Vanguard (5e Class)
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- 1 Vanguard
- 1.1 One Man Army
- 1.2 Creating a Vanguard
- 1.3 Class Features
- 1.3.1 Table: The Vanguard
- 1.3.2 Defensive Action
- 1.3.3 Second Wind
- 1.3.4 Afterburn
- 1.3.5 Ability Score Increase
- 1.3.6 Vanguard Archetype
- 1.3.7 Improved Battling
- 1.3.8 Fighting Style
- 1.3.9 Sentinel Stance
- 1.3.10 Extra Attack
- 1.3.11 Sentinel Stance Improvement
- 1.3.12 Improved Second Wind
- 1.3.13 Outlast
- 1.3.14 Unmatched
- 1.3.15 Grand Second Wind
- 1.3.16 Invincible Retribution
- 1.4 Guardian
- 1.5 Juggernaut
- 1.6 Multiclassing
Vanguards are known to be incredibly hard to defeat in combat. Those who have tried and survive say it is like attacking a wall of steel.
One Man Army
A lone knight walks into a heavily guarded keep. Alarmed, the legions of Orcs charge at him. Not being concerned, the knight continues to walk, slaying the legions at his leisure, sustaining hundreds of wounds. An hour later, the knight is the only living thing within the keep, unfazed by the wounds he has taken, the knight continues on, not even bothered by the damage.
Creating a Vanguard
|Male and female vanguards,|
Concept art for Guild Wars 2 by KEKAI KOTAKI
Do you want to be able to laugh at your enemy, as their puny greatswords bounce off of you? Then this is the class for you.
- Quick Build
You can make a Vanguard quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength(or dex). Second, choose the Sailor background.
As a Vanguard you gain the following class features.
- Hit Points
Armor: All Armor and Shields
Weapons: Martial Weapons and Simple Weapons
Saving Throws: Constitution and Strength
Skills: Choose Two from: Intimidation, Athletics, Perception, or Acrobatics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial weapon or (b) a warhammer and 5 Javelins
- (a) Chainmail or (b) Breastplate
- (a) an explorer's pack or (b) dungeoneer's pack
- a shield
|2nd||+2||Second wind, Afterburn|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|10th||+4||Sentinel Stance Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Improved Second wind|
|16th||+5||Ability Score Improvement|
|18th||+6||Grand Second wind|
|19th||+6||Ability Score Improvement, Archetype Feature|
At 1st level, you can use a reaction, you can jump in front of an ally within 10 feet of you that would be hit by a hostile's attack, you take the damage instead, and the enemy now has its attention directed towards you.
Starting at 2nd level, You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 2d6 + your Vanguard level.
Once you use this feature, you must finish a short or Long Rest before you can use it again. at 13th level this increases to 3 times, and at 18th level is becomes 2d8 + your Vanguard level
Starting at 2nd level, you can push yourself beyond your limits. On your turn, you can use a bonus action to increase all of your stats by 50%(round up) for this turn, however for 1d4 turns after that, your stats will be halved(round up).
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 3rd level, you can choose an Archetype to suit your preferences. If you want to be nigh impossible to kill, choose The Guardian. To deal great amounts of damage with a single blow, choose The Juggernaut.
At 5th level, you can choose a fighting style from the list below. You can gain an additional fighting style every 5 levels. You can’t choose the same style even if you gain access to this feature again.
While you are wearing armor, you gain a +1 bonus to AC.
- Lunging/Reach Weapon
Reach weapons melee range increases by 5 feet, including attacks of opportunity.
- Close Quarters
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are in melee with a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three‑quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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.
If you drop a creature to 0 hp you can use your reaction to brutalize the target causing all enemies within 60 feet to make a Charisma saving throw with a DC equal to your Vangaurd level + strength modifier of be feared until they can not see you, they can attempt the saving throw again at the start of each of their turns
When attacking with your weapon your mighty bellow and antics tend attract attention.
When you take the Attack action on your turn, as a bonus action, you may force creatures hostile to you within 10 to make a Wisdom saving throw. If they fail, they focus their attention on you, granting them disadvantage on their attacks and perception checks if it is not against you.
