Vanguard (5e Class)

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Vanguard[edit]

Imagine...a warrior falls dead on the battlefield, only to rise and continue the fight, a man shrouded in lightning punching straight through the armor of his adversaries, a woman holding a spectral shield halting the advance of an army, a warrior holding a flaming hammer wreaks a path of chaos through the battlefield. This is what it means to be a Vanguard, to protect your allies, and to destroy those who would oppose you. To rise again from death only to continue fighting what killed you in the first place...

Creating a Vanguard[edit]

When you create a vanguard, ask yourself one of the following questions: How did you got trained in the art of war? Are you a soldier, or did you just survived by pure luck to raids and invasions? Why did you constantly throw yourself in the heat of battle? Do you intend to protect your allies, do you seek glory and fame or the war is just and end in on itself for you?

Quick Build

You can make a vanguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Vanguard. you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vanguard. level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vanguard. level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Vanguard.

Level Proficiency
Bonus
Features Valor Points
1st +2 Fighting Style, Undying Will, Valor 1
2nd +2 Exhausting Strike, Enduring Soldier 2
3rd +2 Archetype, Vigorous Charge 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Battle Stride 5
6th +3 Archetype Feature 6
7th +3 Veteran's Lesson 7
8th +3 Ability Score Improvement 8
9th +4 Battle Resilience 9
10th +4 Archetype Feature 10
11th +4 Extra Attack (x2) 11
12th +4 Ability Score Improvement 12
13th +5 Enduring Warrior 13
14th +5 Undying Champion 14
15th +5 Archetype Feature 15
16th +5 Ability Score Improvement 16
17th +6 Flurry of Strikes 17
18th +6 Archetype Feature 18
19th +6 Ability Score Improvement 19
20th +6 Fighting Focus 20

Undying Will[edit]

Starting at 1st level, the wounds of battle renew your will to live. Whenever you are reduced to half your total of hit points or less, you can activate your undying will as a bonus action. You regain a number of hit points equal to your Constitution modifier + your Vanguard level and gain the following benefits:

  • At the start of each turn, you regain 1 hit point for each Vanguard level you have.
  • For the duration, any creature has disadvantage on all attack rolls against you.
  • You have resistance to necrotic damage.
  • Once, before the duration ends, you can use a bonus action to regain an amount of hit points equal to 1d10 + your Vanguard level. At 5th you roll 2d10, at 11th level you roll 3d10 and at 17th level you roll 4d10.

The effects of undying will last for 1 minute, until you are reduced to 0 hit points or when you end your turn and have no hostile creature within 10 feet of you.

You can use this feature twice, regaining your uses after finishing a long rest. You gain one additional use of this feature at 9th and 17th levels.

Valor[edit]

Starting at 1st level, you are a warrior of great bravery, learning that your valor can carry you victorious trough any battle. This bravery is represented by an amount of valor points.

You have an amount of valor points equal to the shown on the Valor Column on the Vanguard table. Whenever you spend a valor point, it is spent until you finish a long rest.

You can use your Valor points to fuel your Valorous Actions. You start knowing two of such actions, learning more an additional one at 3rd, 6th, 10th, 14th and 18th levels.

Fighting Style[edit]

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Protection

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. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Exhausting Strike[edit]

At 2nd level, you can use your inner reserves of energy to unleash powerful strikes. When you make an attack with a weapon, you can choose to deal 2d12 additional damage with that attack. If you do so, you take 2d12 necrotic damage. If you have resistance to necrotic damage, you lose your resistance after using this feature until the end of your next turn.

Enduring Soldier[edit]

At 2nd level, you have a strong will to protect your allies, that help you to endure even the longest of battles. When you are not incapacitated or frightened and have at least one friendly creature within 30 feet that you can see, you have advantage on your Constitution saving throws.

Vigorous Charge[edit]

At 3rd level, you add your Constitution modifier to your initiative rolls.

In addition, you can take a Dash action on your first turn of combat, without taking an action. If you move at least 20 feet and end your movement within reach of a hostile creature, you can make a melee weapon attack against it, using your bonus action.

