The Vanguard
A dwarf still stands after an attack that
would leave any other warrior dead. His
goblin attacker whimpers in fear, as it attempts to pry its dagger from the dwarf’s breastplate. The dwarf stands up from his campfire, and moves towards his tent, carrying his stealthy attacker without care. The dwarf enters his tent to find his mug of ale right where he left it. He weighs the metal cup in his hand, judging its efficiency. Nodding as if to confirm something to himself, the goblin looks up in horror as it realizes its misfortune. The dwarf lets loose a mighty chuckle, and brings the mug down on the goblin’s skull.
Looking out at the battlefield, the human’s resolve seems to waver. All her allies have fallen to the first volley, save for one badly punctured elf. Wincing at the arrow in her own side, she bends to pick up her battered shield, and then runs to her wounded ally. She focusses the last ounce of her strength, and washes her friend with a yellow glowing light. Offering her hand, her now partly healed elven companion takes it without word. They both understand that this will be their end, but it will be glorious. Finally steeling themselves, they charge onward at the coming horde once again.
The toll had been great on his old body, but the half-orc still had it. His spear was dulled, but his senses were not. Dropping his weapon, he ducks under incoming arrow fire, his body blurring back and forth, before he turns to see his assailants. The drow responsible for the attack smirks, stepping forward out of the nearby brush. Upon seeing that two of his arrows had struck the old orc, the drow's smirk turned to cold laughter. His laughter is quickly silenced, though, as the orc seems to phase of out of existence. Searching for his prey, the drow nervously looks in every direction. A faint fizzle is heard mere moments before the drow’s neck is grabbed, held tightly by his would-be victim. It was the half-orc's turn to smirk, he still had it.
An aging veteran, a young knight out to protect her friends, or an ale-driven warrior just trying to find some peace, all of these individuals share one thing: they are vanguards. A vanguard is a being of intense defensive verisimilitude.
Capable of deciding the fate of a battle with their wards, they are often highly sought after for the purpose of being frontliners in war. No matter their occupation, however, they are beings of pure shielding force, not to be reckoned with.
No One Left Behind
Vanguards are allies, plain and simple. Whenever a vanguard witnesses a comrade in trouble, they are always there to help deflect the enemy's blows. Acting as a living pavise, a vanguard stands between their friends and harm.
Despite the archetypal vanguard being a threatening force of defensive nature, many vanguards do not subscribe to this nature. Often times, they are the kindest people you will meet. Giving food to the homeless, helping a local orphanage, and clearing the day's bounties are some of the many tasks vanguards do for their communities. Building a strong societal backbone helps to take the load off of their conscience, and it is therapeutic for many of them.
Strength of Spirit
Many of life's difficulties are taken away by a special knowledge all vanguards hold, that of the inner shield. They believe that everyone possesses a shield within them, also called a ward, capable of protecting them from harmful thoughts and worries. To harness this shield is to find inner peace, and many vanguards meditate to do so. This shield is sometimes referred to as one's own aegis.
The Vanguard
Level | Proficiency Bonus |
Features | Wards |
---|---|---|---|
1st | +2 | Ward, Meditative Rest | 2 |
2nd | +2 | Fighting Style, Second Skin | 2 |
3rd | +2 | Aegis Depiction | 3 |
4th | +2 | Ability Score Increase | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Comforting Presence | 4 |
7th | +3 | Aegis Depiction Feature | 4 |
8th | +3 | Ability Score Increase | 4 |
9th | +4 | Stalwart, Static Defense | 4 |
10th | +4 | Aegis Depiction Feature | 4 |
11th | +4 | Extra Attack (2) | 4 |
12th | +4 | Ability Score Increase | 5 |
13th | +5 | Stalwart (two uses) | 5 |
14th | +5 | Persistent Ward | 5 |
15th | +5 | Aegis Depiction Feature | 5 |
16th | +5 | Ability Score Increase | 5 |
17th | +6 | Stalwart (three uses) | 6 |
18th | +6 | Aegis Depiction Feature | 6 |
19th | +6 | Ability Score Increase | 6 |
20th | +6 | Shieldheart | Unlimited |
Often training on mountaintops, vanguards have been compared to monks on many occasions. Both share a connection to their inner selves, choosing to meditate on their place in the world. The difference, though, between a monk's peace and a vanguard's peace is great. While a monk may find peace in the solace between seconds, a vanguard finds peace in the seconds themselves. One's aegis reflects their greatest desires, as well as their convictions. Finding this balance while maintaining a hold on one's self is every vanguard's greatest task.
