Base Class: Fighter
Vangaurd is a build built to take a lot of damage and continue advancing. In that they gain massive temporary hit points early on in exchange for instilled loyalty. Although they are a rather fun and tanky build, they are not easy to play due to their innate drawbacks.
Willpower and Determination
These hit points do not stack, thus each round you must choose to either retain the temp hit points from the previous round or replace them upon the first hit. These hit points are a representation of the will of the Vangaurd to protect their friends and never leave a man behind unguarded. Because of this, once engaged in combat the Vanguard can not disengage from combat unless all of their allies are disengaged.
Point Man
Vangaurds may choose one weapon as their weapon of choice. While wearing a large shiled (as a counter weight to the weapon) they can weild their weapon of choice as a one-handed weapon regardless of it normally being a two handed weapon. The weapon must be a weapon they could normally weild as a two handed weapon. If they are not weilding a shield, the weapon is as stated normally. This style of fighting also makes it impossible to stealth in the same round that you are attacking. You can not add your dexterity modifyer to your AC while weilding a two handed weapon. (This counts even if you are using it two handed) Wielding weapons in this fashion automatically draws attention to the idea that you are the greatest threat to enemy combatants.
Intimidating Presence
Your mear presense on the battle field inspires fear in your enemies. You gain the intimidation skill if you do not already have it. You also have double the normal proficiency bonus when using the intimidation skill. Upon entering battle, you brandish your mighty weapon and make an intimidation roll at the begining of your first turn. All enemies within 10 fee of you must make a wisdome save with the DC being equal to your roll or be intimidatedby you.
Close the distance
You concentrate and utilize a bonus action to designate a chosen foe. Your chosen foe must be the greatest threat within a 60 foot radius. You, also, must be able to see your chosen foe clearly. By sacraficing half of your movement you can teleport upto 60 feet to an unoccupied space within melee range of your chosen foe. And regardless of how much movement you have left you can not use your movement to move away from your chosen foe in any round that you use this skill. The only exception to this is if your chosen foe is dead, at which point he is no longer your chosen foe.
Invulnerable
Through battle hardened experience you have found a way to shrug off damage that would normally kill others. Once per rest you can make your body completely invulnerable to damage. It is a strenuous process that you can not do more than once, and it doesn't last for long, but it is incredably powerful by itself.
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