Vanguard, 2nd Variant (5e Subclass)
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Vanguards use their immense strength and physical prowess to cleave their way through the battlefield. Using powerful strikes and even more powerful skills, vanguards are a true force to be reckoned with on the field of war.
- Heavy Blade
You have learned how to use the weight of your weapons to your advantage. Starting at level 3, once per turn whenever you hit with a melee weapon attack you can make a Strength (Athletics) check contested by the targets Strength (Athletics). On a success, you deal an additional 1d8 damage of the weapons damage type and push the target away from you 10 feet. You can use this ability a number of times equal to your Strength modifier. You regain all spent uses at the end of a short rest. In order to use this ability, you must be using a weapon with the heavy property.
Whenever you have disadvantage on a melee attack roll you make with a heavy weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
When you are wounded your determination and fury shine through. Starting at level 7, whenever you are under half your maximum hit points you critical on attack rolls of 19-20. At level 15 you critical on rolls of 18-20.
- Heavy Blade Improvement
You have mastered the art of fighting with heavy weapons. Starting at level 10, whenever you succeed on the Strength (Athletics) contest with your heavy blade ability, It deals an additional 1d8 damage and the target must succeed on a Strength saving throw (DC = 8 + Strength + Prof) or be knocked prone.
Additionally, before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
You have learned the powerful skill Aether, a skill that rends the heavens. Starting a level 15, as a bonus action you can make a DC 15 Strength check. On a success, the next two attacks you make are infused with a powerful attack. The first attack restores half the damage you deal as hit points, and the second attack deals 1.5 more damage. You can use this ability twice, and regain all spent uses at the end of a long rest.
- Great Aether
You have mastered aether and can unleash a fiery eruption from your weapon. Starting at level 18 the attacks you make with aether have a +5 to hit. You also gain another use of aether.
In addition, whenever you succeed on the Strength check required for aether instead of activating its normal effect you can have all creatures within 20ft make a Dexterity saving throw. On a failure, they take 6d8 fire damage, and half as much on a success