Fighter
Base Class: Fighter

The Vanguard are the most fearless warriors on the battlefield. A true Vanguard are comprised of warriors willing to risk it all for victory. Highly trained and battle tested, these fighters charge headfirst into the enemy's lines hoping to break charges, prevent counterattacks, and annihilate important targets. Using a variety of techniques and battle learned skills, these fighters are able to strike quickly, attacking multiple times in a turn from both melee and at range. Being able to attack enemies at any range is their deadliest ability. 

Veteran Points

Vanguards gain the ability to use specialized techniques in combat. To use one of these abilities, it costs one Veteran Point. As you level up, you gain additional Veteran Points which are replenished each short rest.

Veteran Abilities

The Veteran Abilities are listed here.

Battle Cry

Cost: 1 Veteran Point

As a bonus action, The Vanguard shouts invigorating his nearby allies. All allies within 20 ft of the fighter have advantage on their next attack roll.

Disarming Strike

Cost: 1 Veteran Point

Using either a ranged or melee weapon attack, the Vanguard damages and attempts to disarm the target. The target must make a Strength Saving Throw and takes normal weapon damage. If the creature is holding a weapon and fails the saving throw, the target drops the weapon and must use half of its movement if it wants to pick it back up on its turn. If the weapon is being wielded with two hands, it has advantage on the saving throw.

Engage

Cost: 1 Veteran Point

As a bonus action, the Vanguard makes eye contact with a creature in range that it can see and dares him to stand and fight. The target must succeed on a wisdom saving throw or be forced, on its next turn, to use all of its movement to move towards the Vanguard and attack it and only it.

Multishot

Cost: 1 Veteran Point

The Vanguard can spend a Veteran Point to draw two arrows instead of one, firing both in rapid succession. Using this ability counts as a regular ranged weapon attack action. You must make an attack roll for each individual arrow and can choose to aim both projectiles at the same target or shoot an arrow at two different targets.

Pinning Shot

Cost: 1 Veteran Point

As a bonus action, the Vanguard quickly takes aim and makes a ranged weapon attack at the target's legs, specifically aiming for a joint with the goal of slowing the opponent down. On a hit, the target takes normal damage and must succeed on a dexterity saving throw or be unable to move on its next turn.

Quick Attack

Cost: 1 Veteran Point

As a Bonus Action, you lash out quickly with a weapon attack. Using this ability allows you to make an additional attack action utilizing an available bonus action.

Quick Shot

Cost: 1 Veteran Point

As a bonus action, the Vanguard can follow an attack with a hastily fired single ranged weapon attack dealing normal damage. This ability does not receive disadvantage from being in melee combat.

Serrated Arrow

Cost: 1 Veteran Point

By spending a Veteran Point before the roll, the fighter makes a ranged weapon against an enemy in range using a roughly serrated arrow instead of the normal broad-head. This arrow deals an additional damage die if the arrow hits.

Stunning Bash

Cost: 1 Veteran Point

As a bonus action, the Vanguard attempts to strike at the target with a shield or blunt part of a weapon dealing damage equal to the unarmed attack damage. The target must make a Constitution Saving Throw. On a failure, the creature is stunned for one turn or until the creature takes damage.

Overwhelming Odds

Starting at level 7:

The Vanguard is well versed in the art of suicide missions; so well versed that when surrounded by enemies with no allies in the area, the Vanguard gains advantage on all attacks. To satisfy this condition, the Vanguard must be in melee combat or within 5 ft of at least two enemies and no allies can be within 10 ft of the Vanguard. This is a passive ability.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Parry or Press

Starting at level 10:

The Vanguard has stayed alive this long through the mastery of highly reactive fighting techniques. These techniques include two reactions added to the Vanguard's arsenal.

Veterancy

Starting at level 15:

The Vanguard's mind is honed to the flow of battle and is thus hardened against forces that would turn its own mind against it. The Vanguard is immune to being: Charmed, frightened, confused, or stunned while in combat.

First Line of Defense

Starting at level 15:

If the Vanguard is the first player that an enemy sees, the enemy must use its first attack against the Vanguard before it can attack any other player.

Victory Against all Odds

The Vanguard never charges into a battle where victory is uncertain because once the Vanguard enters the fray, victory is always a possibility. The Vanguard gains two innate abilities at this level:

1) A critical now deals triple instead of double damage.

2) The Passive ability from level 7, Overwhelming Odds, also imposes disadvantage on all Attacks and Saving throws made against the Vanguard as long as the conditions are met.

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