Base Class: Fighter
They say Vanguards are always the first on the field and the last to leave. The leaving part is usually in the form of a bloodied, muscle spasming, pulp, begging to go back for more.”— Unknown
The archetypal Vanguard rushes headlong into the fray, engaging multiple enemies at once, forming a one-man barricade. Those who choose the path of the Vanguard are watchful guardians that hold little regard for their own lives. Vanguards are tactical and skilled swordsmen and women, able to use their signature Longswords to maximum potential in combat. They are trained to utilize every surface of the weapon as a deadly instrument. Furthermore, they are meant to be chivalrous and compassionate, so if you wish to roleplay with this class, a Neutral Good or Lawful Good alignment may be recommended. However, precious few 'wardens' actually take this aspect to heart.
First In, Last Out
Starting at 3rd level when you choose this Archetype you gain a +5 to Initiative
Picking up Momentum
You have trained with your Longsword enough to know how to use it properly. A Vanguard is skilled in the versatile use of their longsword, and can use it in a variety of ways. At 7th level, when you make a weapon attack with a longsword, you can choose whether its' damage type is piercing, slashing, or bludgeoning before rolling damage dice. Since skill with the sword is a key trait of Vanguards you have honed your movements and precision tirelessly.
Also at 7th level, When you make a successful melee weapon attack on your turn with your Longsword, you can choose to strike again on a back-swing and deal an additional 1d8 damage of the same type as that of the initial attack. This feature can only be used once on your turn.
You have a number of uses of this feature equal to your strength modifier. All uses are regained when taking a long rest.
Shoulder Bash
After honing your body to perfection you have realized you can attack with more than just your Longsword, The shoulder charge is a deadly maneuver that allows a Vanguard to burst open their opponent's defenses and leave them dazed and confused.
At 10th level you can take the shove action as a bonus action. The shove action is also now a shoulder charge which, if successful, knocks the target back up to 15 ft, deals 1d4 + your strength modifier in bludgeoning damage, and knocks the target prone.
Steadfast Resolve
You have taken enough blows to shrug off some injury and can recover rather quickly from a seemingly fatal blow. Starting at 15th level if your current hit points are less than half off your maximum, you gain a +2 bonus to your AC. Additionally the number of hit points you heal when you use second wind increases to 2d10 + twice your fighter level.
Execution
In a violent and brutal attack, a Vanguard can decimate a weakened opponent in a single strike. When you reach 18th level, if you reduce a creature one size larger than you or smaller to below a quarter of its maximum health, you can forgo one of your attacks in an attempt to execute it.
Make an attack roll contested by a Constitution saving throw by the target. On a success, the creature is instantly reduced to 0 hit points, and on a fail they lose half of their current hit points. Additionally nearby creatures must make a Wisdom saving throw or be frightened and if they are immune to being frightened they instead get advantage on the roll.
Once you use this feature you must finish a long rest before using it again.
Comments