So I wanted to make a more support-focused fighter subclass that leans more towards tanking and protecting allies rather than raw damage output to further diversify the options fighters have. Here is a concept I made: the Vanguard Fighter.
Similar to Echo Knight, it is a subclass that primarily focuses around an ability which improves over time. But by using an action to activate it sacrifices damage output to protect yourself and allies adjacent to you. It is more of a support type fighter which creates opportunities for allies to get easier hits in while soaking up damage in their stead.
Examples of feats that I think would work well with the subclass would be feats such as Defensive Duelist, Heavy Armor Master, Mounted Combatant, Sentinel, Shield Master and Tough.
I have made a few changes based on the opinions of some friends, who felt that the level 10 and 18 ability were a bit underpowered, I have made some changes accordingly.
First I'll say that I love any fighter concept that is based on a defensive theme. So you have my attention right away. I'm not sure how well it will play out without a lot of testing. But it seems like fun to try. I do have some points on the clarity of the rules that you might want to look at. I'll put them in parentheses after each section.
Vanguard Stance
3rd-level Vanguard feature
You can use an action to strengthen your stance and focus on protecting allies around you. Granting you and allies within 5 feet of you AC equal to half your proficiency rounded up until the start of your next turn or until you’re incapacitated. If an ally leaves this area they lose this AC, if they enter it they gain this AC.
(This says it uses an Action. That might be a fair tradeoff, but it will hurt more when the Fighter gets more attacks. Just something to consider.)
(It says you give allies within 5 feet of you the AC bonus until the start of your next turn, or Incapacitated. It then says the allies lose it if they leave the area, but not if you leave them. This could possibly be interpreted to mean that you could move all around the battlefield, granting the bonus to all of your allies as long as they aren't the ones moving. It might be easier just to say something like - 'You can use your Action to enter the Vanguard Stance until the start of your next turn. You gain a bonus to your AC equal to half of your proficiency bonus, rounded up. You may also choose to grant this AC bonus to any creature that is within 5' of you when they are targeted by an attack. You must declare this before the attack is rolled.)
Your Vanguard Stance gives you the following abilities:
Any creature that misses you with an attack must make a Strength saving throw of 8 + your proficiency modifier + your Strength or be knocked back 5 feet and knocked prone.
(Is this meant to apply to Ranged Attacks against you as well? It doesn’t say only Melee Attacks, but that seems to be what was intended.)
Once per turn as a special action when you activate Vanguard Stance you can force an attack that targets an ally within 5 feet of you to target you instead. This action can be taken before or after the attack is rolled and will include all further attacks of that creature for that turn.
(Special action isn't really a term used, and might be confused with the Action you are using to set the stance. It should also be declared before the roll. I might phrase it - 'Once per round, while you are in the Vanguard Stance and a creature within 5' of you is attacked, you may choose to have the attack target you instead. You must declare this before the roll is made.)
If a target misses you with a melee attack you can use your reaction to counter attack with a melee attack. This attack will be considered as part of the knockback of Vanguard Stance.
(Just to make it more clear, I might say - 'When a creature misses you with a Melee Attack and is knocked back, you may use your Reaction to make a single Melee Attack against that creature.')
Immovable
7th-level Vanguard feature
You can use your Vanguard Stance to firmly root yourself in place. While in Vanguard Stance you can advantage on Strength saving throws, and you can use your Strength saving throw without advantage as your Dexterity saving throw.
(Do you have to stay standing in one spot for this to work? The wording could use some cleaning up. '... you gain advantage on Strength Saving Throws. If you are required to make a Dexterity Saving Throw, you can use your Strength Saving Throw bonus instead, without the advantage gained from this feature.')
Protector
10th-level Vanguard feature
You can bolster yourself and allies near you. As a bonus action you and allies within 5 feet of you gain Temporary Hitpoints equal to twice your fighter level and have resistance against the first attack that hits them.
(That is a LOT of temp HP, regenerating every round. With resistance against all damage types on top of it. It also does not state how long that advantage lasts. Could an ally get resistance on the next attack, even if it did not happen until the next day? What prevents you from always keeping your allies topped up with 20 extra HP and one free resistance every rest?)
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mobile Fortress
15th-level Vanguard feature
Your eye for danger in the battlefield is nigh unrivaled. When an ally of yours within 20 feet of you is attacked, you can use your reaction to move to within 5 feet of them and become the target of that attack instead.
(This is a cool ability. But I think it needs some clarification. Consider how it will interact with the Vanguard Stance. Do you have to be in it for this to work? Do you benefit from it for this attack? Does the Attacker suffer the knock back?)
One-man Phalanx
18th-level Vanguard feature
Your Vanguard Stance is improved greatly gaining the following benefits:
You can now redirect up to two attackers to target you instead.
When entering Vanguard Stance you gain resistance to bludgeoning piercing and slashing damage.
