Fighter
Base Class: Fighter

Vanguards fight at the front, meeting danger head on. In war, these courageous souls souls seek out the enemy and secure ground in advance of the main force. As individuals, vanguards are courageous to a fault, hurtling towards certain death without fear, whether their motivation be glory, family, or the sheer, unrivaled thrill of combat. The line between courage and madness is thin and blood stained. But someone must walk it.

Risk it all

At 3rd level, you live for danger. You can preform perilous feats at the cost of your much-needed stamina. When you preform a perilous feat, roll a d4, taking necrotic damage equal to the result. This ignores resistances and immunities. The perilous feats you can preform are listed below:

  • When you hit a creature with a weapon attack, you can cause the creature to take additional damage of the weapon's type equal to twice the amount of necrotic damage rolled.
  • When making an Athletics, Acrobatics, or Intimidation check you may add a bonus to the roll equal to the amount of necrotic damage rolled.
  • As a bonus action, you may dash, disengage, or make one shove attempt on a creature within range

You can choose to roll up to 2d4 when you preform a perilous feat at 7th level, up to 3d4 at 10th level, up to 4d4 at 15th level, and up to 5d4 at 18th level

Break through

At 7th level, you are adept at overrunning disadvantageous terrain and enemy fortifications. You gain a climbing speed and a swimming speed equal to your movement, and your movement speed increses by 10 feet. Additionally, your weapon attacks always deal maximum damage against structures and objects. 

Bold Presence

At 10th level, your courage rallies your allies and routes your enemies. You can preform more perilous feats:

  • As a bonus action, you can attempt to unnerve a number of creatures who can see or hear you within 60 feet equal to the number of d4s you rolled when using this perilous feat. The creature must succeed a wisdom saving throw dc equal to 8 + your proficiency bonus + your strength or dexterity modifier (your choice). On a failed save, a creature is frightened of you until the start of your next turn. 
  • As a reaction, when a creature you can see or hear within 30 feet (including yourself) is forced to make a saving throw, you can grant them a bonus equal to the damage you took when using this perilous feat. This bonus must be granted before the save is rolled.

Still Standing

At 15th level, as a reaction when you take damage, you can expend your hit die to shrug off the injury through sheer force of will. You can expend a number of hit dice of your choice, reducing the damage taken by the number rolled plus your constitution modifier for each roll. Once you use this feature, you cannot use this feature until your next short or long rest. 

Death Defiant

At 18th level, when death stares you in the face, you make it blink first. While your hit point total is equal to half your hit point maximum or less, you gain the following benefits:

  • Your speed increases by 10 feet.
  • When you hit a creature with a weapon attack, you can deal an additional 1d8 damage equal to the weapon's type. 
  • You are immune to being charmed or frightened.
  • Once per turn, when you a creature reduces you to 0 hit points, you can make a weapon attack against them. If the attack hits, you can drop to 1 hp instead.

Risk it all

At 3rd level, you live for danger. You can preform perilous feats at the cost of your much-needed stamina. When you preform a perilous feat, roll a d4, taking necrotic damage equal to the result. This ignores resistances and immunities. The perilous feats you can preform are listed below:

  • When you hit a creature with a weapon attack, you can cause the creature to take additional damage of the weapon's type equal to twice the amount of necrotic damage rolled.
  • When making an Athletics, Acrobatics, or Intimidation check you may add a bonus to the roll equal to the amount of necrotic damage rolled.
  • As a bonus action, you may dash, disengage, or make one shove attempt on a creature within range

You can choose to roll up to 2d4 when you preform a perilous feat at 7th level, up to 3d4 at 10th level, up to 4d4 at 15th level, and up to 5d4 at 18th level

Break Through

At 7th level, you are adept at overrunning disadvantageous terrain and enemy fortifications. You gain a climbing speed and a swimming speed equal to your movement, and your movement speed increses by 10 feet. Additionally, your weapon attacks always deal maximum damage against structures and objects. 

Bold Presence

At 10th level, your courage rallies your allies and routes your enemies. You can preform more perilous feats:

  • As a bonus action, you can attempt to unnerve a number of creatures who can see or hear you within 60 feet equal to the number of d4s you rolled when using this perilous feat. The creature must succeed a wisdom saving throw dc equal to 8 + your proficiency bonus + your strength or dexterity modifier (your choice). On a failed save, a creature is frightened of you until the start of your next turn. 
  • As a reaction, when a creature you can see or hear within 30 feet (including yourself) is forced to make a saving throw, you can grant them a bonus equal to the damage you took when using this perilous feat. This bonus must be granted before the save is rolled.

Still standing

At 15th level, as a reaction when you take damage, you can expend your hit die to shrug off the injury through sheer force of will. You can expend a number of hit dice of your choice, reducing the damage taken by the number rolled plus your constitution modifier for each roll. Once you use this feature, you cannot use this feature until your next short or long rest. 

Death Defiant

At 18th level, when death stares you in the face, you make it blink first. While your hit point total is equal to half your hit point maximum or less, you gain the following benefits:

  • Your speed increases by 10 feet.
  • When you hit a creature with a weapon attack, you can deal an additional 1d8 damage equal to the weapon's type. 
  • You are immune to being charmed or frightened.
  • Once per turn, when you a creature reduces you to 0 hit points, you can make a weapon attack against them. If the attack hits, you can drop to 1 hp instead.

Previous Versions

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