Vanguard Conclave (5e Subclass)
Vanguard Conclave[edit]
Most rangers are specialized killers, that focus on hunting monsters to protect the world from their destruction. The members of the Vanguard Conclave, however, choose to protect, guarding the innocent from the harm caused by the creature's they track. Often called guardians, these vanguard throw themselves in harms way, using their own bodies as shields for those in danger.
- Vanguard Magic
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Vanguard Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | sanctuary |
5th | warding bond |
9th | counterspell |
13th | resilient sphere |
17th | circle of power |
- Bonus Proficiencies
Starting at 3rd level, you gain proficiency in heavy armor.
- Defender's Resilience
Starting at 3rd level, whenever you finish a short or a long rest, you gain a pool of d8's equal to half your Ranger level (rounded up). These dice are called Resilience Die. When you take damage, you can spend any amount of dice from the pool to reduce the damage taken.
You can use your vitality to recharge this resilience. You can spend a hit die as a bonus action to regain 1 die. Your magical abilities also renew your resilience. Whenever you cast a Ranger spell of 1st-level or higher, you regain a number of dice equal to the level of the spell.
- Vanguard Mark
At 3rd level, when a friendly creature within 5 feet of you is target of a melee attack, you can use your reaction to cause that attack to target you instead.
On a hit, if you use your Defender's Resilience to reduce the damage taken, you also use the same amount of dice to roll damage against that creature. If the attack is a critical, you roll twice the amount of dice. If the attacker is under a hunter's mark spell or a similar effect, the extra damage for that feature also apply.
- Defensive Tactics
At 7th level, you learn how to use your defensive abilities in new and dynamic manners. You learn the following tactics:
- Parry. As a reaction, you can spend one resilience die to block an attack made against you. You add the result of the roll to your AC until the start of your next turn, potentially causing the attack to miss.
- Push. As a bonus action when you hit a creature with an attack, you can spend one resilience die to push the creature 10 feet back and knock it prone. You add the number rolled on the resilience die to the damage of your attack.
- Taunt. As a bonus action, you can spend a resilience die and force all creatures within 30 feet to make a Wisdom saving throw. On a failed save, the creature have disadvantage on attack rolls against creatures other than you, and can't move into a space more than 30 feet away from you.
- Fast Recovery
Starting at 11th level, when you start your turn without your Defender's Resilience die, you regain one die.
- Versatile Defense
At 15th level, when you reduce damage using your Defender's Resilience feature, you gain resistance to the damage type you have resisted until the start of your next turn, including against the triggering effect. If you reduce multiple types of damage, you reduce the damage type who dealt the highest amount of damage.
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