Fighter
Base Class: Fighter

The archetypal Vanguard excels at accelerated combat. Usually born among the nobility and raised in citadels, a vanguard is equally at home leading a charge or exchanging repartee at a state dinner. Vanguards also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Vanguard Training

When you choose this archetype at 3rd level, you gain proficiency in Perception along with one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to Run

You have advantage on athletics or acrobatics checks to do with running, and making successful jumps from a running start. Recovery from prone costs you 10ft of movement rather than half your speed.

Taunt

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can taunt the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else taunts the creature.

While it is within 5 feet of you, a creature taunted by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature taunted by you deals damage to anyone other than you, you can make a special melee weapon attack against the taunted creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level rounded up.

Regardless of the number of creatures you taunt, you can make this special attack a number of times equal to your proficiency modifier+1(minimum of once), and you regain all expended uses of it when you finish a long rest.

Momentous Charge

Starting at 5th level, you can run down your foes, whether mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus+1

Dampen

At 7th level you can use your Kinetics to dampen the accuracy and impact of enemy attacks. If you or a creature you can see within 5 ft. is hit by an attack, you can roll 1d8 as a reaction and add the number rolled to the creature's AC against that attack if you’re wielding a melee weapon or a shield. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Halt

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Kinetic Upgrade

Starting at 15th level, you have honed your prowess and upgraded your kinetic abilities. You can use Momentous Charge once per turn and you only need to move 5ft to activate it. In addition your movement speed increases by 10ft.

Kinetic Reflexes

Starting at 18th level, you react to threats with superhuman accuracy resulting in the following 3 changes.
1. You can use your normal reaction to make a momentous charge.
2. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
3. You gain Tremor Sense out to 30ft.

Comments

Posts Quoted:
Reply
Clear All Quotes