Base Class: Ranger
Whether in service to a monarch, a temple, or a local merchant, Vanguards are adept at defending others and placing themselves in harms way on the behalf of another. Enhancing their martial abilities with magic, Vanguards are often accused of having a death wish. However, the reality is that most Vanguards have resolved two things within themselves: they would rather die than allow their charge to come to harm, and they would prefer to die a good death than to die of old age.
Vanguards have overpowered defense at the sacrifice of offense, and require well-rounded ability scores to fully utilize their unique skillset.
Vanguard Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vanguard Spells table. These spells you learn count as a Ranger spells for you, but it doesn’t count against the number of ranger spells you know.
Sacrificial Recovery
Whenever you take a short rest, you may spend hit dice to recover spell slots instead of hit points, provided that you have hit dice available to spend. For each hit die you sacrifice to restore spell slots, you may restore a spell slot equal to the amount of dice spent. 1 die restores one level 1 spell slot. 2 dice restores two level one spell slots, or one level two slot. You may spend as many hit dice as you want this way, for any number or level of spell slots that you have dice available to restore.
These dice cannot be recovered by any means other than a long rest, which restores half of your spent hit dice, provided you are able to fully rest.
Vanguard Spells
| Ranger Level | Spell |
|---|---|
| 3rd | faerie fire |
| 5th | misty step |
| 9th | counterspell |
| 13th | death ward |
| 17th | raise dead |
Determined Defender
At 3rd level, you learn to defend others with an unyielding determination. When someone within 15 feet of you is attacked, you may use your reaction to modify their armor class or saving throws by your charisma modifier. This effect lasts until the end of the round. You may do this a number of times per day equal to your charisma modifier ( a minimum of 1 time).
Also at third level, you receive a number of combat maneuver dice equal to your DEX modifier (a minimum of 1 die). You may spend one of these dice to modify a skill check or saving throw, rolling the die and adding it to the total. You may choose to do so after seeing if your attempt was successful. You may also spend one of your dice to move through an enemy space unobstructed, without provoking an attack of opportunity. In addition, you learn the following Combat Maneuvers:
1- Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
2- Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
3- Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Your DC for these maneuvers is 8+Proficiency+STR modifier, with a minimum of 1.
Should you die in the process of trying to save others, spells cast to raise you from the dead do not require material components.
Battle Prowess
By 7th level you learn to navigate a battlefield with such unexpected speed that you can seize the most minute opportunity to disrupt enemy forces. You gain the ability to dash, disengage, dodge, or use the help action as a bonus action. You may do so a number of times per day equal to your intelligence modifier +1 (a minimum of 1 time).
Living Shield
Starting at 11th level, your ability to defend against attacks has become so pronounced, that you have magically become the living embodiment of a shield. You receive the permanent benefit of carrying a shield, regardless of what equipment you are wearing or carrying, and may at all times behave as if you were wearing a shield. You also may apply this bonus to your saving throws (+2).
Your ability to impose yourself between your allies and danger has become so pronounced, your allies may use you as cover in battle. Any ally who stands next to you receives a +2 bonus to their armor class for as long as they are within 5 feet of you.
Overwhelming Determination
At 15th level, you have become so accustomed to shrugging off damage that you don't even flinch. Should you fail a save against a spell or ability that would cause you to be afraid, you may use your Overwhelming Determination to choose to be unafraid, instead. Or, if you are subject to taking damage, you may choose to use Overwhelming Determination to take the minimum damage, instead. You may use this ability a number of times equal to your CON modifier, per day (a minimum of once).
You have become so adept at shrugging off damage, that you have become immune to the extra damage caused by critical hits.
Previous Versions
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