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Holiday Castlewood

Medium Human, Knight, Lawful Good

Armor Class 21
Hit Points 77
Speed: 30 ft

STR

18
( +4 )

DEX

12
( +1 )

CON

18
( +4 )

INT

13
( +1 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws Strength +7, Constitution +7
Skills

Athletics +10, History +4, Insight +4, Medicine +4, Perception +4, Persuasion +5

Senses

passive Perception 14

Languages Common, Dwarvish, Elvish
Challenge Rating 6
Proficiency Bonus +3

Stockade

Starting at 6th level, in combat, the area within 5 feet of you is considered difficult terrain for creatures you choose. In addition, whenever you make an opportunity attack, you can attempt to grapple or shove the creature instead of making a melee attack.

Iron Bond

At 1st level, you gain the ability to form a powerful bond with your weapon. You can bond with a weapon over the course of 1 hour, which can be done during a short rest. You must be holding the weapon for the duration, at the conclusion of which you gain the following benefits while holding the bonded weapon.

Your bonded weapon is indestructible by nonmagical means, weighs nothing for you, and weighs 3 times the normal weight for other creatures. You know the general direction of your bonded weapon provided it is on the same plane of existence, and you can pinpoint its exact location if you are within 30 feet of it.

Starting at 6th level you gain the following benefits:

If your bonded weapon is within 30 feet of you, you can use your bonus action to summon it to your hand.

As a bonus action, you can shunt your bonded weapon into a pocket dimension and re-summon it using a bonus action. You can only send your bonded weapon to the pocket dimension if you are holding it, and the weapon can stay in this pocket dimension forever with no ill effects on it.

Additionally, your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Heavy Handed

At 2nd level, you gain a Juggernaut Specialty. Choose one of the following below:

Your attacks are brutal and unexpectedly harsh.

When you score a critical hit with a melee weapon attack, the creature has disadvantage on their next attack roll.

Mighty Physique

At 5th level, you learn to put your mighty strength to use for offense and control. You are considered proficient in Athletics, and use double your proficiency bonus for Athletics checks. If you are already proficient in Athletics, choose another proficiency from your class list.

Superior Health

When you gain this feature at 2nd level, your hit point maximum increases by 2 points, and it increases by 1 every time you gain a Juggernaut level. At 13th level, your hit point maximum increases by an additional 13 points, and it now increases by 2 every time you gain a Juggernaut level.

Crusher

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Heavy Armor Master

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Encouraging Plate Armor

While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.

Ring of the Ursa

This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits:

Your Strength score increases by 2, to a maximum of 20.

You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:

You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Your gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Actions

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mace of Smiting

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

To hit: 1d20+8 , 1d6+5 Bludgeoning damage

Bonus Actions

Battlecry

When you unlock this at 1st level, as a bonus action you can either taunt people into fighting you, or rally the spirits of your friends.

Once you have used your battlecry the number of times shown for your juggernaut level in the battlecry column of the juggernaut table, you must finish a short or long rest before you can use your battlecry again.

Your juggernaut save DC is 8 + your proficiency bonus + your Constitution modifier, 15

  • Rally Creatures of your choice within 30 feet of you gain temporary hit points equal to your juggernaut level, 6
  • Taunt Choose one creature within 30 feet of you who can see or hear you. The affected creature must succeed on a Wisdom saving throw against your Juggernaut save DC or have disadvantage on any attack they make against anyone except you until the end of their next turn. Targets are immune to this effect if they can't see or hear you or if they can't be frightened.

Reactions

Defensive Formation

Starting at 3rd level, all allies within 5 feet of you gain half cover, and when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the attack hits, you can deal bludgeoning damage equal to your Strength modifier to the attacker.


Created by

Knerzig.

Statblock Type

NPC Sheet

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