Base Class: Fighter
The Primal Vanguard channels an ancient, feral fury born from the rawest depths of rage and survival instinct. Warriors of this path are living storms—unstoppable forces that rend the earth itself and command fear through sheer presence. Their signature Vaultbreaker Pounce devastates enemies with seismic leaps and stunning blows, while their Sentinel’s Roar bends the will of foes, breaking their courage before the first strike.
Yet beneath the savage exterior lies a complex core. Through the Emotional Core Protocol: Red Fang, the Primal Vanguard tempers their wrath to protect the broken and innocent, transforming their fury into a shield for those in pain. However, acts of betrayal or injustice ignite a relentless vengeance that punishes offenders with crushing force and terror.
As their rage grows, these warriors become embodiments of primal power and relentless guardians—both feared and revered on the battlefield.
Level 3: Vaultbreaker Pounce
Starting at 3rd level, you can leap with terrifying force to disrupt your foes. As an action, you may leap up to 300 feet (half a city block). Upon landing, all creatures within 15 feet must succeed on a DC 16 Strength saving throw or be Stunned until the end of your next turn. The earth trembles violently, causing difficult terrain in the area until the end of your next turn.
You can use this feature once, and it recharges after you finish a short or long rest. At 10th level, this recharges after 3 rounds instead of a rest.
Level 7: Sentinel’s Roar
At 10th level, your fury speaks louder than any command — a voice of primal war that can shake armies.
Whenever you make an Intimidation check, you are considered proficient. If you are already proficient, you add double your proficiency bonus instead.
Additionally, when using Intimidation against creatures with a CR lower than your Fighter level, you automatically succeed unless the creature is immune to being frightened. Against creatures with a CR equal to or higher than your Fighter level, your presence still unnerves them — you have advantage on Intimidation checks against such foes.
Once per long rest, as a bonus action, you can unleash a guttural, primal roar. Each enemy of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Level 10: Emotional Core Protocol: Red Fang
Your rage is tempered by a deep, visceral empathy for those who carry emotional pain. While within 30 feet of a creature that is a child, clearly traumatized, or suffering emotional anguish (as determined by the DM), your instincts shift from fury to protection. While in this state:
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You gain resistance to all damage except radiant damage.
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Your voice and presence become steady and grounding. Allies within 30 feet gain advantage on saving throws against being frightened or charmed.
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If you witness an act of betrayal, cheating, or cruelty toward someone emotionally vulnerable, your primal rage snaps into lethal focus.
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Your next weapon attack against the offender deals an additional 3d10 Force damage,
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And the target must succeed a DC 16 Wisdom saving throw or become Frightened of you until the end of your next turn.
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You can use this feature once per long rest.
Rage Against Injustice
Your soul does not abide betrayal. When you witness an act of blatant cheating, backstabbing, or cruel injustice—as determined by the DM—your wrath ignites. Your next attack against the offending creature deals an additional 3d10 Force damage. The target must succeed on a DC 16 Wisdom saving throw or become Frightened of you until the end of your next turn.
This effect can trigger once per short or long rest, or at the DM’s discretion when roleplay circumstances strongly support it.
Red Fang’s Presence
When your fury recedes into stillness, your presence becomes a sanctuary.
While you are not raging, allies within 30 feet of you gain advantage on saving throws against being frightened or charmed.
This aura is instinctual — it calms those who carry pain, fear, or trauma, even if no words are spoken.
The effect ends if you enter a rage or become incapacitated.
Resilience Through Compassion
Your fury transforms into unshakable resolve when standing near the broken or vulnerable. While within 30 feet of a creature who is emotionally distressed, a child, or a trauma survivor (as determined by the DM), you gain resistance to all damage except radiant. This effect lasts as long as you remain near such a creature and does not apply if you are the source of their fear or harm.
Level 15: Primal Breach
At 15th level, you gain the ability to unleash the raw pulse of your core in a devastating ground-splitting assault.
As an action, you may activate Primal Breach by slamming your weapon or fists into the ground. This creates a 15-foot-radius seismic shockwave centered on you. All creatures of your choice within the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
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On a failed save, a creature takes 6d10 force damage, is knocked prone, and is stunned until the end of your next turn.
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On a successful save, a creature takes half damage and is not knocked prone or stunned.
The terrain in this area becomes difficult terrain until cleared. This effect can also crack stone, shatter obstacles, or rupture ceilings/floors at the DM's discretion.
You gain temporary hit points equal to half the total damage dealt by this ability, and for the next 3 rounds you gain resistance to bludgeoning, piercing, and slashing damage.
You may use Primal Breach once, and regain use after a long rest. Alternatively, you may expend two uses of Second Wind to use it again before resting.
Level 18: Unyielding Fury
Your fury knows no rest—each enemy that falls only fuels your momentum.
Starting at 18th level, when you reduce a creature to 0 hit points, you may choose to regain one expended use of either Vaultbreaker Pounce or Emotional Core Protocol: Red Fang.
You can regain only one use per round this way, regardless of how many enemies you fell.
This effect triggers only on creatures with a CR of 1 or higher to prevent abuse against minions or summoned fodder.







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