Creating a Vanguard
As you create your vanguard character, consider your flaws. Are you loyal to a fault? How does that nature affect your ward's presence? Are you hotheaded and brash? Perhaps your ward is a glowing ring of fiery energy. Are you kind at every opportunity? Maybe your ward is a light blue, barely perceptable to those with hate in their heart.
Additionally, think of how you trained. Did you discover your capabilities in a near-death scenario? Or did you instead train under the watchful eye of a renowned vanguard? Was life easy growing up, as you played with wooden swords and shields? Or were you forced to learn to fight for your survival?
You might have trained in an academy, fighting alongside fellow vanguards. Perhaps instead, you were the only vanguard among knights, and were revered or ostracized. Was your training tactical in nature, or did you prefer to fulfill the lone wolf archetype? Maybe you stole sacred texts from nobility as a child, poring over ancient vanguard techniques. Did you don your shield in defiance of authority, or perhaps the very gods themselves? The armor you wear now acting as an example of your strength in the face of threats greater than you.
Optional Rule: Multiclassing
If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the vanguard as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least a 13 in Constitution to take a level in this class, or to take a level in another class if you are already a vanguard.
Proficiencies Gained. If vanguard isn't your initial class, you gain proficiency light armor, medium armor, shields, simple weapons, and martial weapons when you take your first level in this class.
Quick Build
You can make a vanguard quickly by following these suggestions. First, make Constitution your highest ability score, followed by either Strength or Dexterity. Second, choose the knight 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 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vanguard level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Athletics, Intimidation, Insight, Investigation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) splint or (b) studded leather, longbow, and 20 arrows
- An explorer's pack and 5 sticks of incense.
Ward
You have incredible control over the area around you. On your turn, you can create a ward as a bonus action. The ward covers everything within 5 feet of you, and moves with you.
At 8th level, the range of your ward increases to 10 feet, and at 16th level it increases to 15 feet. While in the ward and wearing armor, you gain the following benefits:
- Creatures within your ward that are hostile to you have disadvantage on attacks they make against creatures other than you.
- Your ward counts as difficult terrain for creatures hostile to you.
- You can make an opportunity attack against any creature that moves while within your ward, provided they are within range of your weapon.
Your ward lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or been attacked by a hostile creature since your
last turn. You can also end your ward on your turn (no
action required).
If you have a ward created, you can expend a use of your ward as a bonus action to reset the duration of your current ward.
Once you have made the number of wards shown for your vanguard level in the Wards column of the Vanguard table, you must finish a long rest before you can create a ward again.
Meditative Rest
When you finish a short or long rest, you gain a number of temporary hit points equal to 3 + twice your vanguard level.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options detailed at the end of the class description. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Second Skin
Starting at 2nd level, you have a strong sense of exactly how armor works. You do not suffer the disadvantage on Dexterity (Stealth) checks normally imposed by wearing certain kinds of armor. Additionally, you can don and doff armor as an action on your turn.
Aegis Depiction
At 3rd level, you choose an aegis to depict your strength. Choose Aegis of the Protector, Aegis of the Weave, Aegis of the Blur, or Aegis of the Light, all detailed at the end of the class description. The aegis you choose grants you features
at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
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.
Extra Attack
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.
Comforting Presence
Beginning at 6th level, you and any allies within your ward are immune to the frightened condition.
Stalwart
Beginning at 9th level, when a creature other than you within your ward fails a Strength or Dexterity saving throw, you can use your reaction to allow them to reroll their roll. If you do so, they must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Static Defense
Beginning at 9th level, you are immovable in battle. You cannot be knocked prone or moved against your will while you have a ward active.
Persistent Ward
Beginning at 14th level, your ward is extremely steadfast. Your ward ends early only if you fall unconscious or choose to end it on your turn.
