Base Class: Fighter
Himal Senani are elite mountain soldiers trained to fight where conventional armies struggle to survive. Primarily Mountainborn, though not exclusively so, they combine fearless close assault, expert fieldcraft, disciplined ranged fire, and unwavering loyalty to their companions.
These warriors are trained to fight where conventional armies struggle to survive: high mountains, dense forests, broken ravines, cliffside roads, subterranean passages, and isolated frontier settlements. They can march for days with limited supplies, establish defensive positions in hostile terrain, conduct reconnaissance, and strike with startling speed when an enemy believes the landscape impassable.
A Himal Senani is not simply a savage knife fighter. Their famous curved blades are tools, survival implements, cultural symbols, and weapons of last resort. Vanguards are equally comfortable with bows, crossbows, rifles, carbines, spears, and other infantry weapons. They soften enemies with disciplined fire, close across dangerous ground, and finish battles through controlled aggression.
Their greatest strength, however, is loyalty. A Vanguard does not abandon a companion, surrender a defended community, or break an oath lightly. Their courage is not recklessness but a deliberate refusal to allow fear, hardship, or overwhelming odds to decide the battle.
The Himal Senani follows the current Aetheris Fighter progression at levels 3, 7, 10, 15, and 18, as specified by the Subclass Template.
Origins in Aetheris
The earliest Himal Senani traditions developed among Mountainborn clans whose settlements guarded important passes, caravan roads, pilgrimage routes, and isolated valleys. Their first companies were not imperial armies. They were clan militias, Pathwarden patrols, rescue parties, and oath-bound defenders responsible for keeping remote communities alive.
Mountainborn culture was particularly suited to the formation of such units. Its emphasis on competence, preparation, endurance, communal responsibility, and trust produced warriors who could operate far from conventional supply lines. Their famous Rope Oaths reinforced the principle that every member of a company was responsible for the lives of the others.
Over time, the reputation of these soldiers spread across Aetheris. Kings, republics, mercantile leagues, and frontier settlements began recruiting entire Mountainborn companies. Some entered permanent national service, while others remained semi-independent formations whose contracts required them to protect civilians, respect clan law, and refuse dishonorable commands.
Vanguard companies are now found throughout the mountain ranges of Ozythralis, Velmyris, Arganthyr, and Drakthar. They are also employed aboard skyships, in Underdark expeditions, along dangerous colonial roads, and within the armies of nations that value disciplined light infantry.
Philosophy and Doctrine
Courage Is a Decision
Himal Senanis do not believe that courageous warriors are without fear. They believe courage is the decision to act correctly despite fear.
A frightened soldier who holds the line is courageous.
A wounded scout who returns with a warning is courageous.
A warrior who carries an injured companion while enemies close behind is courageous.
A commander who refuses an unjust order is courageous.
The Rope Does Not Break
Vanguard doctrine draws heavily upon the Mountainborn Rope Principle: every warrior is tied metaphorically to the same climbing rope. One soldier’s failure endangers the company, while one soldier’s strength can prevent another from falling.
Abandoning a helpless comrade is one of the gravest disgraces a Vanguard can commit. Retreat is acceptable when necessary. Leaving companions behind without making every reasonable effort to recover them is not.
Service Before Glory
Vanguards are taught that military skill exists to protect people rather than to glorify the warrior. They take pride in victory, but celebrations traditionally honor the company, the rescued, and the fallen rather than individual kill counts.
They particularly despise:
- Slavers and traffickers
- Raiders who prey upon isolated communities
- Officers who waste soldiers for personal ambition
- Tyrants who demand obedience without reciprocal responsibility
- Creatures that use captives as shields, sacrifices, or food
- Anyone who betrays companions entrusted to their care
The Blade Builds Before It Destroys
The kukri remains the defining symbol of the tradition. Mountainborn children are taught that the blade is a tool before it is a weapon and that it should build, clear, prepare, harvest, and protect more often than it kills.
Drawing a kukri in battle is therefore not an act of theatrical rage. It is a statement that the warrior has chosen decisive action.
