Base Class: Paladin
Elite specially selected and trained soldiers under the command of the Sovereign Claw. They are specially selected top of their personal from their respective nations and parts of the world to serve for not just the nation but their entire continent and even at times, the world. Also known amongst the common folk as "Knights under the Talon" or simply Talon Knight.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Sovereign Vanguard table. See the Sacred Oath class feature for how oath spells work.

Channel Divinity
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Peace Keeper. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Vanguard's Rally Cry. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Scaled Weapon
2nd-level Oath of The Sovereign's Vanguard Feature
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual when you took your oath and forged spiritual and magical bond with your weapon which will grow with you and often reflects the nature of the wielder
Bonded Weapon. When wielding your bonded weapon you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You cannot bond magically with another weapon this way, if somehow the weapon is lost, you must return to the forge in which it was created to summon it back and often at great cost to the wielder.
Lessons of Vanguard. When wielding your bonded weapon you can perform one of the following Fighter Maneuvers once per round. You may use this feature up to your Charisma Modifier per long rest.
- Bait and Switch: When you’re within 5 ft. of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 ft. of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
- Goading Attack: When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 14). On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn
- Trip Attack: When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 14). On failure, you knock the target prone
Taking One for the Team
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
Vanguard Defense
Starting at Level 15, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Resurgence
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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