Shieldheart
At 20th level, you have become the pinnacle of defensive bravery. Your Constitution score increases by 4. Your maximum for that score is now 24.
Additionally, you, and any allies within your ward, have advantage on Constitution saving throws.
Aegis Depictions
Vanguards are defined by many different aegises.
Here are the aegis options you can choose from at 3rd level.
Aegis of the Blur
Vanguards that harness the Aegis of the Blur within themselves exist between states. Also known as ghost vanguards, these warriors use the power of the Ethereal Plane to their advantage, striking from beyond.
Unnatural Shift
At 3rd level, you can phase out of reality. When you create your ward, you can choose to step into the layer that exists between the Ethereal and Material planes.
Until the end of your turn, you can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You can be attacked by creatures on either plane, as you appear in both as a spectral figure. You can also move in any direction. If you move up or down, every foot of movement costs an extra foot. If you are inside an object at the end of your turn, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
You can end your Unnatural Shift early at any time during your turn (no action required) or by making an attack or casting a spell. If you end it by making an attack, the attack deals an additional 1d12 force damage.
Quick Shift
At level 7, you become more proficient with your shifting ability. You can reenter your unnatural shift as bonus action on your turn while you have a ward active. In addition, while under the effects of your Unnatural Shift, you do not provoke opportunity attacks.
Reality Cut
At level 10, you can make an attack that scratches the fabric of reality. As an action, you can cut a point that you can see within 30 feet of you, creating a tear. Up to three creatures of your choice within 15 feet of that point must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature is pulled until they are next to the tear and knocked prone.
You can use this feature twice. You regain any expended uses upon finishing a short or long rest.
The Unknown
At level 15, you can blur your face to others. Creatures have disadvantage on Wisdom (Perception) checks made to find you when you are hidden.
Additionally, you can cast the spell blur as a bonus action on your turn. Constitution is your spellcasting ability for this spell. You can cast blur this way twice, and you regain the ability to do so upon finishing a short or long rest.
Planeswalker
At 18th level, you are one with the world between planes. When you use your Unnatural Shift, you remain in your shifted state until you willingly end it. Any attacks you make while in your shifted state do an extra 1d12 force damage.
Aegis of the Light
A vanguard that unlocks the Aegis of the Light within themself learns to enhance their ward with healing energy. Dedicating their mind to study of the divine, they attune to the hidden power within themselves, gaining the ability to grant it to others. It is said that vitality and prosperity is spread through acts of good, something which vanguards of this aegis often choose to emulate. To destroy things that lurk in the dark, all while keeping a luminescent composure, that is what it means to hold the Aegis of Light within your heart.
Light Ward
When you choose this archetype at 3rd level, your ward becomes both benevolent and brilliant. Your ward shines bright light in its radius, and dim light 10 feet past that. In addition, you have three light dice, which are d6s. A light die is expended when you use it. You regain all of your expended light dice when you finish a short or long rest. You gain another light die at 10th level.
Some of your Aegis of the Light abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:
Light save DC
While you have a ward active, you can do the following things:
Benevolence. When you create your ward, and on subsequent turns while it is active as a bonus action, you can expend one light die to cast healing light on one of your companions. When you do so, choose a friendly creature within your ward. That creature regains hit points equal to the light die + your vanguard level.
Brilliance. When a creature moves while within your ward, you can use your reaction to expend one light die and focus burning light on the creature. The creature must make a Constitution saving throw against your Light save DC. On a failed save, the creature takes radiant damage equal to the light die, and is blinded until the end of your next turn.
Bright Knowledge
At 7th level, you deepen your study of all things holy. You gain proficiency in the Religion skill and Intelligence saving throws.
Additionally, you can cast the light cantrip without any material components. Constitution is your spellcasting ability for this spell.
Improved Light
At 10th level, your light dice turn into d8s. At 18th level, they turn into d10s.
Turning Aura
At level 15, your ward becomes volatile for the undead. When an undead creature enters your ward, they must make a Wisdom saving throw against your Light save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Limitless Light
At 18th level, when you roll initiative and are missing any of your light dice, you regain 1 light die.