Archetype[edit]

Starting at 3rd, you choose an archetype described at the end of the class description. Your archetype grant you features at 3rd, and again at 6th, 10th, 15th and 18th levels.

Extra Attack[edit]

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

This increases to three times at 11th level.

Battle Stride[edit]

Also at 5th level, whenever a creature end its turn within 15 feet of you, you can use your reaction to move up to half your movement speed. This movement doesn't provoke opportunity attacks. You must end your movement closer to the creature than when you started.

Veteran's Lesson[edit]

At 7th level, your constant victories on the battlefield have taught you a valuable lesson. You can choose one of the following lessons:

Prepare Your Body

Whenever you make a Strength, Dexterity or Constitution check that adds your proficiency bonus and you roll a 9 or lower, you can choose a 10 instead.

In addition, you add your Constitution modifier to all your Strength (Athletics) checks.

Inspire Bravery

You can use your reaction and spend one use of your Undying Will feature to grant its benefits to one creature of your choice within 30 feet.

Ward Your Allies

Whenever you or a friendly creature within 5 feet is hit by an attack, you can roll a d8 as a reaction if you are wielding a melee weapon, and add the result of the roll to the protected creature's AC. On a hit, the damage is reduced by half.

You can use this feature a number of times equal to your Constitution modifier, and regain your uses after a long rest.

Battle Resilience[edit]

At 9th level, you grow more resilient with each wound. Whenever you take damage from an attack you gain 1 resilience point for each damage dice rolled against you. Whenever you take damage, you can spend any amount of resilience points to reduce the damage taken.

When you take critical hits, you also regain 1 valor point. You lose all your resilience points at the end of an encounter.

Enduring Warrior[edit]

At 13th level, when you make a saving throw, you can choose to roll a d8 and add it to the total. You must use this die before making the saving throw.

If you make a Death Saving Throw, and using this feature raises your result to 20 or above, you gain the benefits of rolling a 20 on the Death Saving Throw.

Once you use this ability, you can't use it again until you finish a long rest, unless you spend 1 valor point to do so.

Undying Champion[edit]

At 14th level, whenever you active your Undying Will, you can choose to become an undying champion for the duration, as part of the same bonus action. You can use this feature once, regaining your uses after finishing a long rest.

While you become an undying champion, you can choose to gain one of the following benefits:

Mighty Champion

Your melee weapon attacks cause additional 1d4 damage on a hit.

Fast Champion

You can move 10 feet after each attack. This movement doesn't provoke opportunity attacks.

Immortal Champion

When you are reduced to 0 hit points, you are reduced to 1 hit point instead. You exit Undying Will after benefiting from this.

Flurry of Strikes[edit]

At 17th level, you can double the amount of attacks you can make as part of an attack action on your turn. You can use this feature a number of times equal to your Constitution modifier, and regain your uses of it after finishing a long rest.

Fighting Focus[edit]

At 20th level, if you end your turn and have no Valor, you regain 1 valor point.

In addition, your Undying Will and Flurry of Strikes recharge on a short or a long rest.

Valorous Actions[edit]

Bash

When you hit a creature of large size or lower with a melee weapon attack, you can spend 1 valor point to force that creature to make a Strength saving throw or be knocked 10 feet back.

Cleave

When you hit a creature with a melee weapon attack, you can force another creature within 5 feet of the original target and within reach to make a Dexterity saving throw. On a failed save, it takes damage equal to your Strength modifier.

Demoralize

When you hit creature with a melee weapon attack, you can attempt to frighten the creature. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Disarm

When you hit a creature of large size or lower with a melee weapon attack, you can spend 1 valor point to force that creature to make a Strength saving throw or drop one object of your choice it is holding.

Distract

When you hit a creature with a melee weapon attack, you can spend 1 valor point to give advantage to the first weapon attack made against that creature made until the end of your next turn.

Goad

When you hit a creature with a melee weapon attack, you can force a creature large or smaller to make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Hold

When you hit a creature with a melee weapon attack, you can spend 1 valor point to force that creature to make a Strength saving throw or be grappled.

