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Juggernaut Titan

In the ancient realm of Alavir, the tale of the Juggernaut Titans is woven into the very fabric of history, a saga of might, endurance, and the unyielding spirit of warriors. From the fighting pits of Nargolthrak to the farthest reaches of Alavir, the legend of the Juggernaut Titans endures, a saga of strength, solidarity, and the eternal bond between the land and its mightiest protectors.


Origin:

In the primordial era, when the land was untamed and the skies unbridled, the Earth itself bore the first Juggernaut Titans. Born from the heart of Alavir’s most formidable mountains and nourished by the essence of the land’s indomitable will, these beings were more than mere mortals. Their spirits were fused with the sturdiness of stone and the fury of the storm, crafting entities of unparalleled strength and resilience.


History:

As ages passed, the Juggernaut Titans found solace in the desolate and harsh lands of Nargolthrak. It was here, amid the jagged peaks and the searing vents of the earth, that they forged their home. The Titans, embodying the relentless force of nature, sought to prove their might and earn their place among the legends of Alavir. The fighting pits of Nargolthrak became their crucible, a place where strength was tested, and legends were born. Amidst the roars of Orcs and the bellows of Ogres, the Juggernaut Titans honed their prowess, each clash of iron and burst of strength a testament to their enduring spirit.


Bonds:

The Juggernaut Titans, though towering and formidable, were not solitary creatures. Their bonds with the creatures of Nargolthrak, especially the Orcs and Ogres, were forged in the flames of combat and tempered in respect. These bonds transcended the mere allegiance of battle, growing into a deep, mutual understanding of strength and honor. The Titans saw in their monstrous comrades the heart of Alavir’s wild, untamed essence, and in turn, the Orcs and Ogres beheld the Titans as the pinnacle of power and endurance.


Role in Alavir:

In the grand realm of Alavir, the Juggernaut Titans stood as the bulwarks against chaos. Their presence was a guarantee of order, their might a deterrent to those who sought to disrupt the fragile harmony of the land. In times of war, they were the vanguard, their indomitable forms breaking through enemy lines like a tempest through a field of reeds. In peace, they were the guardians, their mere existence a reminder of the strength and resilience that coursed through Alavir’s veins.

Juggernaut Titan

Level 1

Titan’s Toughness

At 1st level, Use Strength instead of Constitution to calculate your health and unarmored Armor Class. While wearing heavy armor, your melee attacks deal 3 + (PM) additional damage.


When you cast a non On Hit spell, you can make a Survival skill check (once per round).


The feature’s damage increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).

Level 3

Survivalist

At 3rd level, When you are reduced to 0 hit points, but are not killed outright you can make a Strength saving throw equal to 8 + PM to avoid taking a level exhaustion. The DC increases by 1 each time you succeed each round.

Level 6

Relentless Onslaught

At 6th level, When you succeed on a Survival skill check you can mark a target within 120 feet of you. If you move at least 20 feet towards that target and attack them, you deal additional damage equal to your Strength modifier.

Level 8

Unstoppable Force

At 8th level, Attacks of opportunity only deal 25% damage to you, but cannot be reduced by any form of immunity or resistance. In addition, your movement speed cannot be reduced.

Level 11

Crushing Impact

At 11th level, Your critical strikes reduce the creature's armor class by an amount equal to your Strength Modifier.

Level 13

Demolishing Strikes

At 13th level, Your strikes automatically destroy non magical structures. In addition, you can throw creatures you attack a distance equal to 10 times your Strength Modifier, dealing 1d8 per 10 feet thrown + STR. Allies do not take damage from being thrown, however, an ally can make an attack on a creature instead of you dealing the damage equal to their attack plus 1d8 per 10 feet thrown.

Level 16

Mage Hunter

At 16th level, When you succeed on a saving throw you gain 1 spell point. In addition, you can use 4 spell points to add (PM)d8 additional damage to a melee attack and end a creature's concentration.

Level 18

Warpath

At 18th level, your critical strikes stun your target doubling the damage taken from Demolishing Strikes. In addition, when you throw a target you can make on additional attack on a creature within 5 feet of you.

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