Fighter
Base Class: Fighter

Sword boi make group go swat.

First unto the Fray

At 3rd Level:

A Vanguard is most in place at the heart of battle, companions and allies at their side. Leading from the front, a Vanguard makes the first move.

Add your Charisma modifier to your initiative.

When rolling for initiative, if a tie occurs, a Vanguard wins, regardless of modifiers, if tied with anoth Vanguard, proceed normally.

In addition, starting at Level 7, your natural initiative roll may not equal less than 1/2 fighter level.

Icon of Triumph

At 7th Level:

A Vanguard, often by bearing a banner, a specific tabard, or warcry, inspires those they stand with to fight harder than ever.

 You may, as a bonus action, allow an ally who can see and hear you to, as a reaction, make a weapon attack, take the dash action, use the help action, take the dodge action, use an item, or cast a spell with a casting time of instantaneous only targets a single creature and is a level no higher than 1/2 your proficiency modifier round down.
Envoy of Battle (Intimidation)

Gain proficiency in either persuasion or intimidation, your proficiency is doubled for that skill. If you choose one, and do not have proficiency in the other, you count as having half proficiency in the other.

Envoy of Battle (Persuasion)

Gain proficiency in either persuasion or intimidation, your proficiency is doubled for that skill. If you choose one, and do not have proficiency in the other, you count as having half proficiency in the other.

Stalwart Luminary

At 10th level:

By acting before others, a Vanguard inspires others to great deeds. 

Whenever the Vanguard places on top on the initiative track, a number of allies equal to the Vamguard's proficiency modifier gains +1d4 to their initiative and the first attack or skill check or saving throw they make.

Whenever the Vanguard scores a critical, hit, skill check, or saving throw, a number of allies equal to their proficiency modifier gain the Vanguard's Charisma modifier to their AC, and gain 1d4 to a single attack roll, saving throw, or skill check, this lasts until the start of the Vanguard's next turn. A creature may only hold one from this ability at any given time.

In addition, gain proficiency in Charisma saving throws.

Vengeance for the Fallen

At 15th level:

A Vanguard may, as a reaction, when an ally is dropped to 0, declare "Vengeance for the Fallen" angainst that foe,, gaining a 10" aura of advantage vs saves against that creature's abilities. This aura lasts until the creature or Vanguard is dropped to 0, killed, or until a number of minutes equal to the Vanguard's Charisma modifier have ended. In addition, if the Vanguard is threatening the creature, all allies that can see or hear the vanguard gain the vanguard's Charisma modifier to additional damage on weapon attacks, this counts as the weapon's damage.

This ability may be used a number of times per long rest equal to proficiency modifier.

Paragon of War

At 18th level:

The Vanguard has near perfected the craft of war, as such they gain the ability to shrug off what would falter others through sheer will and determination.

Gain Charisma modifier to Dex and Str and Con saves.

In addition, any Fighter class ability, or Vanguard feature that replenishes only on a long rest, you may, once, regain half of its uses during a short rest. This may be done once per long rest. If you do not have uses of Vanguard abilities available upon the initiative roll, regain one use.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2021 10:57:50 PM
2
0
1.0
Coming Soon
11/11/2021 7:42:44 PM
1
1
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes