[Homebrew] Warforged Juggernaut

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#1

Zarton

Mar 01, 2015 21:50:39

   I know the warforged is still in beta testing. But I had an urge to try and convert the Warforged Juggernaut prestige class into 5th edition.  I created a racial varient, and then the Juggernaut requires that racial choice.

 

Warforged Racial Varient: Adamantine Body:  At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction. Your Ac bonus from composite plating increases to a +6. You do not get your dex bonus to ac. Your speed is reduced by 10 feet. You can not wear armor. You are considered to be wearing heavy metal armor and proficient in its use but can not gain feats that list heavy armor proficiency as a requirement.  You have disadvantage on stealth checks. Your body can be enchanted like armor, but you must be there for the entire duration of the crafting process.

 

Fighter Class Specilization: Warforged Juggernaut      Requires: Adamantine Body racial varient

 

   Some believe that the ultimate expression of the warforged experiment is the juggernaut, a path that allows warforged to become more and more like true constructs and less like their living creators.
As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some warforged refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects.


Armor Spikes: A Warforged Juggernaut grows armor spikes and gains proficiency in their use as a weapon. If you have grappled a target or the target has grappled you, as a bonus action, make a melee attack on the target, the adamantine armor spikes deal 1d6 points of piercing damage. While the spikes can’t be removed, they can be affected by spells like any other weapon. At level 10, the spikes damage increases to 1d8.

 

Reserved: A Warforged Juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes disadvantage on Deception, Persuasion, and Insight ability checks.

 

Construct Perfection: A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.
 Level 3: Gain resistance to Bludgeoning, Slashing, and Piercing damage. Your ac bonus from composite plating becomes +8
Level 7: Gain resistance to Poison and Necrotic damage
 Level 10: Immune to being Charmed and Frightened
 Level 15: Any critical hit against you is treated as a normal hit instead.
Level 18: No longer subject to ability damage or ability drain. Immune to Necromancy Spells.


Powerful Charge: At level 3; gain the Charger feat for free. If you use the shove caused by the charge, on a success you deal the Armor Spikes damage to the target. You get an additional +1 bonus on the attack roll when using the melee attack choice.
 At level 7: +5 move speed during dashes used toward Charger feat. When you shove a creature during the charge, you also deal your Str mod in addition to the Armor Spikes damage. If you hit with the melee attack instead add an extra 1d8 to the weapon damage. An additional +1 (total +2) on the melee attack roll of the charge
 At level 10: You are treated as one size category larger when shoving. Gain an additional +1 (total +3) on melee attack roll of the charge.
 At level 15: If you use the Charger feat and choose to attack and the attack hits, the damage bonus increases by +5. Gain an additional +1 (total +4) on the melee attack roll of the charge.

 

Wrecker: A warforged Juggurant has advantage on strength checks to breaking down doors.

 

Healing Immunity: Starting at 3rd level, as a warforged juggernaut becomes more like a construct and less like a living creature, it is treated as a construct when a healing spell is used on it. In addition, it can no longer benefit from the effects of consumable spells and magic items, such as heroes’ feast and potions. If Mending is casted on it, mending heals the juggernaut 1 point if used at cantrip level or the caster can spend addition spell slots turning the heal into 1d8 + caster ability modifier and an additional 1d8 per spell slot level used.