Base Class: Fighter
As a Vanguard, you've dedicated yourself to become a protector for your allies and to master the art of the Mystic Shields. Much like the blade dancers of Terranova, vanguards are also practitioners of the mystic arts and have the ability to conjure shields of energy to protect their allies. Some vanguards have become great assets on the battlefield and are highly sought out due to their rarity, however, those who train to be vanguards are usually pacifistic and will only turn to battle as a last resort. Vanguards that are hired or appointed as bodyguards to protect persons of importance like high ranking officers or members of a council. Some will grow accustomed to the lavish lifestyle they protect and adorn themselves with gleaming armor to and fine linens to fit in with high society.
Art of the Mystic Shield
Starting at level 3, you've mastered the way of the shield and developed a mystic prowess to conjure shields of energy to float around you. As an action, you can conjure up to three mystic shields with an AC equal to your proficiency bonus + Intelligence modifier. You can equipped up to three mystic shields to one creature at a time. A creature equipped with a Mystic Shield can use a reaction to increase their AC before or after an attack roll has been made against them; the shield disappears once it is used. You can use this ability a number of times equal to your proficiency bonus and you can recharge uses after you finish a long rest.
Also starting at level 3, you have the Shield Master Feat.
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
When you use a bonus action to shove a creature with your shield, you can also deal 1d6 bludgeoning damage + your Strength modifier if it fails it's contested STR or DEX saving throw.
Arcane Fortress
At level 7 you learn to expand the protective energy of your shields to create a barrier to surround your allies and strengthen their wills. Once per short rest, you can create a protective barrier that has a 10 foot radius with you at the center. Each ally within range gains a boost to their AC equal to your Intelligence modifier, has a resistance to non-magical attacks, and advantage on spell saving throws. The barrier has a 1 minute duration or disappears if you are incapacitated.
Impenetrable Tower
At level 10, you've learned how to protect with the full extent of your body becoming an obstacle for oncoming attacks. While you are wielding a shield you can use a reaction to become full cover for one ally within 5 feet of you. You can target one more ally when you reach level 15.
Homing Shields
At level 15, you use your mystic shields to increase the power of your attacks. When a creature with mystic shields rolls for damage with a melee attack, they can add the bonus from the mystic shield to that roll, they deal force damage and you can stack up to three shields.
Instant Guardian
At level 18, you can teleport to your shielded allies and intercept attacks in an instant. When an enemy makes an attack roll against an ally equipped with your Mystic shields, you can use a reaction to teleport to an unoccupied space within 5 feet of your ally and switch the target to yourself.
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