Visual Identity
Himal Senanis favor practical uniforms adapted to their operational environment. Common elements include:
- Layered wool or treated-cloth uniforms
- Reinforced trousers and climbing boots
- Weatherproof cloaks or short military coats
- Wrapped scarves and summit cloths
- Light or medium armor that permits climbing
- Rope, pitons, field tools, medical supplies, and compact cooking gear
- Clan tokens, ancestor pendants, or company insignia
- A curved kukri worn at the waist or across the lower back
Their armor is rarely ornamental, though ceremonial units may wear polished breastplates, embroidered sashes, decorated caps, or formal clan colors. Veteran companies often display campaign cords, carved toggles, feathers, badges, or small metal tokens representing mountains crossed and battles survived.
A Vanguard’s kukri may be plain or elaborately inherited. Many bear family names, oath inscriptions, prayer marks, or notches recording rescues rather than kills.
In combat, Vanguards move with compact efficiency. They use terrain, covering fire, sudden advances, and mutually supporting positions. Their famous charges are rarely impulsive. They occur after careful observation, when the warrior recognizes that immediate aggression will prevent greater danger.
Role in Aetheris
Battlefield Role
Himal Senanis function as versatile assault infantry. They are especially effective as:
- Mountain and wilderness troops
- Shock infantry
- Scouts and counter-scouts
- Rifle or bow skirmishers
- Close-quarters combatants
- Defensive line stabilizers
- Rescue and extraction specialists
- Monster-hunting expedition guards
They excel at crossing difficult ground, reaching threatened allies, resisting fear, and maintaining combat effectiveness after sustaining injuries.
Social Role
Outside war, Vanguards often serve as guides, Pathwardens, caravan guards, rescue officers, instructors, bodyguards, and frontier peacekeepers. Many return to their clans as respected community leaders.
Their reputation for reliability means they are frequently entrusted with dangerous journeys, sensitive diplomatic escorts, or the protection of vulnerable settlements.
Political Role
Mountainborn companies often maintain a complicated relationship with national governments. They may swear faithful military service while preserving internal customs, religious observances, and the right to refuse atrocities.
Wise rulers recognize that a Vanguard’s loyalty must be earned and maintained. Foolish rulers mistake discipline for servility.
Subclass Integration
Major Polities
Helbrann League. Helbranni cantons employ Vanguard companies as alpine infantry, border guards, rescue troops, and Underdark expedition escorts. Their discipline and practical engineering are highly respected.
Freeholds of Rhonadral. Freehold captains value Vanguards as reliable skirmishers and caravan defenders. Many companies serve on renewable contracts rather than permanent national commissions.
Concord of Veltrion. The Concord frequently deploys Vanguards against slavers, monstrous incursions, and threats to isolated communities.
Volarion Republic. Several cantons maintain their own Vanguard regiments, often integrating Mountainborn doctrine with professional rifle companies.
Kingdom of Aurvalis. Aurvalian officers prize Vanguards as scouts and light infantry, especially in mixed elven-human border formations.
Obsidian Hegemony. The Hegemony covets their military skill but rarely earns their loyalty. Independent Vanguards operating in Drakthar frequently oppose Hegemony patrols, slaving columns, and punitive expeditions.
Dominion of Xathrin. Vanguards regard Xathrin as a natural enemy because of its reliance upon slavery and soul exploitation.
Organizations and Orders
Vanguards often work alongside:
- Mountainborn Pathwardens
- Ranger lodges
- Rescue guilds
- Caravan associations
- Dwarven tunnel guards
- Helbranni canton militias
- Monster Hunter companies
- Churches of Valdor, Thalor, Aeloria, and the Matron of Ravens
Religious Traditions
Many Vanguards revere Valdor as the patron of courageous service and battlefield responsibility. Thalor represents endurance and preparation, while Aeloria inspires hope during long campaigns. The Matron of Ravens is invoked when remembering the fallen and preserving company histories.