Aegis of the Protector
The Aegis of the Protector is the archetypal vanguard. Founded on improving the options already available to them to their greatest ability. In strengthening not just their ward, but themselves, they find an even greater affinity for martial prowess. Defense is the best tool for outlasting your enemy.
Improved Ward
Starting at 3rd level, your ward encompasses more space. The range of your ward increases by 5 feet. Additionally, allies within your ward gain temporary hit points equal to your proficiency bonus at the start of each your turns. These temporary hit points last for the duration of your ward.
Armored Energy
At level 7, your ward is steeling. While you have a ward active you and allies within your ward have a +1 bonus to AC.
Guard of All
At 10th level, you learn to stop any who come close. You can make one opportunity attack per turn without using your reaction.
Power Within
At level 15, you can sacrifice your ward to maintain your life. If you have a ward active and you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. Doing so immediately ends your ward.
All Encompassing Shield
At level 18, you can cause a brief surge of intense defensive power to overcome your ward. While you ward is active, you can boost it as an action. Its range increases by 15 feet. Additionally, any allies within your ward gain a +2 bonus to AC and a number of temporary hit points equal to your vanguard level for the duration of your ward.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Aegis of the Weave
Many different forms of meditation exist for vanguards. A choice few choose to meditate on the balance of the weave to unlock their aegis. These vanguards are sometimes known as arcane shields. They focus their meditation on two of the eight schools of magic: abjuration and divination. Abjuration spells allow a vanguard to gain additional defense in battle, and divination spells gain them knowledge only privy to select individuals. These vanguards learn few spells in comparison to primary spellcasters, and therefore choose to memorize their magics instead of writing them down.
Spellcasting
When you reach 3rd level, you strengthen your combat utility with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Aegis of the Weave Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and divination spells on the wizard spell list.
The Spells Known column of the Aegis of the Weave Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ward-Powered Weave
At 3rd level, when you deal damage with a spell while you have a ward active, you can reroll any damage die with a result of 1 or 2. You must use the new roll.
Arcane Rend
At level 7, you can infuse your weapon attacks with rending energy. Once per turn, if you hit a creature within your ward with a weapon attack, you can choose to rend it. The target must make a Strength saving throw against your spell save DC. On a failure, the creature falls prone.
Extended Casting
At 10th level, your ward extends your magical reach. You
can cast a spell with a range of touch or 5 feet against any creature within your ward, no matter their distance from you.
Dominate
At level 15, your ward weakens others resistance to your spells. Creatures hostile to you within your ward have disadvantage on saving throws they make against spells
you cast.
Improved Arcane Rend
At 18th level, you can rend twice per turn. Additionally, creatures within 5 feet of you have disadvantage on the saving throw they make against your rend.
Aegis of the Weave Spellcasting
Vanguard Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Fighting Styles
Here are the fighting style options you can choose from at 2nd level.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
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.
Zephyrean Training
You have 2 ki points, which are used to fuel your ki features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Your ki features are as follows:
Careful Defense. When you are hit with an attack, you can use your reaction to spend 1 ki point, reducing the attack roll's outcome by your proficiency bonus, possibly causing the attack to miss.
Gale's Grace. You can spend 1 ki point to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
The Vanguard
A defensive martial class for the world's greatest roleplaying game. Aid your allies by drawing your enemy's attention with wards. Choose an Aegis from: Blur, Light, Protector, or Weave!
This is the fourth public version of the Vanguard class. As such, please expect certain aspects to not be fully tuned for balanced gameplay.
Version 1.4.4
Created by /u/xSHIGUYx
Art Credits
Cover: Youthful Knight - Heonhwa Choe
Page 1: Livio, Oathsworn Sentinel - Kekai Kotaki
Page 2 and Back: Mountain - Alayna Danner
Page 3: Mystic Monastery - Florian de Gesincourt
Page 4: Tactical Advantage - Lie Setiawan
Page 5: Dauntless Cathar - Zack Stella
Page 6: Syr Alin, the Lion's Claw - Paul S Canavan
Page 7: Legion Guildmage - Zack Stella
Page 8: Setessan Training - Scott Murphy
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