Brute

As a subclass of the Juggernaut Class, the Brute is the peak of human performance and power. They charge headfirst into the fray, swinging and firing like someone possessed. They seem to shrug off fatal wounds and stare down foes that would send a lesser person fleeing for their lives.

Extra Proficiencies
You gain Proficiency and Expertise in Athletics if you didn't have it already. In addition to this, you gain Proficiency with Light and Medium Armour.

Brutish Rage
As you stand up from cover, you feel a violent anger pass over you as the enemy guns down your friends and allies. They're gonna pay.

You gain access to your Battle Rage, the table of which is on the main Juggernaut Page. You may activate your Rage as a Bonus Action. While raging, you gain the following benefits: Your Battle Rage lasts for one minute. It ends early if you do not attack an enemy on your turn, if you do not take any form of damage or duck behind cover by the end of your turn or if you are knocked Unconscious.
 * You gain Resistance II to Bludgeoning, Piercing and Slashing Damage.
 * You gain +2 AC.
 * When you make a Strength Check, Save or Strike Roll, you have Advantage on the roll.
 * You are Immune to the Frightened, Agonized or Shaken Condition.
 * When you deal damage with a weapon you are Proficient with, you may add your Rage Modifier to the damage.

You regain all Rages upon completing a Long Rest.

Brutal Moves
You gain access to a new form of Style Move- the Brutal Move. You have Brutal Points equal to your Rage Modifier, and you may utilize any Brutal Move from the list at the bottom of the page. You regain all Brutal Moves upon completing a Short Rest.

Strongarm
When you make a Melee or Unarmed Strike, you may make an additional Melee or Unarmed Strike as a Bonus Action.

Frenzied Swings
While raging, you can let go of your regular raged composure to simply go beserk. When you have Advantage on a Strike Roll, you may instead choose to forgo your Advantage and make two Strikes instead.

Knockdown
Once per turn, when you hit an enemy with a Melee or Unarmed Strike you may force them to make a Strength Save. The DC is equal to half the damage you dealt to them or 10, whichever is greater. On a Failure, they are knocked Prone.

Relentless Anger
Your Battle Rage can no longer be ended by anyone but you. Your Rage now also lasts for one hour as opposed to one minute.

Inhuman Might
Your Strength and Consitution Scores both increase by 4, along with the Maximum for each Score.

Bloody Strike
When you kill an enemy with a Melee or Unarmed Strike, you may choose to expend a Brute Point to literally splatter them.

All enemies within 10ft of the former enemy must make a Dexterity Save against your Attack DC or be Blinded until the start of your next turn. In addition, all enemies within 30ft (including those affected by the primary effect) must make a Wisdom Save against your Attack DC or they are Frightened of you until your Battle Rage ends.

Body Shield
When you Grapple an enemy, you may choose to expend a Brute Point utilize them as 3/4 Cover and drag them around the battlefield. For one minute or until the enemy breaks free, you may use the enemy as directional 3/4 Cover and move at half speed dragging them. If an attack would hit your normal AC but not through the Cover, the enemy is hit and damage should be rolled accordingly. This form of Cover does not end your Rage prematurely.

Cleaving Blow
As a Strike on your turn, you may expend a Brute Point to make a single Melee or Unarmed Strike Roll against three enemies directly in front of you. On a Hit, all of them take the Strike's damage roll. This can be used with Vicious Blow.

Heavy Strike
Before you make a Strike on your turn, you may expend a Brute Point to make a Heavy Strike in its place. When you make a Heavy Strike, you may sacrifice your movement on that turn for additional damage as you lean all of your weight and commit to the attack. For each 5ft you sacrifice, you deal an additional +2 damage of your weapon's type.

Tackle
Charging forward, you drop your shoulder and tackle an enemy to the floor. You may expend a Brute Point to tackle an enemy to the ground. You must have moved at least 15ft in a straight line towards your target to use this move. They must make a Strength Save against your Attack DC. On a Failure, they are knocked Prone as well as Grappled and Restrained by you. You may stand them up while restraining them as an Action, although this allows them a free attempt to break your Grapple.

Glancing Blow
When you swing, you hit no matter what. When you miss with a Melee or Unarmed Strike, you may expend a Brute Point to roll one more d20 to hit. If that roll hits, you hit and deal half damage to your target.