Fighter
Base Class: Fighter

Want to go heavy with your weapons, double it down as a Vanguard!

Heavy Blade

3rd-Level Vanguard (2014 Ver.) feature
You have learned how to use the weight of your weapons to your advantage. Starting at level 3, once per turn whenever you hit with a melee weapon attack you can make a Strength (Athletics) check contested by the target's Strength (Athletics). On a success, you deal an additional 1d8 damage of the weapons damage type and push the target away from you 10 feet. You can use this ability a number of times equal to your Strength modifier. You regain all spent uses at the end of a short or long rest. In order to use this ability, you must be using a weapon with the heavy property.

Whenever you have disadvantage on a melee attack roll you make with a heavy weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.

Wrath

7th-Level Vanguard (2014 Ver.) feature
When you are wounded your determination and fury shine through. Starting at level 7, whenever you are at half or lower of your maximum hit points you critical on attack rolls of 19-20. At level 15, you critical on rolls of 18-20.

If you are utilizing Epic Leveling (leveling past 20th level), your critical range while under half and below your maximum hit points increases to 17-20 at level 23, 16-20 at level 31, and finally 15-20 at 39th level in this subclass.

Heavy Blade Improvement

10th-Level Vanguard (2014 Ver.) feature
You have mastered the art of fighting with heavy weapons. Starting at level 10, when you do not have a shield equipped, you gain + 3 AC, also, whenever you succeed on the Strength (Athletics) contest with your heavy blade ability, It deals an additional 1d8 damage and the target must succeed on a Strength saving throw (DC = 8 + Strength Mod + Prof) or be knocked prone.

Additionally, when you hit a melee attack with a heavy weapon with which you are proficient on a creature that is prone, restrained, grappled, incapacitated, paralyzed, or stunned, you deal additional damage equal to double your strength modifier.

Aether

15th-Level Vanguard (2014 Ver.) feature
You have learned the powerful skill Aether, a skill that rends the heavens. Starting at level 15, as a bonus action you can make a DC 15 Strength check. On a success, the next melee attack you hit triggers Sol and Luna in tandem, Sol, healing you for half damage dealt, and Luna completely ignores all resistances and immunities while tripling the damage of the strike. You can use this ability an amount of times equal to your proficiency modifier, and regain all spent uses at the end of a short or long rest.

Aether can only be used with swords, axes, and hammers that lack the finesse and/or light properties, and only with melee attacks unless of course, if used as Great Aether. (I.E: Long Swords, Great Swords, Warhammers, Mauls, Battle Axes, and Great Axes specifically.)

Great Aether

18th-Level Vanguard (2014 Ver.) feature
You have mastered Aether and can unleash a fiery eruption from your weapon. Starting at level 18 the attacks you make with Aether have a +5 to hit.

In addition, whenever you succeed on the Strength check required for Aether instead of activating its normal effect, you can have all enemy creatures within 20 ft. make a Dexterity saving throw (DC = 12 + Str Mod + Prof). On a failure, they take 6d8 fire damage that ignores all resistances and immunities, and half as much on a success, you heal for half of all damage done in this manner.

You can use Great Aether twice, you regain all uses of Great Aether after a short or long rest.

If epic leveling is available, (leveling beyond 20th level) you gain a third use at 27th level, and a fourth use at level 36.

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