Vanguard (5e Class)

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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]

Quick Build

You can make a behemoth quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on what weapon and armor you want to you to use, followed by Constitution. Second, choose the haunted one background.

Class Features

As a Vanguard. you gain the following class features.

Hit Points

Hit Dice: 1d12 per Vanguard. level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Vanguard. level after 1st


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


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

Table: The Vanguard.

Level Proficiency
1st +2 Fighting Style
2nd +2 Unshakeable Will
3rd +2 Instinctive Nature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Unshakeable Will improvement
7th +3 Invicitus feature
8th +3 Ability Score Improvement
9th +4 Vanguard's Battle
10th +4 Invicitus feature
11th +4 Unshakeable Will improvement
12th +4 Ability Score Improvement
13th +5 Vanguard Resilience
14th +5 Titan
15th +5 Invicitus feature
16th +5 Ability Score Improvement
17th +6 Unshakeable Will, Unshakeable improvement
18th +6 Invicitus feature
19th +6 Ability Score Improvement
20th +6

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.


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


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.


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.

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. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Unshakeable Will[edit]

Beginning at 2nd level, you gain Vanguard Points equal to your half your vanguard level + constitution mod, these points may be used in various ways.

  • Titan's Fury When you hit an enemy with a melee attack you may expend one Vanguard point to re roll the damage die, at 6th level you may add 1d4 damage to the attack, at 11th level you add 1d6 damage to the attack, at 17th level you add 1d10 damage to the attack
  • Titan's Resistance: When you would die to an attack you may instead expend a Vanguard point to remain conscious with 1 hit point, at 6th level you gain 1d4 hit points, this die increases to a d6 at 11th level, and a 1d10 at 17th level
  • Titan's Power: When you hit an enemy with a melee attack you may expend one Vanguard point to regain 1d6 hit points, this die increases to a 1d8 at 6th level, to a 1d10 at 11th level, and to a 1d12 at 17th level

You regain all expended uses when you take a short or long rest


Starting at 3rd level, you choose to become one of three subclass that represent your form of Invicitus. Your subclass choice grants you features at 3rd level and again at levels 7th, 10th, 15th, and 18th.

Ability Score Increase[edit]

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. You can't increase an ability score above 20 using this feature, unless otherwise specified.

Extra Attack[edit]

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Vanguard's Battle[edit]

Beginning at 9th level, you regain 1 Vanguard point for landing the final blows on enemies

Vanguard Resilience[edit]

Beginning at 13th level, when you are subjected to an effect that allows you to make a Constitution or Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Starting at 14th level, damage from all attacks made by you count as magical for the purpose of overcoming resistance and immunities. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks.


Vanguard Subclasses

Invicitus of the Sentinel




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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