  • Heal 1d8 per fragment spent.
  • Uses per long rest equal to proficiency bonus.
Level 2 — Unstoppable Frame   You gain advantage on checks and saves against:
  • Grapple
  • Restrain
  • Knock prone
Level 3 — Juggernaut Path   Choose a subclass based on Raum's talent cards:
  • Subjugation
  • Earthsplitter
  • Harbinger
Level 5 — Extra Attack   You attack twice instead of once.   Level 5 — Soul Harvest   Whenever you reduce a creature to 0 HP, gain 2 Soul Fragments instead of 1.   Level 7 — Juggernaut Momentum   When you move at least 20 ft toward a creature, your next melee attack deals:
  • +2d8 damage
Once per turn.   Level 9 — Ignition Charge   Action. You erupt forward with abyssal force.
  • Move 40 ft in a straight line.
  • Creatures in the path must make a Strength Save
  • Failure: Take 4d10 bludgeoning damage
  • Knocked prone
  • Success: Half damage.
  • You may spend 2 Soul Fragments to increase damage by 2d10.
Recharge: Short Rest   Level 11 — Demonic Onslaught   Extra Attack becomes three attacks.   Level 13 — Soul Furnace   At the start of your turn if you have 0 Soul Fragments, gain 1 automatically.   Level 15 — Abyssal Fortitude   While above half HP you gain: +3 AC against non-magical Melee attacks.   Level 17 — Tyrant of Souls
  • Maximum Soul Fragments increases by +5.
  • Soul Devour healing dice increase to d10.
  Level 20 — Lord of the Abyss   You become a true Abyssal war engine.   When combat begins:
  • Gain maximum Soul Fragments
For 1 minute:
  • Resistance to all damage
  • Weapon attacks deal +2d10 necrotic
  • You cannot be frightened, stunned, or paralyzed
Once per Long Rest.
Subclasses
Subjugation   Level 3 — Crushing Blow   When you knock a creature prone:
  • You may spend 1 Soul Fragment to deal 2d8 extra damage.
Level 6 — Dominating Presence   Enemies within 10 ft suffer:
  • −2 to attack rolls against creatures other than you.
Level 10 — Devastating Finish   When you kill a creature:
  • You gain temporary HP equal to your Juggernaut level.
  Level 14 — Soul Tyrant   When you spend Soul Fragments:
  • You heal an additional 1d8.
Level 18 — Overlord of Ruin   Whenever you drop a creature to 0 HP:
  • You immediately make one weapon attack.
  Earthsplitter   Level 3 — Enhanced Charge  
  • Ignition Charge damage becomes: 6d10
  • You also leave a 15 ft fissure.
  • Enemies entering this zone take 2d8 damage.
  • Level 6 — Tremor Impact
  When you knock enemies prone:
  • Creatures within 10 ft must also make a Dex save or fall prone.
Level 10 — Ruinous Momentum   Ignition Charge now:
  • travels 60 ft
  • ignores difficult terrain
  Level 14 — Cataclysm Strike   After Ignition Charge ends:
  • You may make a melee attack against all creatures within 10 ft.
  Level 18 — Worldbreaker   Ignition Charge deals:
  • 10d10 damage and creates difficult terrain for 1 minute.
Harbinger   Level 3 — Soul Overflow   Whenever you gain Soul Fragments above your max:
  • You gain temporary HP equal to twice the excess.
  Level 6 — Glutton of Souls   Soul Devour becomes Bonus Action without usage limit, but you must spend at least 2 fragments.   Level 10 — Unkillable   When you fall below 25% HP, automatically gain:
  • 5 Soul Fragments
Once per short rest.   Level 14 — Abyssal Regeneration   At the start of your turn:
  • Heal 1d10 if you have at least 1 Soul Fragment.
Level 18 — Immortal Tyrant   When you would die:
  • You instead consume all Soul Fragments
  • Heal 20 HP per fragment
Once per long rest.


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