hit dice:
1d10 per vanguard level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per vanguard level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two from Acrobatics, Athletics, Intimidation, Insight, Investigation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) splint or (b) studded leather, longbow, and 20 arrows
- An explorer's pack and 5 sticks of incense.
spellcasting:
class features:
Ward
You have incredible control over the area around you. On your turn, you can create a ward as a bonus action. The ward covers everything within 5 feet of you, and moves with you.
At 8th level, the range of your ward increases to 10 feet, and at 16th level it increases to 15 feet. While in the ward and wearing armor, you gain the following benefits:
- Creatures within your ward that are hostile to you have disadvantage on attacks they make against creatures other than you.
- Your ward counts as difficult terrain for creatures hostile to you.
- You can make an opportunity attack against any creature that moves while within your ward, provided they are within range of your weapon.
Your ward lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or been attacked by a hostile creature since your
last turn. You can also end your ward on your turn (no
action required).
If you have a ward created, you can expend a use of your ward as a bonus action to reset the duration of your current ward.
Once you have made the number of wards shown for your vanguard level in the Wards column of the Vanguard table, you must finish a long rest before you can create a ward again.
Meditative Rest
When you finish a short or long rest, you gain a number of temporary hit points equal to 3 + twice your vanguard level.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options detailed at the end of the class description. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Second Skin
Starting at 2nd level, you have a strong sense of exactly how armor works. You do not suffer the disadvantage on Dexterity (Stealth) checks normally imposed by wearing certain kinds of armor. Additionally, you can don and doff armor as an action on your turn.
Aegis Depiction
At 3rd level, you choose an aegis to depict your strength. The aegis you choose grants you features
at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Comforting Presence
Beginning at 6th level, you and any allies within your ward are immune to the frightened condition.
Stalwart
Beginning at 9th level, when a creature other than you within your ward fails a Strength or Dexterity saving throw, you can use your reaction to allow them to reroll their roll. If you do so, they must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Static Defense
Beginning at 9th level, you are immovable in battle. You cannot be knocked prone or moved against your will while you have a ward active.
Persistent Ward
Beginning at 14th level, your ward is extremely steadfast. Your ward ends early only if you fall unconscious or choose to end it on your turn.
Shieldheart
At 20th level, you have become the pinnacle of defensive bravery. Your Constitution score increases by 4. Your maximum for that score is now 24.
Additionally, you, and any allies within your ward, have advantage on Constitution saving throws.
subclass options:
Vanguards are defined by many different aegises.
Here are the aegis options you can choose from at 3rd level.
It is often that a vanguard's meditation will take its form in an act not immediately obvious. Painting, singing, writing, or even smithing can all be forms of meditation. A vanguard who acknowledges this fact, choosing to use their talents to inspire others, is a force to be reckoned with.
A vanguard of the Aegis of the Art enhances the abilities of their companions, granting them apparent luck. Causing them to gain a silver tongue, keen eye, or quick wit for just a moment. The possibilities are endless, as the strength of a creature's gained inspiration is based on their creativity.
These vanguard's practice the finer things in life, and seem to take great pleasure in sharing stories, food, and drink. To use the power of the Aegis of the Art is to welcome hospitality into your heart.
Vanguards that harness the Aegis of the Blur within themselves exist between states. Also known as ghost vanguards, these warriors use the power of the Ethereal Plane to their advantage, striking from beyond.
The Aegis of the Bulwark is almost a secret, just barely realized in the far north of the known world. The shield is an often overlooked part of combat, with common infantry worldwide often never seen without one, it is considered so commonplace that its potential is never fully utilized. But, not unlike a blade, a shield is an extension of one's self, a tool to achieve a complex means.
Bulwarks are the true definition of the aegis within every vanguard, a defensive force unlike any other. Specializing in fully realizing the power of the phrase "strength in numbers," an adventuring party survivability is increased tenfold when a Bulwark joins their ranks.
Sometimes a vanguard will choose to forego meditation. They instead believe they will unlock their aegis only in the heat of combat. Often times, they are right. One's own shield is merely a manifestation of the purest form of self. This is not exclusive to those who use weapons, extending instead to all vanguards that train themselves hard enough.
A vanguard who follows the Aegis of the Fist uses their body as their weapon. Treating their body as a temple, they defeat their enemies with overwhelming hand-to-hand combat. To come within reach of these vanguards is to look death in the eyes, as their fist flies towards your face.
Vanguards of the Aegis of the Leader are prized across the lands as irreplaceable combat assets. Usually hired as mercenaries, there is a good chance these vanguards will choose to stay with their company. Quite often moving up through the ranks, these vanguards quickly become invaluable leaders, charging into battle on armored mounts.
Able to rally their allies with invigorating words, they strategically position themselves near the front lines. Using their wards to enhance their mounts, they are capable of uniting nations with their powerful words. These vanguards are mighty in their appearance, and are able to back it up with their army at their side.
A vanguard that unlocks the Aegis of the Light within themself learns to enhance their ward with healing energy. Dedicating their mind to study of the divine, they attune to the hidden power within themselves, gaining the ability to grant it to others. It is said that vitality and prosperity is spread through acts of good, something which vanguards of this aegis often choose to emulate. To destroy things that lurk in the dark, all while keeping a luminescent composure, that is what it means to hold the Aegis of Light within your heart.
Little is known about the Oathsworn vanguards, save for that they reside in Geher Fahn, the vanguard academy of eastern Watervear. Though they are generally reclusive, it is said that they will teach their ways to any who will undergo the oathswearing, a ritual of passage into their order.
The Oathsworn conjure forth weapons of magical resonance when they activate their wards. Greatly feared in battle, this technique is said to be a ki-twisted form of the spell magic weapon, though that statement holds little water, as the Oathsworn technique's true nature has simply been lost to time.
The Aegis of the Protector is the archetypal vanguard. Founded on improving the options already available to them to their greatest ability. In strengthening not just their ward, but themselves, they find an even greater affinity for martial prowess. Defense is the best tool for outlasting your enemy.
Wardwalkers follow what is said to be a tradition first
created by communities of vanguards and elven wizards. Loosely guided by the bladesinging practices of their forefathers, they expand on their innate abilities by introducing both agility and focus into the the nature
of their wards.
Wardwalkers tend to meditate near running water, sheer cliffs, or tall buildings, all of which offer them ample opportunity to hone their skills. Many who observe wardwalkers in their practice equate it to a kind of dance, further cementing its heritage's influence.
Many different forms of meditation exist for vanguards. A choice few choose to meditate on the balance of the weave to unlock their aegis. These vanguards are sometimes known as arcane shields. They focus their meditation on two of the eight schools of magic: abjuration and divination. Abjuration spells allow a vanguard to gain additional defense in battle, and divination spells gain them knowledge only privy to select individuals. These vanguards learn few spells in comparison to primary spellcasters, and therefore choose to memorize their magics instead of writing them down.