Vanguard (5e Class)

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Vanguard

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Imagine...a warrior falls dead on the battlefield, only to rise and continue the fight, a man shrouded in lightning punching straight through the armor of his adversaries, a woman holding a spectral shield halting the advance of an army, a warrior holding a flaming hammer wreaks a path of chaos through the battlefield. This is what it means to be a Vanguard, to protect your allies, and to destroy those who would oppose you. To rise again from death only to continue fighting what killed you in the first place...

Creating a Vanguard

Quick Build

You can make a behemoth quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on what weapon and armor you want to you to use, followed by Constitution. Second, choose the haunted one background.

Class Features

As a Vanguard. you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vanguard. level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vanguard. level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Vanguard.

LevelProficiency
Bonus
FeaturesVanguard Points
1st+2Fighting Style0
2nd+2Vanguard's Will2
3rd+2Invicitus3
4th+2Ability Score Improvement4
5th+3Extra Attack5
6th+3Vanguards Will improvement6
7th+3Invicitus feature7
8th+3Ability Score Improvement8
9th+4Vanguard's Battle9
10th+4Invicitus feature10
11th+4Vanguards Will improvement11
12th+4Ability Score Improvement12
13th+5Vanguard Resilience13
14th+5Titan14
15th+5Invicitus feature15
16th+5Ability Score Improvement16
17th+6Vanguards Will improvement17
18th+6Invicitus feature18
19th+6Ability Score Improvement19
20th+620

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Vanguard's Will

Beginning at 2nd level, you represent the willpower of a Vanguard.

  • You gain 2 Vanguard Points, and you gain more as you reach higher levels, as shown on the Vanguard Points column of the Vanguard table
  • You know three of the following Vanguard's Will Abilities, and you learn an additional one at 10th level, and 15th level.


  • Will of Fury When you hit an enemy with a weapon attack you may expend one Vanguard Point to re roll the damage die.
  • Will of Resistance: When you would fall to zero hit points you may instead expend a Vanguard Point to remain conscious with 1 hit point.
  • Will of Health: When you hit an enemy with a melee attack you may expend one Vanguard Point to regain 1d4 hit points.
  • Will of Force: When you hit an enemy with an attack you may expend one Vanguard Point to attempt to a shove that creature.
  • Will of Body: When you are subjected to a saving throw that would give you a negative effect, such as Poisoned or Paralyzed, you may expend two Vanguard Points to make the roll with advantage.
  • Will of Momentum: When you it an opponent with a weapon attack, you may expend two Vanguard Points to attack a separate opponent within your range with a bonus action, if this attack is a critical hit you may attack another opponent once more.
  • Will of Elements: You may expend one Vanguard Point to change the damage type of one weapon attack to acid, cold, fire, lightning, poison, and thunder for one minute.
  • Will of Control: If you make an attack roll and miss you may expend two Vanguard Points to reroll the d20 and you must take the new roll.
You regain all expended uses upon a short or long rest

Invicitus

Starting at 3rd level, your training and innate willpower grants you the ability to hone your strength.

  • You choose to become one of three subclass that represent your form of Invicitus.
  • Your subclass choice grants you features at 3rd level and again at levels 7th, 10th, 15th, and 18th levels.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature, unless otherwise specified.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vanguard's Battle

Beginning at 9th level, your fight never stops and neither will you.

  • You regain 1 Vanguard point for landing the final blows on enemies

Vanguard Resilience

Beginning at 13th level, your constant interactions with danger have led to your body becoming toughened to danger.

  • As a bonus action of your turn you may expend three Vanguard Points to gain resistance in one damage type of your choosing for 1 minute.

Titan

Starting at 14th level, you have trained your body to deal with both mundane and magical opponents.

  • Damage from weapon attacks made by you count as magical for the purpose of overcoming resistance and immunities.

Invicitus of the Sentinel

Vanguard Subclass

The ultimate defender, the Sentinel is the pinnacle of what it means to be a Vanguard. Protecting your allies, through any means possible...if that means getting your hands dirty, who cares!

Super

Starting at third level you can bend the weave to defend allies
  • You may expend 3 Vanguard Points to activate your super
  • You have two versions of your super
  • With your super active you cannot regain any vanguard points.

Bubble

As an Action on your turn, you summon an indomitable bubble to protect yourself and your allies, the bubble has a radius of 15ft, and is stationary. While inside the bubble you and your allies gain the following benefits

  • You gain +10 bonus to your AC while inside the radius of the bubble.
  • When subjected to an effect that allows you to make a Saving Throw to take half damage you instead take no damage if you pass and half damage if you fail.
  • You add your proficiency to damage rolls while inside the bubble.

Shield

As an action on your turn, you summon a shield that can be used to offensively attack enemies, or protect yourself from harm

  • With the shield active you gain the following benefits
  • As a reaction to being hit with an attack you may expend 2 Vanguard Point's to gain a +4 bonus to your AC
  • As an action, you may throw your shield to attack an enemy within 60ft of you that you can see.

Make an attack roll using your Strength Modifier plus your Proficiency Bonus. Upon a hit the target takes does 1d8 Force damage, and the shield has a chance to bounce. Roll a Strength Check(athletics) with a dc of 10 if you pass the shield bounces to another target you must again make an attack roll and roll 1d10. The dc for this check increases by 2 every time the shield bounces.

Sentinel's Respite

Starting at 7th level your ability to shape the weave using your own will has changed your body and you gain the following benefits, and new options for your Unshakeable Will

  • You gain resistance to Force damage
  • Sentinal's Blow: When you hit a melee attack you may expend two Vanguard points to gain a +2 bonus to your AC for the next two rounds.(this ability does not stack)

Improved Super

At 10th level your super improves, and you gain the following benefits with your super active

Empowered Bubble

  • You and your allies gain the following benefit with your bubble active
  • If you start your turn while inside of the bubble your next attack is made with and deals an additional 1d6 extra force damage.

Empowered Shield

  • You gain the following benefits with your shield active
  • When an opponent is hit with your shield attack you and your allies gain advantage on attack rolls against them until your next turn.

Shielding Strikes

Starting at 15th level your ability to protect yourself and other's improves, and you gain the following benefits

  • When you use Sentinel's Blow, you may expend a number of additional Vanguard Point to increase the armor class of up to 4 creatures within 30ft of you by 2

The Perfect Wall

At 18th level you become a mobile wall for your allies and yourself With your super active, you and any allies within 15ft of you gain resistance to Magical Damage.


Invicitus of the Sunbreaker

https://www.dandwiki.com/wiki/Sunbreaker_(5e_Subclass) Invicitus of the Striker


Multiclassing


Prerequisites. To qualify for multiclassing into the Vanguard class, you must meet these prerequisites: 13 Strength.

Proficiencies. When you multiclass into the vanguard class, you gain the following proficiencies if you do not already: all armor, shields, martial weapons, simple weapons



Back to Main Page 5e Homebrew Classes

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