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View Full Version : D&D 5e/Next Primal Path of the Juggernaut 2.0 [PEACH]



WarrentheHero
2017-10-24, 09:37 PM
Some Barbarians don't get the same satisfaction as others from the normal use of weapons. These Barbarians prefer the up-close-and-personal combat style that only one's fists can offer. These Barbarians become a blur of punches and kicks on the battlefield, chaining together attacks into devastating combos. These fighters build momentum in their offense, using the flow of battle to dictate that battle's outcome. For Juggernauts, building this flow is so natural that they can do so even through the haze of their Rage.

Close Quarters Combat
Beginning at 3rd level when you choose this Primal Path, you gain the following benefits while you are unarmed and you aren't wearing armor (you can benefit from this while wearing a shield)

You may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
When you make an unarmed strike on your turn, you may use a bonus action to make another unarmed strike attack.
Your unarmed strikes count as melee weapon attacks for the purposes of class features and feats. While Raging, you still gain your Rage bonus to damage to unarmed strikes, even if you used Dexterity.
Your may roll a d6 in place of the normal damage of your unarmed strikes. This die increases to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14.


Momentum
When you choose this Primal Path at 3rd level, you learn to keep pace with the flow of battle, using consecutive attacks to build Momentum. Whenever you hit with an unarmed strike, you gain a point of Momentum, to a maximum amount equal to your Barbarian level. Critical hits grant two points of Momentum instead of one. Whenever you take damage or roll a natural 1 on an attack roll, you lose a point of Momentum. If you ever end your turn without making an unarmed strike attack or moving closer to an opponent, you lose all Momentum. While you have Momentum, you may expend it to execute Gambits. If a Gambit requires a DC for a saving throw, that DC is 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever you used for the attack. A creature must possess a discernible anatomy in order to be effected by a Gambit. You do not gain Momentum from hitting with attacks granted by Gambits unless otherwise specified. You may gain Momentum from the same attack you use a Gambit on, but cannot use that Momentum for that Gambit. For example, if you have 1 Momentum and hit with an attack, you then have 2 momentum, but cannot execute a Gambit, as you did not have enough Momentum for one as you hit.


Unbreakable Flow
Beginning at 6th level, while you are Raging, your unarmed strikes count as magical for the purpose of overcoming damage reduction, and you do not lose Momentum the first time you take damage each round. Additionally, you gain 1 Momentum whenever a creature fails a saving throw required by one of your Gambits.

Versatile Strikes
Beginning at 6th level, whenever you hit with an unarmed strike, you may choose whether it deals bludgeoning, piercing, or slashing damage.

Brutal Momentum
At 10th level, your mastery of Momentum allows you to build it much quicker; the first hit you make with an unarmed strike each turn gives you an additional point of Momentum. Additionally, for every 5 points of Momentum you have, you gain a +1 bonus to attack rolls with unarmed strikes.

Practiced Grappler
Starting at 10th level, you may double your proficiency modifier on all Strength (Athletics) and Dexterity (Acrobatics) checks made involving grappling and shoving, if you are proficient in that skill.

Instant Momentum
Starting at 14th level, whenever you roll Initiative, you gain 5 momentum.




Brutal:When you hit with an unarmed strike, you may spend 2 points of Momentum to deal an additional 2 points of damage.
Dirty Fighting: When you hit with an unarmed strike, you may spend 2 points of Momentum to force your target to suffer disadvantage on their next attack roll, saving throw, or skill check.
Elbow Drop: When you hit with an unarmed strike against a target that is prone, you may spend 2 points of Momentum to turn the hit into a critical hit.
Float Like A Butterfly: When you hit with an unarmed strike, you may spend 2 points of Momentum to use Dodge as a bonus action on your turn.
Foot Stomp: When you hit with an unarmed strike, you may spend 2 points of Momentum to reduce your target's move speed by 10 until the end of its next turn.
Keep It Close: When you hit with an unarmed strike, you may spend 2 points of Momentum to grapple your target.
The Shuffle: When you make an unarmed strike attack, you may spend 2 points of Momentum to gain advantage on the attack roll.
Sting Like a Bee: When you hit with an unarmed strike on your turn, you may spend 2 points of Momentum. If you do, on this turn you may make 2 unarmed strikes with the bonus action granted by Close Quarters Combat instead of 1.

