Path of the Juggernaut

The Path of the Juggernaut is a primal path for barbarians who stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.

For Tal'Dorei Campaign Setting Reborn, Matthew Mercer revised the Path of the Juggernaut subclass, balancing all of the abilities from Critical Role: Tal'Dorei Campaign Setting (except "Demolishing Might"), adding two of the new ones ("Resolute Stance" and "Hurricane Strike"), and removing "Overwhelming Cleave" ability.

Spread in Exandria
A small number of barbarians in the Herd of Storms became known as juggernauts for their ability to smash through defenses, wade into groups of foes with an unbreakable rage, and stand against all attempts to stop them.

Some dwarves and humanoid of the Cliffkeep Mountains and a number jungles inhabitants of the Rifenmist Peninsula, opposing the Iron Authority, adopt this fighting style.

Kel'jaia Uleoh is a gnome barbarian raised by the Iron Authority. She traveled to Syngorn, where, through friends she made there, became the delegate between Syngorn and the Tal'Dorei Council.

Thunderous Blows
Upon choosing this path at 3rd level, rage instills a juggernaut with the strength to batter though their foes. When barbain hits a creature with a melee attack while raging, they can push that creature up to 5 feet away in any direction. Huge or larger target must make a Strength saving throw (DC 8 + juggernaut's proficiency bonus + juggernaut's Strength modifier). On a failure, a juggernaut pushes the target 5 feet in a direction of their choice. On a success, the target holds their ground.

Starting at 10th level, the push distance increases up to 10 feet.

Stance of the Mountain/Spirit of the Mountain
At the 3rd level, juggernaut harnesses the fury to anchor their feet to the earth. While ragging they can't be knocked prone or moved against their will unless become unconscious.

Demolishing Might
At level 6, the juggernaut can muster destructive force with their assault, dealing double damage to objects and structures. Also, melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

Resolute Stance
At 6th level, juggernaut can temporarily refocus thier combat ability to make yourself a bulwark of defense. At the start of their turn (no action required), juggernaut can assume a defensive stance that lasts until the start of their next turn. While in this stance, juggernaut can't be grappled, their weapon attacks and attacks against them are made w

Hurricane Strike
At 10th level, when juggernaut pushes a creature at least 5 feet, they are able to use their reaction to leap into an unoccupied space next to this creature. Pushed target must succeed on a Strength saving throw (DC 8 + juggernaut's proficiency bonus + juggernaut's Strength modifier) or be knocked prone. This leap costs no movement and does not provoke attacks of opportunity. Additionally, whenever a juggernaut pushes a creature into a space within 5 feet of one of their ally, the ally can use their reaction to make a melee weapon attack against the pushed creature.

Unstoppable
At 14th level, juggernaut becomes unstoppable while raging: their speed cannot be reduced, and they are immune to the frightened, paralyzed, and stunned conditions. If juggernaut is frightened, paralyzed, or stunned, they can still use a bonus action to rage and void all the effects mentioned above.

In addition, Critical Role: Tal'Dorei Campaign Setting stated that juggernaut must suffer a level of exhaustion whenever the unstoppable rage ended.