Rival Factions and Enemies
Common enemies include:
- The Dominion of Xathrin
- The Obsidian Hegemony
- The Meridian Consortium
- Infernal cults
- Mountain raiders
- Slaving expeditions
- Aberrant predators
- Corrupt officers and mercenary companies
- Creatures that infest important passes or isolated roads
Himal Senani Features
|
Fighter Level |
Feature |
|
3rd |
Vanguard Training, Courageous Advance |
|
7th |
Master of the High Paths |
|
10th |
Rally of the Unbroken Line |
|
15th |
No Better Friend, No Worse Enemy |
|
18th |
The Mountain Does Not Yield |
Vanguard Training
Action Type: Passive
Uses: At will
Duration: Permanent
You receive the field training of an elite mountain infantry warrior.
Vanguard Weapon
When you finish a Long Rest, choose one melee weapon with which you are proficient that lacks the Heavy property. That weapon becomes your Vanguard Weapon until you make another choice.
A kukri is traditionally chosen, but you may instead select a scimitar, shortsword, handaxe, spear, battleaxe, longsword, or another appropriate weapon with the DM’s permission.
Your Vanguard Weapon gains the following benefits:
- You can draw or stow it as part of any attack you make with it.
- You can use Dexterity instead of Strength for its attack and damage rolls, provided it lacks the Two-Handed property.
- It deals at least 1d6 damage when you wield it, unless its normal damage die is already higher.
- It counts as a climbing and survival tool for cutting rope, clearing vegetation, preparing shelters, and similar tasks.
- When you make an attack with it immediately after attacking with a ranged weapon during the same turn, you gain a +2 bonus to the Vanguard Weapon’s damage roll.
The final benefit can apply only once per turn.
Mountain Soldier
You gain proficiency in the following skills:
- Athletics
- Perception
- Stealth
- Survival
You also gain proficiency with the following:
- Cartographer’s tools
- Herbalism kit
- Navigator’s tools
When you make an ability check using the chosen skill or tool, you can treat a d20 roll of 7 or lower as an 8.
Fighting on the Rope
You have advantage on ability checks and saving throws made to avoid or end the Grappled condition and on checks made to climb, maintain your grip, secure a rope, or prevent a creature from falling.
Courageous Advance
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 minute
You enter a state of disciplined aggression, closing with the enemy before fear or hesitation can take hold.
As a Bonus Action, you begin a Courageous Advance. It lasts for 1 minute and ends early if you have the Incapacitated condition.
For the duration, you gain the following benefits:
Fearless Purpose
You have advantage on saving throws against the Frightened condition. When you activate Courageous Advance, you may immediately repeat one saving throw against an effect causing you to be Frightened, ending the condition on a success.
Forward Momentum
Difficult Terrain does not cost you additional movement when you move toward a hostile creature you can see or hear.
Decisive Strike
Once on each of your turns, when you hit a creature with a weapon attack after moving at least 10 feet during that turn, the attack deals an additional 1d6 damage of the weapon’s type.
This additional damage becomes:
- 1d8 at 10th level
- 1d10 at 18th level
Keep Moving
When you reduce a hostile creature to 0 Hit Points, you can move up to 10 feet without provoking Opportunity Attacks.
Master of the High Paths
Action Type: Passive
Uses: At will
Duration: Permanent
Years of campaigning across cliffs, broken roads, forests, ruins, and hostile wilderness have made difficult terrain your natural battlefield.
You gain the following benefits:
Climber’s Pace
You gain a Climb Speed equal to your Speed. Standing from Prone costs you only 5 feet of movement.
Sure-Footed
You have advantage on saving throws made to avoid being knocked Prone or moved against your will.
You ignore nonmagical Difficult Terrain caused by:
- Loose stone
- Snow or ice
- Dense vegetation
- Rubble
- Steep slopes
- Shallow water
- Narrow ledges
High-Altitude Conditioning
You are naturally acclimated to high altitude and extreme cold. You have advantage on saving throws against Exhaustion caused by forced marches, high altitude, cold weather, or lack of sleep while standing watch.
Reconnaissance Discipline
You may add your Constitution modifier to Initiative rolls.