(This is very strong, but I guess at level 18 you are sacrificing a lot of attacks to get it.)
While Vanguard Stance is active, ranged attacks and spells have disadvantage against you and any ally within 5 feet of you.
(I'm guessing you mean Ranged Spell Attacks only, not saving throw spells.)
Vanguard Stance This says it uses an Action. That might be a fair tradeoff, but it will hurt more when the Fighter gets more attacks. Just something to consider. I definitely considered this, and it's certainly a fair point to make. My argument on it was that it still gives the fighter options to consider, whether to defend for the team each turn or to attack. Though I'll have to playtest it a bit more thoroughly which I will likely try when the next campaign starts.
It says you give allies within 5 feet of you the AC bonus until the start of your next turn, or Incapacitated. It then says the allies lose it if they leave the area, but not if you leave them. You make a very fair point here, I will definitely have to reword it to ensure that the bonus applies for as long as an ally is within the area.
Special action isn't really a term used, and might be confused with the Action you are using to set the stance. This is a fair point, and I will change this to be less convoluted and confusing. Same goes for the reaction counter attack.
Immovable Do you have to stay standing in one spot for this to work? It was not the idea to be standing in one place for it to work. But yes, I'll reword that one to be more clear about what it does.
Protector That is a LOT of temp HP, regenerating every round. With resistance against all damage types on top of it. You know this one is a bit interesting on that, I heard from two others, one of which a DM that the ability was a bit too weak to make a long rest only ability. I personally felt it to be on the strong side and initially made it a long rest ability. I do believe I will revert to that again. I will also make the temporary hitpoints and resistance last until either used up or until the encounter ends.
Mobile Fortress This is a cool ability. But I think it needs some clarification. After re-reading it, I do agree it needs to be reworked more. I'll make it an ability only accessible through Vanguard Stance, which will also clear up the confusion regarding whether or not the attacker will suffer the knockback.
One-man Phalanx I'm guessing you mean Ranged Spell Attacks only, not saving throw spells. You are correct, I will make this more clear in the next draft of the subclass.
Thanks a lot for the ton of feedback you've given me, I am glad you like the concept of it as well. When I have the next draft ready I will update the post accordingly. :)
Update: I have made some changes to the subclass to clarify some things and make certain functions more concise. You can either look the subclass up at the edited link in this thread or by clicking [HERE].
https://www.dndbeyond.com/subclasses/1534438-vanguard
So I wanted to make a more support-focused fighter subclass that leans more towards tanking and protecting allies rather than raw damage output to further diversify the options fighters have. Here is a concept I made: the Vanguard Fighter.
Similar to Echo Knight, it is a subclass that primarily focuses around an ability which improves over time. But by using an action to activate it sacrifices damage output to protect yourself and allies adjacent to you. It is more of a support type fighter which creates opportunities for allies to get easier hits in while soaking up damage in their stead.
Examples of feats that I think would work well with the subclass would be feats such as Defensive Duelist, Heavy Armor Master, Mounted Combatant, Sentinel, Shield Master and Tough.
What are your opinions?
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
I have made a few changes based on the opinions of some friends, who felt that the level 10 and 18 ability were a bit underpowered, I have made some changes accordingly.
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
First I'll say that I love any fighter concept that is based on a defensive theme. So you have my attention right away. I'm not sure how well it will play out without a lot of testing. But it seems like fun to try. I do have some points on the clarity of the rules that you might want to look at. I'll put them in parentheses after each section.
Vanguard Stance
3rd-level Vanguard feature
You can use an action to strengthen your stance and focus on protecting allies around you. Granting you and allies within 5 feet of you AC equal to half your proficiency rounded up until the start of your next turn or until you’re incapacitated. If an ally leaves this area they lose this AC, if they enter it they gain this AC.
(This says it uses an Action. That might be a fair tradeoff, but it will hurt more when the Fighter gets more attacks. Just something to consider.)
(It says you give allies within 5 feet of you the AC bonus until the start of your next turn, or Incapacitated. It then says the allies lose it if they leave the area, but not if you leave them. This could possibly be interpreted to mean that you could move all around the battlefield, granting the bonus to all of your allies as long as they aren't the ones moving. It might be easier just to say something like - 'You can use your Action to enter the Vanguard Stance until the start of your next turn. You gain a bonus to your AC equal to half of your proficiency bonus, rounded up. You may also choose to grant this AC bonus to any creature that is within 5' of you when they are targeted by an attack. You must declare this before the attack is rolled.)
Your Vanguard Stance gives you the following abilities:
Any creature that misses you with an attack must make a Strength saving throw of 8 + your proficiency modifier + your Strength or be knocked back 5 feet and knocked prone.
(Is this meant to apply to Ranged Attacks against you as well? It doesn’t say only Melee Attacks, but that seems to be what was intended.)
