The Vanguard Class (v1.4)
The Vanguard Class (v1.4)
The Vanguard Class (v1.4)
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Vanguard
This work is created for 5e with irrevocable permission under the Open Game License v1.0(a).
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Credits
Class Design: Taron “Indestructoboy” Pounds
Vanguard
S
creams echo across the cavern walls, as a valiant
knight charges ahead towards the source of
the anguish. His armor clatters loudly, alerting
a group of firenewts to his front. He welcomes
their attention like an old friend and readies his behemoth
towershield, placing it between himself and the scouts.
As the moving bastion is pelted with a volley of arrows, he
feels his shield make contact with something soft. He turns
sharply into one of the cavern walls and slams it with full
force. The sickening crunch of broken bones and dripping
viscera from under the shield confirms his kill, and he turns
his ire towards the remaining scouts.
Vanguards are terrifying sentinels donned in heavy metal
armor and towering shields to devastate their enemies. Creating a Vanguard
Dutiful Guardians To create a vanguard, consult the following subsections,
which give you hit points, proficiencies, and starting equip-
Similar to a paladin taking an oath, a vanguard is sworn to a duty ment. Then look at the Vanguard table to see which features
of protection called their “mandate.” These stalwart protectors you get at each level. Your Proficiency Bonus is shown in the
feel an obligation to defend their allies, wearing their battle scars PB column. The descriptions of those features appear in the
as badges of honor that mark this courageous duty fulfilled. “Class Features” section.
Playing a Vanguard Quick Build
You can make a Vanguard quickly by following these sugges-
The vanguard is a class for people that prefer a high control
tions. First, Constitution should be your highest ability score,
and defense character over raw damage output. This class
followed by Strength. Second, choose the soldier background.
forgoes conventional “damage spikes” for “defense spikes,”
and grants you the ability to more actively tank by focusing Hit Points
on defending through the Ready action and shoving. Hit Dice: 1d12 per vanguard level
Action: Ready or Shove Attacks Hit Points at 1st Level: 12 + your Constitution modifier
Bonus Action: Bonus Action Shove Hit Points at Higher Levels: 1d12 (or 7) + your Constitution
Movement: You should prioritize staying in the enemy’s face as modifier per level above 1st
much as possible. The Ready action allows you to intercede Proficiencies
when danger and harm occur, removing the need to predict it. Armor: All armor, shields
Reaction: Intercede on attacks, opportunity attacks. Weapons: Simple melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics and one other skill of your choice from His-
tory, Intimidation, Perception, Religion, and Survival
Starting Equipment
You start with the following equipment, in addition to the Class Features
equipment granted by your background: As a vanguard, you gain the following class features, which
are summarized in the Vanguard table.
• (a) a shield or (b) a towershield
• (a) an explorer’s pack or (b) a soldier’s pack Shield-Bearer
• Chain mail and a shield
1st-Level Vanguard Feature
Vanguard
When you charge, attack rolls against you have advantage expended uses when you finish a long rest.
until the start of your next turn. In addition, whenever you finish a short rest, your exhaus-
tion level, if any, is decreased by 1.
Vanguardian Mandate
3rd-Level Vanguard Feature Muster for Battle
At 3rd level, you choose a mandate that embodies the tactics 11th-Level Vanguard Feature
you employ in defending others. Your choice grants you fea- You can take the Ready action when you roll initiative (no ac-
tures at 3rd, 6th, 10th, and 14th levels. tion required).
Vanguardian Mandates
that you can see. For the next minute, whenever the creature is
in the process of casting a spell, you can use your reaction and
All vanguards feel a duty to protect, which shapes their tactics spend one of your Hit Dice to force it to make a Constitution sav-
and defines their vanguardian mandate. ing throw to maintain concentration (DC 8 + your proficiency
bonus + your Constitution modifier). On a failure, the spell fails.
Ardent Psychic Redirection. When a ranged attack is made against a
An ardent’s passion for sheltering others from harm mani- creature within 30 feet of you, you can use your reaction to psion-
Vanguard
fests in them as a psychic power. This awakening allows them ically intercede on the attack. Roll a d12 and reduce the attack roll
to project stationary barriers of psychic energy and launch by that amount. If the attack roll is reduced to 0, you can redirect
enemies with telekinetic force. the attack to another creature within 30 feet of you, using the
original attack roll.
Ardent Features
Vanguard
Feature Sixth Sense
Level 10th-Level Ardent Feature
3rd Ardent Psionics, Mental Tower You gain a measure of telepathy that alerts you to the thoughts
6th Focused Beneficence of others. You are aware of the location of any creature within
10th Sixth Sense 10 feet of you that is not protected from divination magic and is
14th Schistic Mind
capable of thought (DM’s discretion). You see invisible creatures
within 10 feet of you that you are aware of as if they were visible.
Ardent Psionics Schistic Mind
3rd-Level Ardent Feature 14th-Level Ardent Feature
Unlike other psionic archetypes, you tap into your inner re- You are immune to psychic damage, the charmed condition,
serves to manifest the psionic powers you have, which are and any divination spells or effects that would sense your
detailed below. emotions or read your thoughts.
You can manifest your psionic powers a number of times Further, the distance of your Mental Tower and Sixth Sense
equal to twice your proficiency bonus, and you regain ex- features extend to 30 feet, rather than 10 feet.
pended uses when you finish a long rest. Some of your powers
expend Hit Dice, specified in the power’s description, and you Dreadlord
can’t use a power if it requires you to use Hit Dice when your
Feeling a duty of pain, dreadlords are typically conscripted
Hit Dice are all expended.
warriors, given fel power straight from a fiend’s armory. A
Aegis Projection. As a bonus action, you can spend your Hit dreadlord draws upon this power to punish those that dare
Dice to manifest a 10-foot radius immobile barrier of shimmer- draw their blades on them, a punishment they delight in co-
ing force for 1 minute. The barrier has AC 10, hit points equal to ercing their enemies to inflict upon themselves.
10 × the number of Hit Dice you spend, and immunity to poi-
Dreadlord Features
son damage. Creatures can move through the barrier, and any
Vanguard
creature within it gains total cover from the barrier. The barrier Level
Feature
disappears immediately if it is reduced to 0 hit points or you
3rd Sightless Watcher, Wrathchild
use this power again.
Telekinetic Shove. When you successfully shove a creature 6th Betrayer's Blessing
and push it, you can focus your psychic power and push it an 10th Grasp of Treachery
additional 10 feet. If a creature is standing on top of a shield 14th Into the Void
you are wielding, you can use this power to safely boost the
creature’s jump height by 10 feet. Sightless Watcher
Mental Tower 3rd-Level Dreadlord Feature
3rd-Level Ardent Feature You learn to read, speak, and write Infernal and Abyssal.
You and any allies within 10 feet of you gain a bonus to saving Additionally, you can see in darkness, both magical and
throws made to avoid or end the effects of divination spells nonmagical, out to a range of 30 feet, increasing to 60 feet
and the charmed condition. This bonus is equal to half your when you reach 11th level.
proficiency bonus. Wrathchild
Focused Beneficence 3rd-Level Dreadlord Feature
6th-Level Ardent Feature If a creature misses you with an attack roll, you can allow the
You are awoken to new psionic powers you can manifest with attack to hit (no action required). If you do, the attacker takes
Ardent Psionics: psychic damage equal to your Constitution modifier + half your
vanguard level, and you can spend one of your vanguard Hit
Mind Snap. You can launch a psychic assault against a crea- Dice to curse it until you curse another creature or die.
ture. As an action, you can choose a creature within 60 feet of you While cursed, the creature’s eyes become clouded. At the
Rimeguard
Defenders of frostbound kingdoms, standing strong in the bite
of winter, Rimeguards are vanguards that embody the terrifying
borea. Vanguards under this mandate may model themselves af-
ter frost giants, be within the ranks of a white dragon’s military,
or have been raised for service by a bheur hag. Their bond to the
cold doesn’t necessarily grant them access to spells, despite likely
haven taken in some boreal ritual to harness their powers.
Rimeguard Features
Vanguard
Feature
Level
3rd Frostbound, Glacial Bastion
6th Hyperborean Howl
10th Winter of Discontent
14th Everlasting One
Frostbound
3rd-Level Rimeguard Feature
You have resistance to cold damage, and your movement and
vision are unaffected by snow and ice.
Further, while you are in an environment of extreme cold,
you regain 1 of your spent Hit Dice per hour spent in the cold,
and you can complete a long rest in 4 hours if you spend that
time doing nothing but light activity.
