{"name":"Barbarian: Path of the Juggernaut","overview":"[b]Primal Path for Barbarians[\/b]\r\n\r\n\r\nWhen the Herd of Storms led their terrible raids across\r\nthe continent under the leadership of Kevdak, tales\r\nspread of their bloodlust, brutality, and nigh unstoppable\r\nstrength. Walls crumbled and legions fell to but a handful\r\nof fearsome warriors as they cut a path for the herd\r\nto charge in and take what they wished before vanishing\r\nback into the Dividing Plains. These fearsome barbarians\r\nthat would break through the shields and towers of nearby\r\ntownships became known as the Juggernauts.\r\nWhile the Herd of Storms is no more, the lineage of\r\ntrained juggernauts that survived to join the Rivermaw\r\nstill teach the ways of their unbreakable rage. Honed to\r\nassault the lairs of powerful threats to their way of life, or\r\ndefend against armed hordes of snarling goblinoids, the\r\njuggernauts represent the finest of frontline destroyers\r\nwithin the primal lands of Tal\u2019Dorei and beyond.\r\n\r\n","hitdice":"d12","hitpointsfirstlevel":"12+con","hitpointsathigherlevels":"1d12+con","armorproficiencies":"see PHb","weaponproficiences":"see PHb","tools":"see PHb","savingthrows":"see PHb","skills":"see PHb","equipment":"see PHb","spellcasting":"","features":"[b]Thunderous Blows[\/b]\r\n\r\nStarting when you choose this path at 3rd level, your rage\r\ninstills you with the strength to batter around your foes,\r\nmaking any battlefield your domain. Once per turn while\r\nraging, when you damage a creature with a melee attack,\r\nyou can force the target to make a Strength saving throw\r\n(DC 8 + your proficiency bonus + your Strength modifier).\r\nOn a failure, you push the target 5 feet away from you,\r\nand you can choose to immediately move 5 feet into the\r\ntarget\u2019s previous position.\r\n\r\n[b]Stance of the Mountain[\/b]\r\n\r\nYou harness your fury to anchor your\r\nfeet to the earth, shrugging off the\r\nblows of those who wish to topple you.\r\nUpon choosing this path at 3rd level,\r\nyou cannot be knocked prone while raging\r\nunless you become unconscious.\r\n\r\n\r\n[b]Demolishing Might[\/b]\r\n\r\nBeginning at 6th level, you can muster destructive\r\nforce with your assault, shaking the core of even the\r\nstrongest structures. All of your melee attacks gain\r\nthe siege property (your attacks deal double damage\r\nto objects and structures). Your melee attacks against\r\ncreatures of the construct type deal an additional 1d8\r\nweapon damage.\r\n\r\n\r\n[b]Overwhelming Cleave[\/b]\r\n\r\nUpon reaching 10th level, you wade into armies of foes,\r\ngreat swings of your weapon striking many who threaten\r\nyou. When you make a weapon attack while raging, you\r\ncan make another attack as a bonus action with the same\r\nweapon against a different creature that is within 5 feet of\r\nthe original target and within range of your weapon.\r\n\r\n[b]Unstoppable[\/b]\r\n\r\nStarting at 14th level, you can become \u201cunstoppable\u201d\r\nwhen you rage. If you do so, for the duration of the rage\r\nyour speed cannot be reduced, and you are immune to the\r\nfrightened, paralyzed, and stunned conditions. If you are\r\nfrightened, paralyzed, or stunned, you can still take your\r\nbonus action to enter your rage and suspend the effects for\r\nthe duration of the rage. When your rage ends, you suffer\r\none level of exhaustion (as described in appendix A, PHB).","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"404963","isShared":"on"}