Base Class: Fighter
The Vanguard rushes headlong into the fray, engaging multiple enemies at once, forming a one-man barricade. The Vanguard knows how to engage the enemy and drive them back with unwavering resolve and brutal might. Those that choose to become Vanguard know they are what stand in between their enemies and their allies, So they assault and harass their foes with fervor.
Gallant Initiative
When you choose this fighter subclass at 3rd level, your speed increases by 10ft, and another 5ft at 10th level. You may also add your proficiency bonus to initiative rolls.
Knightly Charge
Charging into battle with shock and awe is your forte. At 3rd level, on your turn you can move toward a hostile creature you can see as a bonus action and make one weapon attack against that creature. Additionally you can move up to your speed at the start of combat, and take the attack action once you reach your target. On a hit, the creature must succeed on a Strength saving throw or is grappled and knocked prone (DC = 8 + proficiency + strength) and forced to move with you in a straight line until the end of you turn.
The amount of weapon attacks you can make with the feature follows your extra attack progression in the fighter leveling table.
Heroic Fervor
At 7th level, Whenever you make a melee weapon attack, you can target one additional creature with your attack so long as they are within 5 feet of the original target. Use your attack and damage rolls for both targets. You can use this ability a number of times equal to your fighter level + proficiency bonus, you also can make an attack as a reaction if a target hits you.
In addition you gain advantage on dexterity saving throws
Steadfast Skirmisher
Starting at 10th level, your second wind now heals you for 2d10 + you fighter level + Proficiency Bonus
In addition you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mighty Warden
Starting at 15th level, when you make an attack as a reaction and hit, treat the attack as a critical hit. The hit creature’s speed becomes 0 for the rest of the turn.
Metalstorm
At 18th level, You have become a force of nature on the battlefield. As an action, you swing your weapon around you while moving. Each creature within a 5-foot-radius centered on you must make a Dexterity saving throw or take 3d12 + your Strength modifier of your weapon's damage type and be knocked prone. Creatures that fail this save by 5 or more take an additional 2d12. On a successful save, the creature takes half as much damage and is not knocked prone. Once you use this feature, you cannot use it again until you finish a short or long rest.
In addition, you now have two reactions.
Previous Versions
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6/4/2024 6:01:47 AM
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6/4/2024 6:19:43 AM
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3/15/2026 10:06:55 AM
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