Protect

When a creature within 5 feet of you is hut by a weapon attack, you can spend 1 valor point as a reaction to cause that attack to be made against you instead. If the attack hits, the damage is reduced in 1d6.

Trip

When you hit a creature of large size or lower with a melee weapon attack, you can spend 1 valor point to to force that creature to make a Dexterity saving throw or be knocked prone.

Vanguard Archetype[edit]

Invincible[edit]

Vanguard's who fall into the Invincible archetype are one of the most frightening type of warrior to face. They stand alone facing countless enemies with a grin in their face, and are the first ones to charge into battle, with apparent disregard for life. The truth lies in the fact that for and evil invincible, there's indescribable pleasure in the act of killing on the battlefield, and for good invincibles, defeating enemies is an act of protection, since downed opponents can't hurt your allies.

Invincible Valiant Action List

Starting at 3rd level, you gain an expanded list of valiant actions you can choose from. When you choose this archetype, you can replace one known valiant action for a new one presented in this list:

Improved Bash When you hit a creature of Huge size or lower with a melee weapon attack, you can spend 2 valor point to force that creature to make a Strength saving throw or be knocked 20 feet back.

Improved Cleave When you hit a creature with a melee weapon attack, you can force another creature within 5 feet of the original target and within reach to make a Dexterity saving throw. On a failed save, it takes damage equal to your double your Strength modifier.

Improved Demoralize When you hit creature with a melee weapon attack, you can attempt to frighten the creature. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your second turn after using Improved Demoralize.

Improved Disarm When you hit a creature of Huge size or lower with a melee weapon attack, you can spend 1 valor point to force that creature to make a Strength saving throw or drop one object of your choice it is holding.

Improved Goad When you hit a creature with a melee weapon attack, you can force a creature Huge or smaller to make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Improved Protect When a creature within 5 feet of you is hut by a weapon attack, you can spend 1 valor point as a reaction to cause that attack to be made against you instead. If the attack hits, the damage is reduced by 1d6+4.

Bloodied Champion

Starting at 3rd level, you rejoice in the pain of battle. When you activate your Undying Will, you can enter in a state of blood lust. If you do so, for the duration you can make one additional attack in each of your turns, when you take the Attack action.

If you do so, you lose a number of hit dice equal to your proficiency bonus. If you don't have enough hit dice, you lose the amount you have and suffer one level of exhaustion at the end of your blood lust.

Improved Fighting Style

Starting at 6th level, you enhance your fighting prowess with your chosen fighting style. You gain one additional benefit shown bellow:

Defense
While you are wielding a shield, you gain a bonus of +1 to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack rolls with that weapon.
Great Weapon Fighting
When you reroll the die of your weapon, you can roll the die twice and choose either result.
Interception
You can use interception when you are hit by an attack. Also, if you reduce the damage to 0, you can make an opportunity attack against the attacker, if it is within reach.
Protection
You can use protection when you are hit by an attack. In addition, if the attack misses you can make an opportunity attack against the attacker, if it is within reach.
Two-Weapon Fighting
You can engage in two weapon fighting with any weapon that lacks the heavy or the two-handed property.
Unarmed Fighting
Your attacks with unarmed strikes ignore resistance and immunity to non-magical attacks. In addition, the damage die increases to a d12 when not wielding any weapons or shield, or 1d8 when wielding another weapon or shield.
Restless Bravery

Starting at 10th level, you can't be charmed or frightened while you are under the effects of Undying Will. If you are charmed or frightened when you activate Undying Will, the effect is suspended for the duration.

Improved Critical

Starting at 15th level, your attacks score a critical hit on a roll of 19 or 20. While your Undying Champion feature is active, you score a critical hit on a roll of 18-20.

Menacing Gaze

Starting at 18th level, you can replace any of your attacks made as part of an attack action to attempt to frighten a creature. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) to avoid being frightened.