Glacial Bastion
3rd-Level Rimeguard Feature
When you take the Ready action on your turn, you can spend
one of your Hit Dice to conjure a wall of ice in an unoccupied
space that you can see within 30 feet of you for 1 minute, or
until you dismiss any of your conjured ice walls as a bonus ac-
tion. The wall is 10 feet tall, 5 feet wide, and 1 foot thick. It has
AC 8, 10 hit points, is immune to psychic and poison damage,
and is vulnerable to bludgeoning and fire damage.
If you use Rampant Charge to push a creature into the wall,
the wall immediately shatters and deals an additional 1d6
cold damage to the pushed creature.
Hyperborean Howl
6th-Level Rimeguard Feature
You can use a bonus action during your turn unleash gelid
hell in a 10-foot-radius sphere centered on you for 1 minute or
until you dismiss it as a bonus action. The sphere moves with
you, and the inside of the sphere is subjected to the following
effects:
• The area becomes an environment of extreme cold with
gale-force winds and snowing precipitation.
• The ground in the area becomes slick with ice and any
free-standing fresh water freezes, both becoming icy diffi-
cult terrain.
Once you use this feature, you can’t do so again until you
finish a short or long rest. Starting at 14th level, you can use it
twice before a rest.
Winter of Discontent
10th-Level Rimeguard Feature
The additional cold damage you deal when you push a crea-
ture into an ice wall you create with Glacial Bastion increases
to 2d6. This damage is increased to 4d6 in extreme cold.
Everlasting One Righteous Cause
14th-Level Rimeguard Feature 3rd-Level Templar Feature
You reduce cold damage you take by an amount equal to half The gods have deemed your cause worthy, granting you the ability
your vanguard level. Further, if you successfully shove a crea- to manifest minor miracles. You learn the respite 6 and thaumaturgy
ture and reduce its speed to 0, it becomes frozen in place, re- cantrips. Constitution is your spellcasting ability for them.
straining it until the end of your next turn. Venerated Martyr
Templar 3rd-Level Templar Feature
Knights of a religious order, templars are blessed vanguards Your charge of selflessness is blessed by the gods, granting
that take on a righteous duty of sacrifice and selflessness. you the ability to bear the pain of others. If a creature within
Their armor tends to reflect this pledge, typically with solemn 20 feet of you that you can see is attacked or takes damage,
faces of noteworthy martyrs and prophets of their faith. you can spend one of your vanguard Hit Dice to take the dam-
age instead (no action required). You can’t use this feature if
Templar Features you are blinded or incapacitated, or surprised.
Vanguard The damage you take in this way can’t be reduced in any way
Feature
Level except by the Divine Intercession feature you gain at 14th level.
3rd Righteous Cause, Venerated Martyr
Punishment Due
6th Punishment Due
6th-Level Templar Feature
10th Heart of Benevolence
When you use Venerated Martyr, your body becomes basked in
14th Divine Intercession divine light, which sheds bright light out to 10 feet and dim light
for an additional 10 feet for 1 minute. While basked in this energy, target, and the target has disadvantage on attack rolls against
you can use your reaction when you take damage to cause this creatures other than you for 1 minute. This effect ends early
energy to erupt from you. When you do, roll every Hit Dice you if you are incapacitated, if you die, or if you move more than
spent in the last minute. Each creature of your choice within 10 30 feet away from the creature. The creature can attempt the
feet of you must succeed on a Constitution saving throw (DC 8 saving throw again at the end of each of its turns, ending the
+ your proficiency bonus + your Constitution modifier) or take effect on a success.
radiant damage equal to the result of the Hit Dice rolled and be Once the effect ends or if the creature succeeds on the saving
Vanguard
blinded until the start of your next turn. throw, the creature has advantage on Wisdom saving throws it
Once you use this action, you can’t do so again until you makes against this effect until you finish a long rest.
finish a short or long rest.
Center of Attention
Heart of Benevolence 6th-Level Vexator Feature
10th-Level Templar Feature When you use Taunt, you can target a number of creatures with
Creatures you take damage for with Venerated Martyr gain the it equal to your proficiency bonus. Once you use this feature,
benefits of the sanctuary spell until the end of your next turn. you can’t do so again until you finish a short or long rest.
Further, if a spell, such as raise dead, has the sole effect of re-
storing you to life (but not undeath), the caster doesn’t need
Dramatic Entrance
10th-Level Vexator Feature
material components to cast the spell on you.
