Base Class: Fighter
Those who follow the Vanguard Mind's path don’t rely on brute force or divine favor — they rely on an almost frightening intuition. To them, combat unfolds like choreography: every twitch, feint, and shift of stance tells a story of what’s about to happen. While other warriors train to react, Vanguard Mind Fighters move in harmony with the seconds just before impact.
In battle, they thrive on prediction. Whether they draw blades half a breath before a swing lands or reposition allies seconds before disaster, their confidence borders on the cinematic — they fight as if they’ve already practiced the fight. To face a Vanguard Mind Fighter is to be caught in their tempo, always a note too late.
As their skill sharpens, their sense of time and intention becomes almost eerie; their strikes arrive exactly where defenses will open, and their movement always preempts danger by an inch. Vanguard Mind Fighters prove that true mastery of combat isn’t just strength or speed — it’s knowing when.
Taking this archetype transforms combat into a rhythm game of precision and foresight. Every initiative roll and every prediction shapes the battlefield into your design — and the enemy into your student.
Level 3: Anchored Advance
You can instantly assess a battlefield and become familiar with safe areas.
Route Marking: When you roll initiative, mark three spaces within 30 feet of you. These spaces are now your Advance Nodes. These spaces give you the following benefits:
- Battlefield Agility: When you move onto an Advance Node, it does not cost you any movement.
- Tactical Retreat: If you are within five feet of an enemy and are adjacent to an Advance Node, you may move onto it during your turn without provoking Opportunity Attacks.
- Pre-Sighted Strike: If an enemy takes up the space of one of your Advance Nodes, you can attack from an extra 5ft of range against that enemy, provided they are on that Advance Node when you do so.
Level 3: Combat Premonition
Your mind instantly kicks into overdrive; within seconds of a battle, you've already got your enemies' patterns locked down.
Veteran's Tongue: You gain proficiency with one extra language of your choice. Moreover, when conversing with a creature in this language, you gain advantage on all Charisma (Intimidation) checks against this creature, considering this creature can understand you.
Reactive Mind: When you roll initiative, instead of rolling once, roll two d20s. Choose one to keep as your initiative result and mark the other as your Forecast Die.
- Once during the first round of combat, you can replace any single d20 roll (made by you or a creature within 30 feet that you can see) with your Forecast Die.
- After you do so, your Forecast Die is expended until your next short or long rest.
Level 7: Overwhelming Pressure
You exhibit a form of battlefield control unlike no other. No enemy is safe from your reach.
Brutal Retaliation: When a creature makes an Attack of Opportunity against you and deals damage, you can spend a reaction to halve that damage and deal damage to the triggering creature equal to your Proficiency Bonus.
Ordered Strikes: Once per round, when you make attacks on your turn, each time you target a different creature than on the previous round (hit or miss), you gain a stack of Momentum. Whenever you make an attack roll or saving throw, you may add a bonus to your roll equal to the amount of Momentum you have.
Level 10: Chained Network
You use your enemies' options to your advantage, becoming more comfortable on the battlefield.
Synced Node: When you use your Forecast Die to affect a roll of a nearby creature, you apply a Mark of Prediction onto it. For the creature's next turn, the space it ends its movement on turns into an Advance Node.
Node Convergence: As a bonus action, you can choose one Advance Node within 60 feet of you. That Advance Node now enlarges into a 2x2x2 cube in the direction of your choice.
Once you affect an Advance Node with Node Convergence, you cannot do so again until you have finished a Short or Long Rest.
Level 15: Waystation
Your years of experience give you the ability to subconsciously make the most of your environment while focusing on other matters.
Rally: You gain an extra 10 feet of movement on your turn.
Relay: When you step onto an Advance Node, you can take a Bonus Action to absorb that Node. Once you do so, the Node disappears, and you gain a number of Temporary Hit Points equal to your fighter level.
Level 18: Nexus
Outmaneuvering your opponents is child's play, as always.
Sync Lock: At the start of battle, you can now roll three d20s for initiative and keep two of them as Forecast Dice.
Previous Versions
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