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Vanguard

Beside the man stood two figures, each clad in heavy steel plates. They stood with a certain confidence and resilience I knew was only found in the best of bodyguards.   Dammit, no one told me he'd have Vanguards with him. I thought as I slowly walked away, sliding my dagger into its sheath. Had protection of any other caliber surrounded him, I would have at least checked for an opening. But with professional Vanguards, I knew there was no point. They did not make mistakes, did not leave openings. A client guarded by them was safe from any force of man.
A
LevelProficiency BonusBase SpeedFeaturessGuard Die
1st +2 0 Unpassable Sentinel, Fighting Style 1d4
2nd +2 0 Retributive Defense 1d4
3rd +2 0 Ability Score Improvement 1d4
4th +3 1 Custom Feature 1d6
5th +3 1 Dual Focus 1d6
6th +3 1 Ability Score Improvement 1d6
7th +4 1 1d8
8th +4 1 Dutiful Guardian 1d8
9th +4 2 Ability Score Improvement 1d8
10th +5 2 1d10
hit dice:
hit points at 1st level: 4 + Your Constitution Score
hit points at higher levels: 4 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies: All Non-Cultured Melee Weapons, All Firearms, All Weapons from your Culture
tools: None
saving throws: Strength, Constitution
skills: Select two from Animal Handling, Athletics, History, Insight, Intimidation, Medicine and Perception.
starting equipment:
spellcasting:
class features:

Unpassable Sentinel

You may choose a creature in your immediate vicinity (5ft away or less) to Guard as an action. If that creature is targeted by a melee weapon attack, you may choose to instead have the attack target you as a reaction. If you do so, the attack is re-rolled against you, and the attacker gains advantage on the roll. If the attack hits, reduce the damage you take from it by an amount equal to your Guard Die.   If the attacker rolls a natural 20 on the attack roll against you, they may choose to ignore your Guard, and have the attack hit the original target for standard damage.  

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   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.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Wear-down. If a melee weapon attack roll you make fails to hit your target's Armor Class, but comes within 3 points, you may choose to deal 1d4 damage of your weapon's type. You do not add additional modifiers to this damage.  

Retributive Defense

By 2nd level, you've learned to defend and strike in one motion. When you use your reaction to activate your Guard to protect a creature from an attacker, you may also make a melee weapon attack against the creature's attacker.  

Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Custom Feature

By 4th level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.    

Duel Focus

By 5th level, you've learned to effectively balance defending your allies and attacking, at least for a time. A number of times equal to your Proficiency Bonus, you may perform a Gaurd as a free action, instead of as an action.   You regain all uses of this feature after a short or long rest.  

Dutiful Guardian

At 9th level, you've learned to keep up with those you are protecting. When you roll initiave and your initiave is lower than a creature you guarded on your previous turn, you can increase your initiave to match the guarded creature.
subclass options:

Created by

Dungeon_builder14.

Statblock Type

Class Features

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