You can use Taunt as a reaction to rolling initiative. If you target
Divine Intercession a creature with Taunt that hasn’t taken a turn yet in the current
14th-Level Templar Feature combat, it has disadvantage on its Wisdom saving throw.
You can use your reaction at the end of any creature’s turn to
reduce all of the damage you took during the turn to 0.
Cult of Personality
14th-Level Vexator Feature
Once you use this feature, you can’t do so again until you
finish a long rest. While a creature is under the effects of your Taunt, it can’t
willingly move more than 30 feet away from you.
Vexator
These vanguards apply braggadocious taunts to draw the ire
of their enemies, goading hostilities away from their allies to
protect them. Vexators tend to make grand claims of glory and
prestige, a signature of the gladiatorial “arena lords,” boastful
champions of combat sport that strive to become living legends.
Vexator Features
Vanguard
Feature
Level
3rd Braggadocious, Taunt
6th Center of Attention
10th Dramatic Entrance
14th Cult of Personality
Braggadocious
3rd-Level Vexator Feature
You gain proficiency with a skill of your choice from either
Deception, Intimidation, Persuasion, or Performance and,
whenever you make a Charisma check related to your fighting
prowess or exerting physical dominance, you can replace your
Charisma modifier with your Strength modifier.
Taunt
3rd-Level Vexator Feature
Your boisterous persona allows you to draw your enemies’ ag-
gression. As an action, you can make a Charisma check using a
skill of the DM’s choice (typically determined by the nature of
your taunt) and force a creature of your choice within 30 feet
of you that can comprehend your taunt to make a Wisdom
saving throw against a DC equal to the result of your check.
On a failed save, you provoke an opportunity attack from the
Character
d8 Clientele d8 Clientele
1 Royalty 5 Politician
2 Musician or thespian 6 Merchants
Options
3 Taverns 7 Caravans
4 Guild leader 8 None (you freelance)
T
tinel, or Shield Basher (presented later in this supplement). In
his chapter presents several new options for you to
addition, those that you have previously worked for may help to
take when creating your character in addition
cover your lifestyle expenses or get you access to certain events or
to those in the official 5e books, as well as new
people normally closed off to individuals outside of their circle.
equipment and spells.
As always, talk with your table to make sure these are fitting Building a Bodyguard Character
for your game. You will find the following sections within: Putting your life on the line for other people tends to shape your
outlook and perspective on the world. The Bodyguard Person-
Backgrounds ality Traits table suggests a variety of traits you might adopt for
You will find new background options, designed around the
your character.
more modern design sensibilities from the official books.
This means the backgrounds grant the traditional line-up of Bodyguard Personality Traits
skill proficiencies, potential tool proficiencies and languages, d8 Personality Trait
starting equipment, some suggestions for building your char- 1 I'd take a sword in the gut for any of my allies.
acter’s personality, and the modern addition of a feat. At ta- 2 I'm haunted by memories of a client dying under my watch.
bles where other players are not granted a feat through their
3 I don't know when to turn "protector mode" off.
background, ignore the granted Feature.
4 My worry for others affects my self-care. Most notably my hygiene.
Feats
5 Alcohol? I never touch the stuff. Have to stay alert.
New feats are introduced here to expand on shield and mus-
cle-based character archetypes. 6 I've learned to sleep with one eye open. Gods, I'm tired.
7 I spent a lot of time learning not to react to things as other
Spells people do. It's my job. It doesn't always work.
Spells that are used by certain vanguard characters but appear in
8 I do this job because I love the life of luxury my clients provide.
other materials have been reproduced here for ease of reference.
Backgrounds Feats
This section presents a new background you can take during New feats are presented here in alphabetical order for groups
character creation: Bodyguard. that use them.
Bodyguard Bully
You have served as hired muscle, keeping watch over anyone Prerequisite: Strength 15 or higher, or Powerful Build feature
with the coin or reputation. Kings and queens always travel You’re content with picking on someone your own size, but
with a royal guard, typically one that rose through the ranks of little guys are just more convenient. You gain the following
their military, but bodyguards are not all strictly royal guards. benefits:
You may have served the leader of a thieves’ guild, protected a
famous musician, or taken up work as the bouncer of a tavern. • You are proficient with improvised attacks you make with
corpses and creatures.