At 6th level, at the beginning of your turn you can change into the Sentinel Stance as a free action. While in this stance, you become resistant to your choice of nonmagical piercing, slashing, or bludgeoning damage, and you gain +1 to attack and damage rolls with a melee weapon. You cannot move or be moved while in this stance.
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sentinel Stance Improvement
At 10th level, your Sentinel Stance has reflected the path you have chosen. You gain the following features depending on your chosen Archetype.
Guardian: You gain +3 to AC and +1 to all attack and damage rolls with a melee weapon. When you enter this stance, you move in front of the closest ally within 60 feet, you take all attacks your ally would take while in this Stance and you move when your ally moves, always staying in front of them. You cannot take the movement action while in this stance.
Juggernaut: You gain +1 to AC and +3 to all attack and damage rolls with a melee weapon. You can move half your speed while in this stance. You can target one creature within your weapon's range, you can Fiercely strike the target, dealing twice the damage die of your weapon on a hit. The next turn, you cannot move or switch out of this stance, or use this ability again, until the turn after.
Improved Second Wind
at 13th level you may now use Second Wind to heal 2d10
At 14th level, the beating and punishment you have taken for your allies has pushed you to outlast anyone. You can no longer receive exhaustion points. In addition, you receive resistance to your choice of nonmagical piercing, slashing, or blugeoning damage.
your fighting style has reflected the path you have chosen. You gain the following features depending on your chosen Archetype.
Guardian: You may now use a shield in your main hand as well, when doing so you gain the benefits form both shields and attacking with them counts as a simple weapon the deals 1d6 damage
Juggernaut: You may now ignore the two-handed property with melee weapons when you have a shield in your off hand
Grand Second Wind
at 18th level your Second Wind now heals 2d12 + Vanguard level
At level 20, If you are below 5% of your Max HP, you can use an action to regain HP equal to 5x your Vanguard level, any HP gained beyond your HP Max is added as temporary HP. You also become under the effects of the Haste spell, and gain immunity to nonmagical piercing, slashing, and blugeoning damage until the end of combat. You must wait a week to use this Feature again.
When you choose this archetype you gain the following features
- Stone Tower
At level 3 when you are wearing heavy armor you gain an additional +1 AC, At level 9 +2 AC, and at level 15 +3 AC
- Rebounding Shield
At level 7 when a melee attack fails to hit you and you are wielding a shield they must make a Dex saving throw (with advantage) or be knocked back 10ft. If they roll a one then they are knocked prone and receive 1d4 + your Strength modifier bludgeoning damage. At level 13 they lose the advantage on the saving throw and receive 1d6 bludgeoning damage on a failed save and 2d6 on a 1. At level 19 the enemy receives Disadvantage on the saving throw and damage from Rebounding shield is increased to a 1d8 for a failed save and 3d8 on a 1. DC for Rebounding Shield is 12+ Strength modifier (enemy must be of equal or lesser size than you)
- Indomitable Body
At level 11 you gain advantage on all physical saving throws (ie. resisting poison, resisting being knocked prone, breaking free of a grapple, etc.). Basically if it has to do with your physical body you get advantage. except when making attacks you'll have to get that the old fashion way.
- Human Aegis
At 19th level, you have become the ultimate defense. You now gain immunity to the damage type you choose with the Outlast class Feature. In addition, you take only half damage while in Sentinel Stance.
When you choose this archetype you gain the following features
At level 3 you can target an enemy within 20 ft of you, you dash towards the target and deal 2d6 piercing damage. You must have a Weapon that does slashing or piercing damage to use this Feature. You must finish a long rest before you can use this feature again.
- Heavy Weapon Master
At level 7, you have Mastered Heavy weaponry. You can now use a Weapon with the heavy property with one hand without receiving disadvantage. You can dual wield two weapons without the light or Finnese properties as well, but neither Weapon can have the heavy property if you do dual wield.
- Lion Heart
At level 11, you have been hardened to show no fear. You can no longer be frightened, you succeed in all rolls against being frightened. You also have advantage on rolls against being charmed.
At 19th level, you have become the monster of the battlefield. Whenever you kill a creature, you gain temporary HP equal to it's AC. In addition, your Rush ability now does 5d6 slashing damage, and has a range of 50 ft.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: