Vanguard
Level | Proficiency Bonus | Expertise | Battle Stances | Features |
---|---|---|---|---|
1st | +2 | 5 | ─ | Fighting Style, Expertise |
2nd | +2 | 5 | 2 | Field Medicine, Battle Stances (2) |
3rd | +2 | 5 | 2 | Vanguard Archetype, Battle Commands |
4th | +2 | 5 | 2 | Ability Score Improvement |
5th | +3 | 10 | 2 | Extra Attack |
6th | +3 | 10 | 2 | Mettle, Refocus |
7th | +3 | 10 | 2 | Vanguard Archetype |
8th | +3 | 10 | 3 | Ability Score Improvement |
9th | +4 | 15 | 3 | Battle Stances (3) |
10th | +4 | 15 | 3 | Vanguard Archetype |
11th | +4 | 15 | 3 | Improved Expertise |
12th | +4 | 15 | 3 | Ability Score Improvement |
13th | +5 | 20 | 3 | |
14th | +5 | 20 | 4 | Leader Among Men |
15th | +5 | 20 | 4 | Battle Stances (4) |
16th | +5 | 20 | 4 | Ability Score Improvement |
17th | +6 | 25 | 4 | |
18th | +6 | 25 | 4 | Vanguard Archetype |
19th | +6 | 25 | 4 | Ability Score Improvement |
20th | +6 | 25 | 5 | Always Ready |
QUICK BUILD
You can make a Vanguard quickly by following these suggestions. First make strength your highest ability score. Second, make constitution your next highest ability score followed by charisma. Lastly choose the noble or soldier 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: Constitution, Charisma
- Skills: Choose two from skills Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, 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) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- Chain mail and a dagger
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Expertise
Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend a number of expertise points equal to your profciency bonus to deal extra damage to the target. The extra damage is 1d8 per expertise point spent, to a maximum of 6d8. You regain expended points when you finish a long rest.
Field Medicine
At 2nd level, you gain the ability to heal yourself. As an action, you can regain hit points equal to two times your vanguard level. You must finish a short rest before you can use this feature again. When you use this feature you may also cure one condition affecting you.
Battle Stances
Starting at 2nd level, You know two battle stances, your archetype will grant you 1 more and you learn 1 more at levels 9th, and 15th. You may activate a battle stance as a bonus action on your turn. Your battle stance lasts for 1 minute.
Once you have used your battle stances the number of times shown for your vanguard level in the battle stances column of the Vanguard table, you must finish a long rest before you can use them again.
a Striking Serpent. Your melee attacks gain advantage.
Raging Bull. When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. You may only reroll the base weapon damage.
Dancing Fox. Melee attacks against you have disadvantage.
Iron Falcon. Saving throws you roll are made with advantage.
Steel Turtle. Resistance to bludgeoning, piercing, and slashing damage.
Vanguard Archeype
Paragon, Conqueror, Slayer
Battle Commands
At 3rd level, as an action on your turn you may allow any number of allies that can hear or see you within 60ft to benefit from your Expertise points. Allowing them to use them instead of you.
Each ally may be given a number of expertise points equal to your charisma modifier. These points must be used immediately on their next turn or be lost.
These points may be used in any way that you yourself may use them.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mettle
Beginning at 6th level, you can add half your proficiency bonus to any of your saving throws for which you are not already proficient.
Refocus
Starting at 6th level, when you finish a short rest you regain a number of Expertise points equal to your charisma modifier. You can’t use this feature again until you finish a long rest.
Improved Expertise
By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage.
Leader Among Men
Starting at 14th level, whenever you use your battle commands feature, your allies have up to 1 minute to use the expertise points you give them.
Additionally, these expertise points can also be used to gain temporary hit points.
Always Ready
At 20th level, when you roll for initiative and have less than half your maximum hit points, you may immediately gain the benefits of a short rest including using hit dice to recover hit points. You can’t use this feature again until you finish a long rest.
Vanguard Archetypes
Though all vanguards are great soldiers, well trained and disciplined, there are differences among them and their sense of duty drives them to perfect their martial prowess in different ways. The Vanguard archetype you choose reflects this. Choose from Paragon, Conqueror, or slayer.
Paragon
The Paragon is dutiful, honor bound, and protects those whom cannot protect themselves. A leader, defender, and champion.
Ox of Stone
At 3rd level you gain the use of the following battle stance
Stone Ox. Gain Resistance to any three types of damage. You may choose each time you activate this stance.
Shields Up
Starting at 7th level, you may expend Expertise points to increase your AC as a reaction. Each expertise point increases your AC by 2, this bonus lasts until the start of your next turn.
Bodyguard
At 10th level, whenever an ally is about to take damage from an attack, you may use your reaction to move up to half your speed an end within 5ft of that ally to take that damage in place of them.
Strike True
At 18th level, all allies within 30ft of you cannot have disadvantage on attacks rolls.
Conqueror
The Conqueror is hardened, tough, and fearless. Well trained and difficult to defeat, they are the envy of soldier's everywhere.
Dog of War
At 3rd level you gain the use of the following battle stance
Biting Dog. While in this stance you may use your reaction to counterattack any melee attack that misses you.
Grin and Bear It
Starting at 7th level, you may expend Expertise points to lower the damage of oncoming strikes. You may do this as a reaction, each point spent lowers the damage received by 1d8.
On the Double
At 10th level, you may use your bonus action to move half your feet speed toward a hostile target.
Singular Purpose
At 18th level, you and all allies within 30ft of you are cannot be frightened, charmed, and are unaffected by illusions.
Slayer
The Slayer is strong, quick and deadly. Vicious and efficient they are the ultimate combatants.
Quickening Wolf
At 3rd level you gain the use of the following battle stance
Silver Wolf. While in this stance you may use your bonus action to strike again with a melee weapon.
No Matter the Distance
Starting at 7th level, you may use your expertise to increase the damage on ranged attacks as well.
Razor's Edge
At 10th level, you can score a critical hit on 19-20.
Leader Among Men
Starting at 14th level, whenever you use your battle commands feature, your allies have up to 1 minute to use the expertise points you give them.
Additionally, these expertise points can also be used to gain temporary hit points.
Forever Forward
At 18th level, you and all allies within 30ft of you cannot be paralyzed, stunned, incapacitated, or restrained.
Design Notes
A vanguard is a great asset to any party. Able to drop into different combat stances and deliver blows with authority. They can also issue commands and help others in the fight.
The design concept was to combine the paladin and barbarian into a single class, one that could possibly be a replacement for the fighter.
Multiclassing
Requirements: Strength 13 and Charisma 13 Profeciencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons
Bold
and
Fierce
The high elf, clad in brilliant golden armor expertly cuts the orc warlord with her blade, moving the deadly weapon with lightning speed.
The dwarf issues commands to his squad of elite warriors, as he shrugs off the hammering blows of the mighty ogre chieftain.
The tabaxi, lord of his people, rushes forward to intercept the dragon's attack. Interposes his own body against its terribly powerful claw, saving the life of his friend.
The Vanguard is a leader, and an expert warrior. Able to drop into different combat stances, and strike with amazing skill. They are the envy of all warriors, experts at their craft.
Cover Art: Kim Junghun
Watch out for more classes coming soon!
Additional Credits
Inside art listed in order of appearance.
Helm of Valkyrie-Taylor Fischer/beastysakura
Knight-Damian Audino
Boss Fight-Atey Ghailan