Arm Wrench: When you hit with an unarmed strike, you may spend 4 points of Momentum to cause your target to suffer disadvantage on attack rolls. At the end of each of the target's turns, it may make a Constitution saving throw to end this effect.
Debilitating Blow: When you hit with an unarmed strike, you may spend 4 points of Momentum to force your target to succeed on a Constitution saving throw. If they fail, they take an additional 1d4 points of damage and gain one of the following conditions of your choice until the start of your next turn: Blinded, Deafened, Frightened, unable to take reactions, unable to take bonus actions, unable to speak coherently.
RKO: If you move at least 5 feet on your turn before hitting with an unarmed strike, you may spend 4 points of Momentum to initiate a grapple contest. If you are successful, the target takes an additional 1d8 bludgeoning damage, and both you and the target are knocked prone. This Gambit does not leave either you nor your target Grappled.
Slam: When you hit a creature you are currently grappling with an unarmed strike, you may spend 4 points of Momentum to initiate a grapple contest. If you are successful, the target takes an additional 1d8 damage and is knocked prone. This Gambit does not end the Grappled condition.
Solar Plexus: When you hit with an unarmed strike, you may spend 4 points of Momentum to force your target to succeed on a Constitution saving throw or be Stunned until the end of its next turn.
Takedown: When you hit with an unarmed strike, you may spend 4 points of Momentum to force your target to succeed on a Strength saving throw or be knocked prone.


Elbow Snap: When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to choose on of your target's arms. Your target must succeed on a Constitution saving throw or be unable to benefit from shields wielded on that arm, and suffer disadvantage on all attacks made using that arm. This effect ends when the target receives any magical healing. Whether they succeed on the save or not, your target takes an additional 2d6 damage from the attack.
Multihit: When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to make 3 additional unarmed strikes as a bonus action. If these attacks hit, they each deal one stage of damage less than normal (a d6 becomes a d4, a d8 becomes a d6, etc). These additional attacks can generate Momentum as normal.
Off-Balance: When you hit with a Constitution saving throw, you may spend 6 points of Momentum to force your target to make a Strength saving throw. If they fail, they do benefit from their Dexterity modifier to their Armor Class until the start of their next turn.
Throw: When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to force your target to make a Strength saving throw. If they fail, you may throw the creature to an empty space, up to a number of feet away equal to your Strength modifier x 5. If that creature strikes a hard surface such a wall, they take 1d12 + your Strength modifier bludgeoning damage. If they land on hard ground or breakable objects such as wooden chairs or tables, they suffer 1d8 + your Strength modifier bludgeoning damage, and any breakable objects they collide with are broken. If they would collide with another creature, that other creature must succeed on a Dexterity saving throw. If they fail, both them and the thrown creature take 1d6 + your Strength modifier bludgeoning damage. If they are successful, the thrown creature continues on their path naturally.



Many of the Gambits presented here are very vague in their representation. Take this opportunity to colorfully describe how your character dismantles your opponent's body. For example, Debilitating Blow's varied effects could be represented by an eye jab, an uppercut, a head clap, or some other technique. Dirty Fighting might be a kick to the groin, sand thrown in the eyes, or wrenching a finger. It's up to you to create your own fighting style!

Lalliman
2017-10-25, 06:16 AM
I'm the Juggernaut, bitch!

Memes aside, I like the idea of an unarmed barbarian, but this archetype seems to clash with the class it's applied to.

For one, it benefits greatly from not getting hit. But it's a barbarian, the class that's designed to get hit more often than anyone else.

Secondly, it greatly encourages using Dexterity, to the point where you'd be dumb to use Strength. This seems contrary to the nature of the Barbarian, as well as to the title of Juggernaut.

The end result is an agile unarmed character who doesn't want to get hit. So... a monk. I understand that you wouldn't want to apply this archetype to a monk; they have enough resource management and round-to-round decisions already. But as is, fighter seems like a more appropriate base for this archetype.

To be fair, I'm not sure how to fix this without overhauling the whole thing. You'd have to find some other condition for losing Momentum, other than taking damage. Going a round without hitting someone and / or taking damage, perhaps.