Base Class: Fighter
The Vanguard was originally an elite unit under the King's command. He bestowed upon them mere fragments of his power, which is handed down the royal line through powerful magical artifacts crated by the gods themselves. The artifcts have been thought to be lost to space and time. Those who attempt to claim the power of the artifacts and are fit will find a vast reserve of magical energy that can decimate enemies and protect allies. Those who are unfit are burned to ashes in agony. A Sarothi has been granted a tiny fragment of the Ancients' power in order to preserve the cosmic balance between realms and universes. They are often utilized to prevent a cataclysmic event that could one day threaten Lucis by interplanar conflict. Due to the disconnect between the Sarothi and the origin of the power, the power may be granted unceremoniously after a visit by the Ancients in dreams.
Mana Blade
The Vanguard has the ability to channel magical energy directly from their fingertips. At 3rd level, they start with 3 mana die that they can use. Mana die are regenerated completely on a short and long rest. They can also regenerate a single mana die by hiding or using the dodge action on their turn. If all mana die are used by the end of the Vanguard's turn, they must make a DC 12 CON save. If they fail, they become winded and will not be able to use a reaction or attack until after their next turn.
The Mana dice are d4s. They increases to 4 d6s at level 7, 5 d8s at level 13, and 6 d10s at level 17.
Warp Strike
The Vanguard throws a weapon in their grasp and teleports to it at any point within the weapon's normal throw range, which is doubled for this ability. If the weapon does not have a throw range, it is as follows:
Light: 60ft, Normal: 30ft, Heavy: 15ft.
The Vanguard consumes a Mana Die and does this as a bonus action, and if this is done to close in on an opponent and make a melee attack, the mana die is rolled and added to the attack as force damage.
Imbue Element
On a melee attack hit, the Vanguard may use up to two mana dice to imbue their attack with either fire, lightning, or cold (their choice), and add the total from the mana dice roll to be additional damage of the chosen element
Bulwark
The Vanguard focuses intently on protection. Using a reaction, they may spend up to two mana dice to defend themselves or another creature within 5 feet of an attack. If this is an attack roll, roll a Mana die and add half the total rounded down (minimum 1) to the AC of the beneficiary of this skill. If it requires a DEX save, add half the total rounded down (minimum 1) to the saving throw roll of the beneficiary.
Tempest Blade
The Vanguard can use an action to make a powerful spinning weapon strike. They may spend up to six mana dice to build their strength. Every creature within melee range must make a DEX save or take the mana dice roll as force damage along with the normal attack damage roll on a fail, or half on a successful save. The DC is 8+proficiency+STR modifier (or DEX modifier if with a finesse weapon)
Endcleave
When an attack brings the Vanguard to less than 10% HP and they are still standing, they can use a reaction to unleash a staggering blow out of pure desperation. They spend the remainder of their mana dice pool and make a melee weapon attack with advantage. On a hit, they add their weapon damage to the mana dice total and double this number to calculate damage dealt. Two rounds after this attack, they fall unconscious but stable if they have not been healed.
Comments