Base Class: Barbarian
Eldritch Vanguards are rare but powerful barbarians that have learned how to use eldritch powers while raging to both protect yourself and attack others. While raging you have the ability to use an Eldritch Charge, a short range teleporting attack where you use eldritch energy to slam into your target that creates a protective eldritch aura around you. As you learn to better control your abilities you will learn how to discharge your aura with the Eldritch Discharge action creating a large explosion to hurt your enemies. Through even further control you will gain extra protective abilities as well as more control over your aura. Eventually, you will be able to bend the rules of your abilities and learn new ways to use your old powers.
Eldritch Warrior
Starting at 3rd level, while raging you become resistant to both Force and Thunder damage and gain advantage against being charmed or frightened.
Eldritch Charge
Starting at 3rd level, you gain the ability to use an Eldritch Charge as a bonus action, this can also be done as part of starting your rage (you can rage and use Eldritch Charge in the same bonus action). As a bonus action you can surround yourself in eldritch energy and use it to attack. You choose one target within 30ft that you can see and short range teleport from your location to an open space next to the target. To others is appears as if you surround yourself in eldritch energy then transport yourself through a beam of energy that then flys toward and hits the target. Make an attack roll adding your proficiency bonus and strength modifier, on a miss you are still teleported next to the target but they do not take damage. The target then takes 2d6 force damage. The This effect ignores half and three-quarters cover but cannot be used against targets within full cover. On a successful hit the eldritch aura stays around you until the end of your next turn, providing a +2 to your AC. Eldritch Charge cannot be used two turn in a row.
The range increases to 40ft at barbarian level 6 and then the damage dealt increases to d8s at 6th, d10s at 10th, and d12s at 14th.
Eldritch Discharge
Starting at 6th level, you can discharge your eldritch aura using the Eldritch Discharge action. After using the Eldritch Charge bonus action you will have an eldritch aura, until the end of your next turn, while this aura is active you can use an action to slam your fist to the ground to discharge the aura dealing massive damage. As an action you slam your fist against the ground and discharge your eldritch aura. As our fist hits the ground a wave of eldrtich energy explodes from your body out to a 20ft radius, ignoring all cover, dealing 2d12 thunder damage to all hostile creatures in the area. Then as the air rushes back into the area and forces up to six creatures, or your choice, to make a strength saving throw. On a success nothing happens, but on a failure they are pulled to an open space next to you and knocked prone. Larger or bigger creatures have advantage on this saving throw.
At 10th level this damage increase to 3d12 and to 4d12 at 14th.
Greater Eldritch Warrior
Starting at 10th level, your connection to your eldritch powers grows stronger and is used in different ways. You now react to danger even faster providing a bonus to your initiative equal to your strength modifier. While raging you are gain advantage on saving throws against spells and are immune to being charmed, frightened, or poisoned, and well as becoming resistance to poison damage. The eldritch aura created by your Eldritch Charge is now stronger, lasting an additional turn and allowing you to use the Eldritch Discharge ability twice before having to use Eldritch Charge again. If you are attacked and the attack misses you may now use your reaction to let out a small Eldritch Pulse, pushing all creatures that are large or smaller 10ft away from you.
Eldritch Champion
You have learned how to bend the rules of your eldritch abilities. Eldritch Charge is now unleashed as when you successfully hit one target you can roll the attack again to jump to a second target. You can now use Eldritch Charge two turns in a row and can teleport allies within your range without harming them. Using your Eldritch Charge in any of these way does not change the strength of your aura. You can now overcharge your Eldritch Discharge in two additional ways, you can use both charges of your aura at once to either double the number of damage dice or to double the range of the affected area. While your eldritch aura is up, in addition to having an increased AC, you now are resistant to bludgeoning, piercing, and slashing even from magical sources.
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