Juggernaut
Turns rage inward, building supernatural resilience until no force on the battlefield can move them.
Pick Tree
11 picks along the Juggernaut path. Pair them with the general Brute class picks.
Level 2
Enduring Rage
Choosing this locks Juggernaut as your Specialization. You can turn your Berserk into Enduring Rage. Instead of gaining extra dice for damage, you may roll to reduce damage from incoming attacks. Recover WP equal to your level from first successful Defense each round. You still ignore Movement penalties and take half damage from first attack. Enduring Rage extends by one round on the round that it should end and if you made an attack or were attacked that round.
Details →Level 3
Requires: Pick: Enduring Rage
Once per round, you may convert Health Damage from any source into Will Damage instead.
Details →Level 4
Defiant Stand
Requires: Pick: Enduring Rage
When Encircled, you deal extra damage equal to how many times you are outnumbered. You receive 2 when in 2 to 1 situation, 3 when in 3 to 1 situation and so forth.
Details →Immovable Hulk
Requires: Pick: Enduring Rage
When Raging, you can not be pushed back or knocked prone by attacks from any source. When hit by an attack while Raging, you may spend WP equal to damage (Minimum 3) received from an attack. You gain temporary HP equal to WP spent and you may use Bonus Action to make a Counter Attack.
Details →Level 5
Inevitable Reckoning
Requires: Pick: Enduring Rage · Attribute: RES 10
Choose one target you can see. For 5 rounds or until one of you falls: the target cannot willingly move further away from you, cannot target anyone but you with attacks or harmful abilities, and you gain +3 movement speed toward them. If the target attempts to teleport or is forcibly moved away, you are pulled along. Targets of TR higher than your level may attempt a contested STR Check each round to break free.
Details →Level 6
Brash Mockery
Requires: Pick: Enduring Rage
Use 1 Action to issue a thunderous challenge to all enemies within 30 meters who can hear you. Make a RES Check. If you are challenging 2 or more enemies simultaneously, add +2 to your result. If challenging 4 or more, add +4 instead. Each enemy contests your result with their own FCS Check. Enemies who fail are compelled to attack only you for 2 rounds and cannot willingly move away from you during this time.
Details →Scars on Scars
Requires: Pick: Enduring Rage
Each time you are hit by an attack, gain +1 DR until the end of combat. This bonus stacks up to a maximum of +3 and resets at the end of combat.
Details →Requires: Pick: Enduring Rage
When an enemy that has attacked you since the start of your last turn provokes an Attack of Opportunity, you may make that Attack of Opportunity as a Free Action. This Attack of Opportunity ignores the effects of Disengage.
Details →Level 7
Requires: Pick: Enduring Rage, Inevitable Reckoning
Inevitable Reckoning is enhanced in two ways. First, if the target attempts to teleport on a round where you have used both Bonus Actions to ground them, the teleport fails entirely. Second, by spending both Bonus Actions on your turn, you suppress the target's ability to attempt a STR Check to break free until the start of their next turn. Both effects require the same Bonus Action expenditure and apply simultaneously. On rounds where you do not spend both Bonus Actions, teleportation and STR Checks function as normal.
Details →Level 8
Last Bastion
Requires: Pick: Enduring Rage
Once all your Bonus Actions are depleted, you may spend half your remaining WP (rounded down) to perform one defensive action of your choice. This may only be used once per round.
Details →Level 10
Unbreakable
Requires: Pick: Enduring Rage
Once per Rest, when you would drop to 0 HP or 0 WP, you may ignore the triggering condition entirely. You also gain 10 DR against the next three incoming attacks. This DR stacks with your current DR.
Details →