Juggernaut Maneuvers

Powerful, Brutal, Inexorable

Unstoppable forces and immovable objects, users of Juggernaut maneuvers shrug off blows while doling out mighty blows, brutal punishments, and collateral damage that not only breaks enemy formations, but the very battlefield itself. Most Juggernaut maneuvers can only be used with melee weapons, and many require that weapon to have the Heavy property.

Classes: Barbarian, Fighter, Marshal, Paladin

1st Degree Maneuvers

Cleave2 focus1st degree Juggernaut bonus action
When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack and add your Superiority Die to the attack's damage.
Forceful Blow2 focus1st degree Juggernaut action (attack)
Take the Attack action. Once when you hit a creature with a melee weapon with the heavy propery with this action, add your Superiority Die to the attack's damage and you may Shove the target.
Implacable Stance1 focus1st degree Juggernaut bonus action (stance)
While you maintain this stance, you add a roll of your Superiority Die to saving throws made to avoid or end the prone, grappled, or restrained conditions, or to be moved against your will. When you are moved against your will, you reduce the distance you are moved by a number of feet equal to your Strength score.
Withstand1 focus1st degree Juggernaut free action
When you make an Athletics or Resilience check, you can add a roll of your Superiority Die to the result.

2nd Degree Maneuvers

Ignore Pain3 focus2nd degree Juggernaut bonus action (stance)
While you maintain this stance, reduce the first instance of damage you take by a roll of your Superiority Die. You cannot use this ability again until the start of your next turn. If you roll a 1 on the die, the stance ends.
Momentum2 focus2nd degree Juggernaut reaction
When you miss with a melee attack using a weapon that has the heavy property, you can use your reaction to make an attack with the same weapon against another target within your reach. If it hits, add your Superiority Die to the attack's damage.
Second Wind1 focus2nd degree Juggernaut bonus action
You regain hit points equal to two rolls of your Superiority Die. You can spend extra focus when using this maneuver, increasing the amount healed by two rolls of your Superiority Die for each focus spent.

3rd Degree Maneuvers

Charge5 focus3rd degree Juggernaut action (attack)
Take the Attack action, replacing two of your attacks with the Dash and Overrun actions, and then use any amount of your remaining movement to move in a straight line. Creatures of your choice within 5 feet of you at any point during this movement must make a Strength of Dexterity saving throw (their choice.) On a failed saving throw, a creature takes bludgeoning damage equal to four rolls of your Superiority Die, and if they are within one size category of you, you push them with your movement to a space within 5 feet of you on the opposite side of your movement if possible, or within 5 feet of other creatures if not. A creature is forced into an object at least as large as it is by this movement takes falling damage as if they fell the distance between where they were and where they ended. On a successful saving throw, the creature takes half damage and is not moved. If you fail an ability check to Overrun a creature, you immediately stop, lose half of your remaining movement, and resolve Stampede. Unattended objects in the area are always affected, and objects take double damage from this maneuver.
Punish3 focus3rd degree Juggernaut reaction
When a creature in your reach hits you with a melee weapon attack, you can use your reaction to make an unarmed strike against the creature. If you hit, you deal your unarmed damage plus a roll of your Superiority Die to the creature is grappled if you have a free hand. It then must make a Constitution saving throw. On a failed save, choose one of the following: The creature drops the weapon they struck you with and you can take it if you have a free hand, the creature cannot take reactions until the start of its next turn, or it makes one less attack the next time it takes the Extra Attack or Multiattack actions.
Unstoppable3 focus3rd degree Juggernaut free action
When an effect would cause you to gain one of the following conditions: blinded, deafened, exhausted, frightened, paralyzed, petrified, poisoned, or stunned, you can choose to not get the condition.

4th Degree Maneuvers

Bodily Harm3 focus4th degree Juggernaut free action
When you make an attack while grappling another creature, you can use the grappled creature as a weapon that deals bludgeoning damage equal to a roll of your Superiority Die and has the Heavy and Thrown 20/60 properties. If you hit another target, both the target and the grappled creature take damage. If you throw the grappled creature, it takes the damage automatically and must make a Strength saving throw or be knocked prone, even on a miss.
Crushing Blows4 focus4th degree Juggernaut action (attack)
Take the Attack action with a melee weapon with the heavy property. When you hit a creature wearing armor or a shield with these attacks, its armor bonus is reduced by 1 until the armor is repaired, which can be done during a short or long rest. If an item has its armor bonus reduced to 0, it is destroyed. Each time a creature has its armor damaged or destroyed by this maneuver, it takes bludgeoning damage equal to a roll of your Superiority Die.
Pinning Stomp3 focus4th degree Juggernaut bonus action
Make an unarmed strike against a prone creature in your reach. On a hit, the creature takes bludgeoning damage equal to a roll of your Superiority Die and you grapple the creature by pinning them to the ground. While they are Grappled in this way, they are restrained and cannot breathe, but you cannot bring them with you if you move.

5th Degree Maneuvers

Titan Stance4 focus5th degree Juggernaut bonus action (stance)
While you maintain this stance, You count as one size larger when grappling or shoving a creature, and when determining what you can carry, and creatures of a size you can grapple have disadvantage on saving throws to resist your your maneuvers and non-magic abilities. Additionally, all weapons you wield have the heavy property and deal 1d10 damage while wielded in one hand, or 1d12 if wielded in two, unless they deal more damage naturally. Lastly, you add your Superiority Die to Strength ability checks and saving throws, deal maximum damage to objects, double the distance you move creatures when you force them to move against their will, an deal bludgeoning damage equal to a roll of your Superiority Die when you knock a creature prone.
World-Breaker8 focus5th degree Juggernaut action (attack)
Take the Attack action with a melee weapon with the heavy property, replacing two of your attacks with a resounding strike against the ground. The ground in a 60-foot emanation becomes difficult terrain for creatures other than you. Then, creatures of your choice must succeed on a Constitution save or take damage equal to two rolls of your Superiority Die and lose concentration on spells and end stances on them, or half as much damage on a success, and then they must succeed on a Dexterity saving throw or fall prone and take bludgeoning damage equal to two rolls of your Superiority Die, or half as much damage on a success. Unattended objects in the area are always affected, and objects take double damage from this maneuver.

6th Degree Maneuvers

Indestructible9 focus6th degree Juggernaut bonus action (stance)
While you maintain this stance, you are immune to all damage. When you adopt this stance, roll your Superiority Die. Once you have prevented instances of damage of at least half of your martial levels with this stance a number of times equal to the result rolled, the stance ends.
Collateral DamageX focus6th degree Juggernaut ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Juggernaut ACTION
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ManeuverX focus7th degree Juggernaut ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Juggernaut ACTION
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