If the Creature succeeds the creature is immune to your Menacing Gaze for the next 24 hours. On a failed save, the creature is frightened of you until the end of your next turn. On subsequent turns, you can forgo one attack to extend the duration of this effect on one frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

Paragon[edit]

Being often the first to step into the battlefield, most vanguards are already admired by their peers in war. Paragons, however, go one step beyond, drawing admiration from both enemies and allies, and are able to use the respect gathered on the heat of war to be listen on combats, giving off orders and even converting defeated enemies to their side.

Mantle of Authority

Starting at 3rd level, your proficiency bonus is doubled for any checks made with the Persuasion skill.

Merciful Strike

At 3rd level, you gain the service of creatures whose lives have been spared by you in the battlefield. If your Undying Will is active, when a humanoid is reduced to 0 hit points with an attack, you can choose to reduce it to 1 hit point instead and forced to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. The creature have a bonus to this check equal to +1 for each two hit dice it has.

On a failed save, the target is charmed by you until you or one of your allies takes a harmful action against it, until you use your Merciful Strike against another creature or until you choose to dismiss it as an action.

The charmed creature acts as if dominated by a dominate person spell.

Coordinated Strikes

Starting at 6th level, whenever your Undying Will is active, you can use your reaction to allow a friendly creature to make an attack with a weapon against a creature within range.

Irresistible Order

Starting at 10th level, you can use your action to speak a one-word command to a creature. Choose one creature you can see within 30 feet of you. If the creature can see and hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) to resist being commanded. On a failed save, the creature must obey your order as if was targeted by a command spell.

You can target one additional creature within range by spending 1 valor point for each additional target.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Tactical Prowess

Starting at 15th level, when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one friendly creature within 30 feet to make an attack with a weapon using its reaction. If your undying will is active, you can target two creatures within range, rather than one.

War Cry

Starting at 18th level, you can unleash a powerful battle cry using a bonus action, to boost their resolve and will to fight. All allied creatures within 60 feet gain advantage on all their attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Sentinel[edit]

Sentinels are the prime example of what means to be a vanguard. Acting as a living wall of protection, a human shield for their allies in the battlefield, the sentinel goal is to protect others even if their life is at stake.

Iron Discipline

Starting at 3rd level, when your Undying Will is active, you can use your weapon both as a instrument of destruction and as a shield from your enemies. When your Undying Will is active, you can choose one of the following benefits:

Dire Blade.Once in each of your turns when you hit a creature with a weapon attack, you can deal additional d6 of damage from your weapon's type. This damage increases to 2d6 at 7th level, 3d6 at 14th level and 4d6 at 20th level.
Iron Wall. At the start of each turn, you can choose to protect yourself or a creature within 5 feet. Whenever the protected creature take bludgeoning, piercing or slashing damage from a weapon attack, you can quickly parry that attack, without spending an action. The damage is reduced in 1d4. The damage reduction becomes 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

While this effect is active, you can spend 1 valor point as a bonus action to change the active effect.

Immortal Guardian

Starting at 6th level, whenever Undying Will is active and you are reduced to 0 hit points, you can choose to fall to 1 hit point instead. In addition, you can immediately spend any amount of hit dice and roll, regaining hit points equal to the amount spent.

Once you use this feature, you can't do it again until you finish a long rest.

Hold the Line

Starting at 10th level, creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. If you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Sentinel's Mark

Starting at 15th level, when you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. If a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your Vanguard level.

If Undying Will is active, the target of this special attack must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed knocked prone.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of 1). Then you can't use this feature again until you finish a long rest, unless you spend 1 valor point to do so.

Demoralizing Presence

Starting at 18th level, your enemies lose the will to fight while in your presence. As a bonus action, or as part of a bonus action used to activate Undying Will, you create an aura of fear and doubt affecting an area within 30 feet.

Whenever a hostile creature inside the aura deals damage, that damage is reduced by 1d6. Creatures immune to the frightened condition aren't targeted by this feature.

You can only use this feature once, regaining your use after finishing a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Vanguard class, you must meet these prerequisites: 13 Strength.

Proficiencies. When you multiclass into the vanguard class, you gain the following proficiencies if you do not already: all armor, shields, martial weapons, simple weapons



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