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 (the "Resolute Stance" and the "Hurricane Strike"), and removing "Overwhelming Cleave" ability.

Spread
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, a gnome barbarian raised by the Iron Authority and 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 level 3, rage instills a juggernaut with the strength to batter though their foes. Once per turn while raging, when they damage a guge or larger creature with a melee attack, you can force them to 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
In addition, upon choosing this path, 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
Beginning at level 6, 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
Also 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 have disadvantage.

Hurricane Strike
Starting 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 the creature. Pushed target must succeed on a Strength saving throw or be knocked prone (DC 8 + juggernaut's proficiency bonus + juggernaut's Strength modifier). This leap costs no movement and does not provoke opportunity attacks. Additionally, whenever they push a creature into a space within 5 feet of one of their allies, the ally can use its reaction to make a melee weapon attack against that creature.

Unstoppable
Starting at 14th level, juggernaut becomes unstoppable while rage: the 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 suspend the effects for the duration of the rage.

In addition to the mentioned above, in Critical Role: Tal'Dorei Campaign Setting juggernaut suffered one level of exhaustion as rage ended.