Base Class: Fighter
Vanguards are pathbreakers and commanders on the battlefield. They lead from the front, charging into enemy lines as the spearpoint of their companions and tearing open every obstacle in their path. Vanguards excel at identifying key enemies amid the chaos of battle, and their valor inspires their allies to press the attack.
Oath of Ruin
3rd-Level Vanguard Feature
A vanguard proclaims an enemy’s downfall at the outset of battle.
As a Bonus Action, you can choose one creature you can see within 30 feet of yourself. The target is marked for 1 minute.
While the target is marked, once per turn, you or one of your allies can reroll an attack roll against that creature.
You can use this feature a number of times equal to your Charisma modifier, with a minimum of once. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Trained Envoy
3rd-Level Vanguard Feature
Vanguards are not silent warriors. They might be messengers in an army, negotiators in the service of nobles, or the ones entrusted with delivering an ultimatum before battle. Whether discerning hostility, intimidating foes, negotiating on the front line, or rallying morale, you have received the appropriate training.
Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You gain proficiency in the chosen skill. If you already have proficiency in that skill, you gain Expertise in it instead.
Heroic Charge
7th-Level Vanguard Feature
Your assault forces enemies to expose their weaknesses and gives your allies the chance to follow up, turning a single personal attack into a coordinated offensive.
When you take the Dash action for the first time on your turn, you can also take the Attack action. When you take the Attack action granted by this feature, you can’t expend any more movement on that turn.
Your assault forces enemies to expose their weaknesses and gives your allies the chance to follow up, turning a single personal attack into a coordinated offensive.
When you take the Dash action for the first time on your turn, you can also take the Attack action. When you take the Attack action granted by this feature, you can’t expend any more movement on that turn.
If the attack hits, you can use a Reaction to command allies who were within 30 feet of you before you moved to move up to half their Speed toward the target of your attack.
At level 15, you have advantage on this attack.
Exemplar of Battle
10th-Level Vanguard Feature
Your bearing in battle has become an example your allies can follow. As long as they stand beside you, they are inspired to commit themselves fully to the fight.
When you and allies within 10 feet of you deal damage with a Melee Weapon, you can reroll any damage dice that roll a 1 or 2, but you must use the new roll.
Unyielding
15th-Level Vanguard Feature
When blood is spilled, you only become more tenacious. Pain cannot easily stop you, and neither fear nor mental pressure can readily shake your will.
While you are Bloodied, all damage you take is reduced by an amount equal to your Constitution modifier.
In addition, you gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you can choose Intelligence or Charisma saving throws instead.
Bane of the Sworn Foe
18th-Level Vanguard Feature
Your command pronounces judgment upon your enemies, and they have no choice but to submit.
An enemy marked by your Oath of Ruin becomes vulnerable. Until the mark ends, attacks against that target ignore its damage resistances. If the target has immunity to a damage type, that immunity is reduced to resistance instead.
If the target’s hit points are reduced to 0 before the mark ends, you can use a Bonus Action to transfer the mark to another visible creature within 30 feet of the target and refresh the duration of your Oath of Ruin.
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Posted May 28, 2026Update:
Level 3: Oath of Ruin
3rd-Level Vanguard Feature
A vanguard proclaims an enemy’s downfall at the outset of battle.
As a Bonus Action, you can choose one creature you can see within 30 feet of yourself. The target is marked for 1 minute.
While the target is marked, once per round, you or one of your allies can reroll an attack roll against that creature.
You can use this feature a number of times equal to your Charisma modifier, with a minimum of once. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.