Base Class: Fighter
Vanguards are terrifying sentinels, the unmovable object, knights clad in heavy armor and nothing but a shield in hand.
Whether you are an actual knight, a soldier, or even the right hand humanoid to a devious crime boss, you are an honor bound warrior, a Dutiful guardian with one simple mandate: be their shield.
Mandate of Strength
Beginning when you pick this martial archetype at 3rd level, your resolve and annointment have taught you the true extent of your capabilities. You count as one size larger when making Strength based ability checks, Strength saving throws and determining your carrying capacity.
In addition, you gain proficiency in the Athletics skill. Your proficiency bonus is doubled for all checks you make with it.
Rules Glossary: You can only attempt the contested ability check to Shove a creature if they are at most one size larger than you.
Guardian's Shield
Also at 3rd level, your knightly training has taught you to be a shield and a wall for your allies. You gain the following benefits:
- As long as you are wearing a shield in at least one hand, and no weapons on the other, your shield counts as a martial melee weapon for you. It deals 1d6 bludgeoning damage, only you or other Vanguards are proficient with it, and it uses your Strength modifier for attack and damage rolls.
- Whenever a creature within 5 feet of you attacks a creature other than you, you can use your reaction to make an opportunity attack against them. A creature can be attacked this way once per long rest.
- Whenever you hit a creature using a shield as a weapon, you can choose to push them 10 feet away from you.
Fearless Fortitude
Starting at 7th level, your status as an unmovable stronghold is almost unparalleled. You gain the following benefits:
- You can’t be frightened by a creature whose Strength score is lower than yours.
- Creatures have disadvantage on checks when grappling or shoving you, and you have advantage when shoving creatures your size or smaller.
- As long as you aren’t incapacitated or surprised, no effect can prevent you from using your reaction.
- Once per short rest, whenever you are forced to make a Dexterity saving throw, you can choose to make a Constitution saving throw instead.
Rampant Charge
At 10th level, you can throw caution to the wind to break enemy lines. As long as you move at least 10 feet in a straight line on your turn or you make an opportunity attack, you can choose to charge in a straight line for an amount of feet equal to your walking speed.
If you move into the space of another creature, you can try and Shove it. On a successful check, they are pushed by you until the end of your move. The charge ends early if you fail a Shove check against a creature or if you push a creature into a structure. Any creatures pushed into a structure this way take bludgeoning damage equal to 2d6 + your Strength modifier.
If you use this feature on your turn, your walking speed is reduced by an amount equal to the distance charged until end of turn after the charge is finished. You can’t use this feature on your turn if you don’t have your full movement available.
While you are charging, your speed can’t be reduced to 0, and attacks of opportunity against you are made with advantage.
Vigilant Behemoth
Starting at 15th level, you become an unstoppable force on the battlefield. You now count as two sizes larger when making Strength based ability checks, Strength saving throws and determining your carrying capacity.
In addition, you can take two reactions per round, but not on the same turn, and you gain a bonus to your initiative equal to your proficiency bonus.
Unmovable Object
By the time you’ve reached 18th level, you have become the ultimate guardian. You gain the following features:
- You can't be moved or teleported against your will.
- Final Stand. As a bonus action on your turn, as long as you are wielding a shield as a weapon, you can become a wall for your allies, granting allies within 5 feet of you the benefits of half cover and reducing your walking speed by half until the beginning of your next turn.
- Force of Will. Once per short rest, when you fail a Strength(Athletics) check, in a Shove check or otherwise, you can choose to succeed instead.
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