Fighter
Base Class: Fighter

Vanguards thrive on the frontlines of battle, thinking quickly in the midst of combat and making the most of any opportunity they find. They are usually seen charging into battle to strike the first decisive blow against their adversaries. Vanguards are trained to think on their feet and strike quickly, but they are also resilient so as to stay in the fight. Their role on the battlefield might not be so glamorous as that of a knight or a battlemage, but they don't need to be. They're not there to inflate their ego or earn favor, they're there to see the fight through to it's bitter end.

Frontline Tenacity

When you choose this archetype at 3rd level, you are accustomed to the frontlines and can quickly discern the best course of action while in the thick of battle. You gain the following benefits:

  • When you take any action on your turn other than Attacking, you can make 1 weapon attack or unarmed strike as a bonus action.
  • When you attack on your turn, you can make 1 ability check as a bonus action.

Starting at 12th level, when you take any action on your turn other than attacking, you can make 2 weapon attacks or unarmed strikes as a bonus action.

Into the Fray

Starting at 3rd level, you know that the first strike is crucial in determining the outcome of any battle. When you roll for initiative, you can make your initiative count 1 higher than the initiative of a creature that you can see in the same combat. You can use this feature a number of times equal to your wisdom modifier, minimum of 1. You regain 1 use after a short rest and all uses after a long rest.

Numb the Pain

Starting at 7th level, you've gotten used long, grueling battles and have learned to make the most of any help you can get. whenever you regain hit points from any source, you regain 3 extra hit points for each die rolled when determining how many hit points you regain. If no dice were rolled when determining how many hit points are restored, you regain 6 extra hit points.

Lead the Charge

Starting at 10th level, your eagerness to charge headlong into battle inspires your allies to do the same. Whenever you expend a use of your "Into the Fray"  feature, you can pick a number of creatures equal to your wisdom modifier. The chosen creatures have their initiative increased by 3.

Hold the Line

Starting at 15th level, You are able to stand your ground against the toughest opponents. You gain the following effects:

  • You have advantage on saving throws against effects that allow you to only take half damage.
  • You have advantage on saving throws and ability checks made to resist being forcefully moved.

Till the Bitter End

Starting at 18th level, you've had enough encounters with death to know how to avoid it and finish the fight.

While you are below half your hit points you gain the following effects:

  • All damage you take is reduced by 3 points.
  • You regain 1 use of your "Second Wind" feature.

While you are below a quarter of your hit points, you gain the following effects:

  • All damage you take is reduced by 5 points.
  • You regain 1 use of your "Action Surge" and "Second Wind" features.

While you are on death saving throws:

  • If you have any uses of second wind remaining, you can expend 1 use after falling unconscious to regain 10 hit points.
  • If you are stabilized, you regain 10 hit points.
Vanguard Image

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