Base Class: Fighter
The Dual Vanguard is a fighter who thrives in the heat of the battle, taking cues from a partner to perform coordinated maneuvers and deadly strikes. They are trained to use firearms and often use their environment to their advantage. Inspired by cooperative tactics seen in games like "Army of Two," the Dual Vanguard stands tall, fighting back-to-back with their comrades.
Duo Tactics
When you choose this archetype at 3rd level, you have honed your skills to work closely with your allies. Whenever you make a ranged weapon attack, you can use a bonus action to designate one ally you can see within the normal range of your ranged weapon for one minute. While you have an designated ally your attacks deal an extra 1d6 damage to a creature if that creature is within 5 feet of the designated ally. You can use this feature a number of times equal to your proficiency bonus.
Upon reaching higher levels the damage your Duo Tactics feature deals increases to 2d6 at 5th, 3d6 at 11th, 4d6 at 18th level.
Firearms Training
At 3rd level, you gain proficiency in firearms (assuming they exist in your DM's campaign setting). You also gain the ability to perform maintenance on your firearms, removing any malfunctions or jams as an action.
Covering Fire
Starting at 7th level, you have added a special harness to your inventory. When an ally with in 60ft of you drops to 0 hp. You can use your reaction to move up to your movement speed to them, and pick them up to carry them out of harm. While carrying your ally your movement speed drops by half, and you are able to still make ranged weapon attacks.
Improved Duo Tactics
At 10th level, your bond with your allies allows you to function seamlessly as a unit. You can now designate two allies with your Duo Tactics feature. Additionally, when one of your designated allies under your Duo Tactics feature is attacked, you can use your reaction to make a ranged weapon attack against the attacker, provided the attacking creature is within range of your firearm.
Advanced Firearms Training
At 15th level, your firearm attacks score a critical hit on a roll of 19-20. Additionally, when you score a critical hit with a firearm, the target is knocked back 10 feet.
Army of Two
At 18th level, your cooperation and tactics reach their peak. Once per turn when you hit a creature with a ranged weapon attack, you can choose to force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is stunned until the start of your next turn.
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