Once per turn as a special action when you activate Vanguard Stance you can force an attack that targets an ally within 5 feet of you to target you instead. This action can be taken before or after the attack is rolled and will include all further attacks of that creature for that turn.
(Special action isn't really a term used, and might be confused with the Action you are using to set the stance. It should also be declared before the roll. I might phrase it - 'Once per round, while you are in the Vanguard Stance and a creature within 5' of you is attacked, you may choose to have the attack target you instead. You must declare this before the roll is made.)
If a target misses you with a melee attack you can use your reaction to counter attack with a melee attack. This attack will be considered as part of the knockback of Vanguard Stance.
(Just to make it more clear, I might say - 'When a creature misses you with a Melee Attack and is knocked back, you may use your Reaction to make a single Melee Attack against that creature.')
Immovable
7th-level Vanguard feature
You can use your Vanguard Stance to firmly root yourself in place. While in Vanguard Stance you can advantage on Strength saving throws, and you can use your Strength saving throw without advantage as your Dexterity saving throw.
(Do you have to stay standing in one spot for this to work? The wording could use some cleaning up. '... you gain advantage on Strength Saving Throws. If you are required to make a Dexterity Saving Throw, you can use your Strength Saving Throw bonus instead, without the advantage gained from this feature.')
Protector
10th-level Vanguard feature
You can bolster yourself and allies near you. As a bonus action you and allies within 5 feet of you gain Temporary Hitpoints equal to twice your fighter level and have resistance against the first attack that hits them.
(That is a LOT of temp HP, regenerating every round. With resistance against all damage types on top of it. It also does not state how long that advantage lasts. Could an ally get resistance on the next attack, even if it did not happen until the next day? What prevents you from always keeping your allies topped up with 20 extra HP and one free resistance every rest?)
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mobile Fortress
15th-level Vanguard feature
Your eye for danger in the battlefield is nigh unrivaled. When an ally of yours within 20 feet of you is attacked, you can use your reaction to move to within 5 feet of them and become the target of that attack instead.
(This is a cool ability. But I think it needs some clarification. Consider how it will interact with the Vanguard Stance. Do you have to be in it for this to work? Do you benefit from it for this attack? Does the Attacker suffer the knock back?)
One-man Phalanx
18th-level Vanguard feature
Your Vanguard Stance is improved greatly gaining the following benefits:
You can now redirect up to two attackers to target you instead.
When entering Vanguard Stance you gain resistance to bludgeoning piercing and slashing damage.
(This is very strong, but I guess at level 18 you are sacrificing a lot of attacks to get it.)
While Vanguard Stance is active, ranged attacks and spells have disadvantage against you and any ally within 5 feet of you.
(I'm guessing you mean Ranged Spell Attacks only, not saving throw spells.)
Hope that helps some!
Vanguard Stance
This says it uses an Action. That might be a fair tradeoff, but it will hurt more when the Fighter gets more attacks. Just something to consider.
I definitely considered this, and it's certainly a fair point to make. My argument on it was that it still gives the fighter options to consider, whether to defend for the team each turn or to attack. Though I'll have to playtest it a bit more thoroughly which I will likely try when the next campaign starts.
It says you give allies within 5 feet of you the AC bonus until the start of your next turn, or Incapacitated. It then says the allies lose it if they leave the area, but not if you leave them.
You make a very fair point here, I will definitely have to reword it to ensure that the bonus applies for as long as an ally is within the area.
Special action isn't really a term used, and might be confused with the Action you are using to set the stance.
This is a fair point, and I will change this to be less convoluted and confusing. Same goes for the reaction counter attack.
Immovable
Do you have to stay standing in one spot for this to work?
It was not the idea to be standing in one place for it to work. But yes, I'll reword that one to be more clear about what it does.
Protector
That is a LOT of temp HP, regenerating every round. With resistance against all damage types on top of it.
You know this one is a bit interesting on that, I heard from two others, one of which a DM that the ability was a bit too weak to make a long rest only ability. I personally felt it to be on the strong side and initially made it a long rest ability. I do believe I will revert to that again. I will also make the temporary hitpoints and resistance last until either used up or until the encounter ends.
Mobile Fortress
This is a cool ability. But I think it needs some clarification.
After re-reading it, I do agree it needs to be reworked more. I'll make it an ability only accessible through Vanguard Stance, which will also clear up the confusion regarding whether or not the attacker will suffer the knockback.
One-man Phalanx
I'm guessing you mean Ranged Spell Attacks only, not saving throw spells.
You are correct, I will make this more clear in the next draft of the subclass.
Thanks a lot for the ton of feedback you've given me, I am glad you like the concept of it as well. When I have the next draft ready I will update the post accordingly. :)
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
Update: I have made some changes to the subclass to clarify some things and make certain functions more concise. You can either look the subclass up at the edited link in this thread or by clicking [HERE].
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
No problem at all! It was a fun read. And your new updates help clear up any minor ambiguity. I look forward to hearing how it playtests!