Juggernaut

> *"How did I get this strong?? DRUGS!"* - Sergei Chernov
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The **Juggernaut** is first into the fray and last to leave. Wielding 'big guns' and also large weapons, they charge head-first into combat without fear nor hesitation, and the sheer *might* behind their strikes.

## Class Traits

### Proficiencies

**Armor**: None

**Weapons**: Light, Medium and Heavy

**Tools**: None

**Saving Throws**: Strength and Constitution

**Attack DC**: 8 + your Proficiency + your Strength Modifier

### Starting Equipment

* Placeholder Armour (Any)
* Hunting Shotgun
* 9mm Pistol or .357 Revolver
* 20 Shells
* 20 Rounds of Pistol Ammo or 12 Rounds of Heavy Pistol Ammo
* Simple or Martial Melee Weapon

## 1st Level

### Juggernaut Base

At 1st Level, you choose the reason you are so powerful.

* Brute
* Type III Metahuman

Due to conflicts, you cannot be a Benign Metahuman, Cyborg or Android if you choose to play the Cyborg Juggernaut or Type III Metahuman due to overlap reasons. No restrictions apply for Brute however.

## 2nd Level

### Rapid Approach

At 2nd Level, you have mastered the art of closing in rapidly on an opponent to strike them in close quarters. As an Action, you can move up to half your movement and make a single strike with any weapon you are Proficient with. The enemy takes extra damage from this strike equal to your Proficiency Modifier. *You are only able to make this strike after using all of your movement or if you are Bloodlusted.*

## 3rd Level

### Vicious Blow I

**Once per turn**, when you roll damage for a strike with a weapon you are Proficient in, you may choose to add an additional damage dice of the weapon's type. You do not need to apply this on the first strike on your turn if you have an additional one.

This increases to an additional 2 damage dice at 7th Level, 3 at 12th Level and 4 additional damage dice at 17th Level.

## 4th Level

### Ability Score Improvement

As 5e. You also gain a Feat. You gain this Ability again at 8th Level, 12th Level, 16th Level and 19th Level.

## 6th Level

### Danger Sense

You have advantage on Dexterity Saving Throws against threats you can see.

### Trust in Vigilance

You gain +5 to your Initiative and if you are *Surprised* at the start of combat and not *Incapacitated* you may act normally as long as you enter your Battle Rage immediately on your turn.

## 7th Level

### Glory Strike

When you use your action to make a ranged weapon attack, you can use a bonus action to make a Melee or Unarmed Strike.

### Bloodlusted

When you reduce an opponent to 0 Hit Points on your turn, you may immediately use your Rapid Approach ability without consuming an Action.

## 10th Level

### Didn't Hear No Bell

If an attack or other effect drops you to 0 Hit Points while you are raging and it fails to kill you outright, you can make a DC 10 Constitution Save to drop to 1 Hit Point instead. Each time you succeed on this Save before taking a Short Rest, the DC increases by 5.

## 13th Level

### Lead the Charge

When you enter a Rage, choose up to 3 characters within 30ft of you. Whilst you are raging, you inspire a similar bloodlust in them through sheer inspiration. Whilst you remain in your rage, they gain the following benefits:

* They may add half your Rage Modifier to their Strike damage rolls.
* They may reduce all damage they take by their Constitution Modifier.

This effect ends if they end their turn unable to see you, if you stop raging or if they gain the *Frightened* Condition. They can only receive this benefit from one Juggernaut at a time.

## 15th Level

### Deathblow

While raging, you can put all of your effort into one *final strike* to end it all. You may make a single strike that finishes your Rage immediately. If this Deathblow hits, it is automatically a Critical Hit. After making a Deathblow, you are left vulnerable. Until the start of your next turn, all attacks made against you have Advantage.

## 18th Level

### One Last Chance

You have become so determined that in a dire situation you can stare death down for a brief moment. When you are reduced to 0 Hit Points, you may immediately take an Extra Turn in Combat. You are not *Incapacitated,* and may function as per normal. If you lock out all of your Death Saves, you still immediately die. After this turn ends, you pass out as per normal and are *Incapacitated.*

You can only use this ability once per Short Rest.