In addition, you and friendly creatures traveling with you can move at a Fast Pace without suffering the normal penalty to passive Wisdom (Perception) scores, provided you are conscious and acting as the group’s guide.
Rally of the Unbroken Line
Action Type: Reaction
Uses: Proficiency Bonus per Long Rest
Range: 30 feet
Duration: Instantaneous and until the end of the target’s next turn
When a companion falters, you answer without hesitation.
When you or a creature you can see within 30 feet suffers one of the following events, you can use your Reaction:
- The creature is reduced to half its Hit Points or fewer by damage.
- The creature is reduced to 0 Hit Points but not killed outright.
- The creature fails a saving throw against being Charmed or Frightened.
- The creature becomes Grappled, Prone, or Restrained.
Choose the triggering creature. It gains the following benefits:
- It gains Temporary Hit Points equal to 1d10 + your Fighter level.
- It may immediately end either the Charmed or Frightened condition on itself.
- It may use its Reaction to move up to half its Speed without provoking Opportunity Attacks.
- If it is Prone, it may stand before moving without spending movement.
- Until the end of its next turn, its Speed cannot be reduced below 10 feet unless it has the Incapacitated condition.
When you target another creature with this feature, you may also move up to half your Speed toward it as part of the same Reaction. This movement does not provoke Opportunity Attacks from creatures that are farther from the target than you are.
A creature at 0 Hit Points remains Unconscious, but the Temporary Hit Points protect it from further damage and the movement benefit becomes available if it regains Hit Points before the end of its next turn.
No Better Friend, No Worse Enemy
Action Type: Passive / Reaction
Uses: Once per round; special Reaction uses
Range: Weapon range or 5 feet
Duration: Instantaneous
Your devotion to your companions is matched only by the severity with which you answer those who harm them.
No Better Friend
When a friendly creature within 5 feet of you is hit by an attack, you can use your Reaction to place yourself between the attacker and your companion.
You become the target of the attack instead, provided the attack could have targeted you. Apply the original attack roll against your Armor Class.
If the attack hits you, you have Resistance to its damage.
After the attack is resolved, the protected creature may move up to 10 feet without provoking Opportunity Attacks.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
No Worse Enemy
Once per round, when a hostile creature you can see damages one of your allies, you mark that creature as an enemy of the company until the end of your next turn.
The first time you hit the marked creature before the mark ends:
- The attack deals an additional 2d8 damage of the weapon’s type.
- The creature cannot take Reactions until the start of its next turn.
- If the attack is made with your Vanguard Weapon, you may either knock the creature Prone or push it up to 10 feet if it is Large or smaller.
You can have only one creature marked in this manner at a time.
The Mountain Does Not Yield
Action Type: Bonus Action
Uses: Once per Long Rest; additional use through Second Wind
Duration: 1 minute
You embody the endurance of the high places and the legendary courage of the Vanguard companies.
As a Bonus Action, you enter the Unyielding State for 1 minute. It ends early if you have the Incapacitated condition.
For the duration, you gain the following benefits:
Unbreakable Courage
You are immune to the Charmed and Frightened conditions. If you are already affected by either condition, it immediately ends.
Living Stone
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Relentless Advance
Your Speed increases by 10 feet. Difficult Terrain does not cost you additional movement, and your movement cannot be reduced below half your Speed.
You may move through the spaces of hostile creatures that are Large or smaller. Such spaces count as Difficult Terrain, and you cannot end your movement in an occupied space.
Vanguard Assault
Once on each of your turns when you take the Attack action, you may make one additional attack with your Vanguard Weapon or a ranged weapon.
Refusal to Fall
The first time during the Unyielding State that you would be reduced to 0 Hit Points but not killed outright, you are reduced to 1 Hit Point instead. You then regain Hit Points equal to your Fighter level.
The Company Stands
Friendly creatures of your choice within 20 feet of you have advantage on saving throws against being Charmed or Frightened and cannot be knocked Prone against their will.
Once you use this feature, you cannot use it again until you finish a Long Rest. You may regain its use before then by expending two uses of Second Wind as a Bonus Action. Doing so activates The Mountain Does Not Yield immediately.
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