Skill Proficiencies: Choose two from among Athletics, In- • You can use a Medium or Small creature you are grappling as
sight, Intimidation, or Investigation both a shield and as an improvised weapon with the thrown
Languages: One of your choice property and a range of 20 feet. Attacks made with a crea-
ture this way deal 1d8 + your Strength modifier bludgeoning You manifest a minor wonder, a sign of supernatural
damage on a hit. If the creature you are using as a weapon power, within range. You create one of the following
isn’t a corpse, it takes this damage as well. magical effects within range:
• When you are hit by an attack, you can use your reaction to • Your voice booms up to three times as loud as normal
Character Options
cause a creature you are grappling to take the damage instead. for 1 minute.
You can’t use this reaction if the creature is a corpse. • You cause flames to flicker, brighten, dim, or change
color for 1 minute.
Fencer • You cause harmless tremors in the ground for 1 minute.
Prerequisite: Dueling Fighting Style and proficiency with either a • You create an instantaneous sound that originates from
rapier, scimitar, shortsword, or longsword a point of your choice within range, such as a rumble of
thunder, the cry of a raven, or ominous whispers.
Deft at defensive swordplay, you gain the following benefits:
• You instantaneously cause an unlocked door or
• You are proficient with Acrobatics and can use a bonus ac- window to fly open or slam shut.
tion on your turn to make an Acrobatics check. • You alter the appearance of your eyes for 1 minute.
• When a creature you can see makes a weapon attack against If you cast this spell multiple times, you can have up to
you while you are wielding a rapier, scimitar, shortsword, three of its 1-minute effects active at a time, and you can
or longsword and no other weapons, you can use your reac- dismiss such an effect as an action.
tion to make an attack roll with your weapon. If your attack
roll is higher than the triggering attack, that attack misses
and your attack hits the creature if it is within your reach.
Shield Basher
Prerequisite: Proficiency with Shields
The best offense is a good defense, especially one that can in-
flict blunt-force trauma. You specialize in the use of shields as
a weapon, granting you the following benefits:
• When you make a melee attack with a shield, you can treat
it as a simple melee weapon rather than an improvised
weapon. Melee weapon attacks you make with shields deal
1d6 + your Strength modifier bludgeoning damage on a hit.
• If you take the Attack action on your turn, you can make an
attack with a shield as a bonus action.
Spells
This section contains spells used by some vanguard charac-
ters. The respite spell was originally written by Benjamin Huff-
man as give life and has been included and retooled with his
permission.
• Respite
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You sacrifice your own vitality to heal another creature by
spending and rolling one of your Hit Dice, restoring hit
points to the creature equal to the result of the roll.
• Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
Armor
Item Cost AC STR Stealth Wt. Properties
Shield
Shield 10 gp +2 — — 6 lb.
Towershield 70 gp +2 15 Disadv. 25 lb. Heavy, two-
handed,
special
Special Shields
Towershield. The towershield grants you half cover.
Equipment
Rules Reminder: Half Cover
A target can benefit from cover only when an attack or other effect
originates on the opposite side of the cover. A creature that gains the
benefits of half cover has a +2 to its AC and Dexterity saving throws.7
Adventuring Gear
Armor & Shields This section describes items that have special rules or require
further explanation.
The Armor table shows the cost, weight, and other properties
of the common types of armor worn in the worlds of D&D. New Equipment Packs
Armor Proficiency. Anyone can put on a suit of armor or New packs are available to choose from when you choose your starting
strap a shield to an arm. Only those proficient in the armor’s equipment. The contents of these packs are listed here. If you are
use know how to wear it effectively, however. Your class gives buying your starting equipment, you can purchase a pack for the price
you proficiency with certain types of armor. If you wear ar- shown, which might be cheaper than buying the items individually.
mor that you lack proficiency with, you have disadvantage Soldier’s Pack (39 gp). Includes a backpack, a knife, warm
clothes, a map, a bedroll, a tinderbox, a mess kit, a shovel, 10 days of
on any ability check, saving throw, or attack roll that involves
dehydrated rations, and a waterskin.
Strength or Dexterity, and you can’t cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The
armor (and shield) you wear determines your base Armor Class.
Strength (STR). If the Armor table shows a value in the STR
column for an armor type, the armor reduces the wearer’s
speed by 10 feet unless the wearer has a Strength score equal
to or higher than the listed score.
