Base Class: Fighter
Vanguards are the first to rush into a fight leading the charge. They don’t stop fighting until the enemy is defeated and overcome any odds for victory. Vanguards are the ones who become legend.
Frontline Fighter
You always lead the charge into battle. You can add your proficiency bonus to initiative rolls. During your first turn of combat, you may use a bonus action to move up to your speed towards a hostile creature and make one melee weapon attack against it.
Mighty charge
Whenever you move 10 feet or more and then attack a creature, if the attack hits, the target must make a strength saving throw or be knocked prone. The DC is equal to 8+str mod+ proficiency bonus. If you are wielding a shield, you may add the ac the shield gives you to the DC.
Against all odds
You refuse to give up even if it seems you will fail. Whenever an attack would reduce you to 0 hit points, you may make a constitution saving throw. DC = damage taken. On a success you return to 1 hit point. On a failure you are knocked unconscious and automatically succeed a death saving throw. You regain this ability at the end of a long rest.
Steel will
You have advantage on saving throws against being frightened.
Unstoppable Force
Nothing can halt your advance. You have advantage on saving throws ability checks against being moved, knocked prone, and anything that would reduce your speed, including spells. Whenever your are grappled by a creature no bigger than one size larger than you, your speed is halved instead of being 0, as you drag the creature with you instead of them dragging you.
Heroic surge
Whenever you use your action surge, you and all allies within 10 feet of you gain temporary hit points equal to your 1+ your constitution modifier for each hostile creature within 30 feet of you.
Last stand
You are able to turn the tides of the battle in the darkest moment. Whenever your hit points fall equal to your fighter level or lower, you can use your reaction to immediately make a melee weapon attack with advantage, and regain hit points equal to your fighter level+ your constitution modifier. You regain the use of this ability at the end of a short or long rest.
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