Stealth. If the Armor table shows “Disadv.” in the Stealth col-
umn, the wearer has disadvantage on Dexterity (Stealth) checks.
Shields
A shield is made from wood or metal and is carried in one
hand. Wielding a shield increases your Armor Class by 2. You
can benefit from only one shield at a time.
Heavy. A heavy shield’s size makes it too large for a Small or
Tiny creature to use effectively.
Light. A light shield can be equipped on the forearm, al-
lowing a weapon with the light property to be wielded in the
same hand.
Special. A shield with the special property has unusual
rules governing its use, explained in the shield’s description
(see “Special Shields” below).
Two-Handed. This shield requires two hands to wield it.
This property is relevant only when you wield the shield, not
when you simply hold it.
Appendices
Appendix A:
Artwork
All of the artwork for the vanguard was created by my go-to
guy, Maxwell Polikoff. Since layout usually calls for some
of these pieces getting cut off, I've decided to present them
here in their full glory for you all to enjoy! Concept pieces
for other Vanguard Mandates have also been shown here to
get you anticipating future updates.
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Armor Class 22 (plate armor, towershield) Proficiency STR DEX CON INT WIS CHA
Hit Points 37 (5d8 + 15) Bonus 18 (+4) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Speed 30 ft. +2
Saving Throws STR +6, DEX +2 (cover from towershield), CON +5
STR DEX CON INT WIS CHA Skills Athletics +4
18 (+4) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) Damage Resistances bludgeoning, piercing, and slashing (only
while wearing heavy armor)
Saving Throws STR +6, DEX +2 (cover from towershield), CON +5 Senses passive Perception 11
Skills Athletics +4 Languages Common and one other language
Damage Resistances bludgeoning, piercing, and slashing (only
while wearing heavy armor) Guard. If the vanguard takes Ready action to move up to its speed,
Senses passive Perception 11 it can also take its Shove action during the reaction. Additionally,
Languages Common and one other language the vanguard can shove creatures that provoke opportunity attacks
from it.
Guard. If the vanguard takes Ready action to move up to its speed, Unstoppable Force. Any time the vanguard moves at least 10
it can also take its Shove action during the reaction. Additionally, feet in a straight line, it can charge in a straight line for the rest
the vanguard can shove creatures that provoke opportunity attacks of the move. Doing so causes attack rolls against the vanguard
from it. to be made with advantage until the start of its next turn. If it
Rampant Charge. Any time the vanguard moves at least 10 feet moves into the space of another creature during the charge, it
in a straight line, it can charge in a straight line for the rest of the can try to shove the creature and push it ahead of the vanguard
move. Doing so causes attack rolls against the vanguard to be for the rest of the move.
made with advantage until the start of its next turn. If it moves This charge ends early if the vanguard loses a contest to
into the space of another creature during the charge, it can try shove a creature or if it pushes a creature into a structure. If the
to shove the creature and push it ahead of the vanguard for the structure is no thicker than 1-foot and has AC 17 or lower, the
rest of the move. vanguard can push the creature through it rather than end the
This charge ends early if the vanguard loses a contest to shove charge. Any creatures pushed into a structure take 13 (2d8 + 4)
a creature or if it pushes a creature into a structure. Any creatures bludgeoning damage.
pushed into a structure take 11 (2d6 + 4) bludgeoning damage.
Actions
Actions Shove. The vanguard forces a target within reach to make a con-
Shove. The vanguard forces a target within reach to make a con- tested Strength (Athletics) check. If the vanguard wins the con-
tested Strength (Athletics) check. If the vanguard wins the con- test, the creature is either pushed 5 feet and knocked prone, has
test, the creature is either pushed 5 feet and knocked prone, has its speed reduced to 0 for the rest of the turn, or is pushed 10 feet
its speed reduced to 0 for the rest of the turn, or is pushed 10 feet (the vanguard’s choice).
(the vanguard’s choice).
Reaction
Hulking Endurance (5/Long Rest). When it takes damage, the
vanguard can reduce the damage by 9 (1d12 + 3).
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Patreon Sponsors
January 2022
A special thank you to Skyler "Krieg the Psycho" Ellis for funding multiple art pieces!
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The following text is the property of Wizards of the Coast, Inc. and is holder’s name to the COPYRIGHT NOTICE of any original Open Game
Copyright 2000 Wizards of the Coast, Inc (“Wiz ards”). All Rights Reserved. Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trade- 7. Use of Product Identity: You agree not to Use any Product Identity, in-
mark owners who have contributed Open Game Content; (b)”Deriv- cluding as an indication as to compatibility, except as expressly licensed in
ative Material” means copyrighted material including derivative works another, independent Agreement with the owner of each element of that
and translations (including into other computer languages), potation, Product Identity. You agree not to indicate compatibility or co-‐‑adapt-
modification, correction, addition, extension, upgrade, improvement, ability with any Trademark or Registered Trademark in conjunction with
compilation, abridgment or other form in which an existing work may a work containing Open Game Content except as expressly licensed in
be recast, transformed or adapted; (c) “Distribute” means to reproduce, another, independent Agreement with the owner of such Trademark or
licen se, rent, lease, sell, broadcast, publicly display, transmit or otherwise Registered Trademark. The use of any Product Identity in Open Game
distribute; (d)”Open Game Content” means the game mechanic and Content does not constitute a challenge to the ownership of that Product
includes the methods, procedures, processes and routines to the extent Identity. The owner of any Product Identity used in Open Game Content
such content does not embody the Product Identit y and is an enhance- shall retain all rights, title and interest in and to that Product Identity.
ment over the prior art and any additional content clearly identified as 8. Identification: If you distribute Open Game Content You must clearly
Open Game Content by the Contributor, and means any work covered by indicate which por tions of the work that you are distributing are Open
this License, including translations and derivative works under copyright Game Content.
law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks 9. Updating the License: Wizards or its designated Agents may publish up-
including trade dress; artifacts; creatures characters; stories, storylines, dated versions of this License. You may use any authorized version of this
plots, thematic elements, dialogue, incidents, language, artwor k, symbols, License to copy, modify and distribute a ny Open Game Content originally
designs, depictions, likenesses, formats, poses, concepts, themes and distributed under any version of this License.
graphic, photographic and other visual or audio representations; names 10. Copy of this License: You MUST include a copy of this License with
and descriptions of characters, spells, enchantments, personalities, teams, every copy of the Open Game Content You Distribute.
personas, likenesses and sp ecial abilities; places, locations, environments,
11. Use of Contributor Credits: You may not market or advertise the Open
creatures, equipment, magical or supernatural abilities or effects, logos,
Game Content using the name of any Contributor unless You have writ-
symbols, or graphic designs; and any other trademark or registered trade-
ten permission from the Contributor to do so.
mark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) 12. Inability to Comply: If it is impossible for You to comply with any of
“Trademark” means the logos, names, mark, sign, motto, designs that are the terms of this License with respect to some or all of the Open Game
used by a Contributor to identify itself or its products or the associated Content due to statute, judicial order, or governmental regulation then
products contributed to the Open Game License by the Contributor You may not Use any Open Game Material so affected.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 13. Termination: This License will terminate automatically if You fail to
modify, translate and otherwise create Derivative Material of Open Game comply with all terms herein and fail to cure such breach within 30 days of
Content. (h) “You” or “Your” means the licensee in terms of this agreem becoming aware of the breach. All sublicenses shall survive the termina-
ent. System Reference Document 5.0 1 Not for resale. Permission granted tion of this License.
to print or photocopy this document for personal use only.
14. Reformation: If any provision of this License is held to be unenforce-
2. The License: This License applies to any Open Game Content that able, such provision shall be reformed o nly to the extent necessary to
contains a notice indicating that the Open Game Content may only be make it enforceable.
Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wiz-
subtracted from this License except as described by the License itself. No ards of the Coast, Inc. System Reference Document 5.0 Copyright 2016,
other terms or conditions may be applied to any Open Game Content Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford , Chris
distributed using this License. Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original ma-
3. Offer and Acceptance: By Using the Open Game Content You indicate terial by E. Gary Gygax and Dave Arneson.
Your acceptance of the terms of this License.
Vanguard Class. © 2022, Indestructoboy Designs; Author: Taron Pounds.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-‐‑free, END OF LICENSE
non-‐exclusive license with the exact terms of this License to Use, the
Open Game Content.
5.Representation of Authority to Contribute: If You are contributing orig-
inal material as Open Game Content, You represent that Your Contribu-
tions are Your original creation and/or You have sufficient rights to grant
the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NO-
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