Vanguard WIP

Created by GlitchWizard

Class Details

Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Vanguard level after 1st  
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Martial, Perception, and Survival.  
Starting Equipment
You start with the following items, plus anything provided by your origin and your faction.
  • (a) chain shirt or (b) leather armor, a longbow, and a quiver with 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and a crossbow bolt case with 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
 
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Strength 13 or Dexterity 13, Intelligence 13   When you gain a level in a class other than your first, you gain only some of that class' starting proficiencies.
Armor: light armor, shields
Weapons: simple weapons, martial weapons  

Tactics

As an action you can activate a Tactic. Tactics can affect an amount of allied characters equal to your proficiency modifier. All tactic uses have a range of 60 ft for targeting purposes. Guile Points are spent to deploy tactics and you have Guile points equal to half of your intelligence modifier (rounded down with a minimum of one) that you gain back on a long rest. Prepare 2 tactics from the following options on each long rest. Tactics cannot target yourself.  

Shield Wall

For three turns, targeted allies that are adjacent and wielding shields gain +2 AC. Multiple uses do not stack, they extend the effective turn time by another 3.
(This tactic may target yourself as well.)  

Advance

Targeted allies can use their reaction to move up to their base speed.  

Reposition

Targeted allies can use their reactions to move 5ft without provoking attacks of opportunity.  

Ambush

Targeted allies can move 10 feet and attempt to hide as a reaction. If used out of combat, add your proficiency to each targeted ally’s initiative for one minute. Can start a surprise round at DM’s discretion.  

Engineering

Starting at 2nd level, you can craft/prepare 2+ your proficiency items from the following list on a long rest or 1 item on a short rest. These items last until the next long rest.   Your Vanguard DC is equal to 8 + Int Modifier + Proficiency  

Man-Trap - (Trap)

As an action, throw a large maw of steel and spikes with a range of 20 ft held by such a gentle spring… Can be placed on an unoccupied tile. If any character moves onto that tile they take 2d12 piercing damage and have their movement reduced to zero for their next turn, Thereafter, until the creature breaks free of the trap, its movement is halved. A creature can use its action to make a Strength check against your Vanguard DC, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Weight - 10lbs  

Baller Bearings - (Obstacle)

As an action, throw bearings range 10ft that spread in a 15ft cone. The area is difficult terrain and any creature moving within the radius needs to pass a Dexterity saving throw falling prone on a fail and takes 1d4 bludgeoning damage.
Weight - 3lbs  

Spike-stars - (Obstacle)

As an action, throw painful caltrops to a tile within 30ft that spread in a 20ft line. A creature moving through the line has to make a Dexterity saving throw or have their movement set to 0 for the turn and take 1d4 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 15 feet.
Weight - 3lbs  

Propelled Acid Vial - (Thrown)

As an action, you can throw the vial up to 30 feet (A ranged attack with proficiency and the finesse property), shattering it on impact splashing acid in a 5 foot radius. On a hit, the target takes 1d6 piercing damage. Hit or miss, the vial then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take1d6 acid damage, and lose 1AC for until the end of your next turn.
Weight - 2lbs  

Alchemist’s Inferno - (Thrown)

As an action, you can throw this flask up to 30 feet, shattering it on impact. Make a ranged Attack against a creature or object, with proficiency and the finesse property. On a hit, the target takes 1d4 fire damage at the start of each of its turns. The targeted creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames. Whether or not this attack hits, there is a 10ft radius circle of fire erupting from beneath the creature at a point touching the target but otherwise you can choose where it is anchored. This fire requires a Dexterity saving throw to traverse the tile area or they take 1d4 fire damage. The tile area lasts 1 minute.
Weight - 3lbs  

Force Capsule - (Thrown)

As an action, you can throw a small sphere up to 30 feet that propels magic blasts in a 15 feet square. All creatures in the cube must make a Strength saving throw. On a fail, if the creature was in the middle of the square, they take 2d4 force damage and roll a 1d8 to move 10 feet to a random direction, otherwise they move 5 feet away from the center and take 1d4 force damage. If a creature is pushed into a wall or another creature, they take an additional 1d4 bludgeoning damage.
Weight - 4lbs  

Battlefield Triage - (Heal)

As a bonus action, use on an adjacent ally or yourself and heal for 1d6+your medicine skill modifier. This upgrades to an item interaction at 20th level with Action Economist
Weight - 1lbs  

Razorwire - (Trap)

Use an action to place one spike and you my move as far as your movement to place the other spike as a free action. A tripwire connects the two spikes. Enemies that move through the line must make a Dexterity saving throw or take 2d8 slashing damage and be knocked prone. After an enemy fails the save the Razorwire is consumed. Allies can move through the tripwire freely.
Weight - 2lbs   In addition, you can craft one of the following items, or two if you are a Quartermaster archetype, to be used for the day.  

Grappling Hook

Allows full move speed in a line up a vertical surface if the hook is stuck on a sturdy object. To set up the hook make a DC 13 Sleight of Hand check.
Weight - 4lbs  

Piton Kit

Contains 20 Pitons. Allows the user to stick to a wall with 10ft of free movement. Moving beyond that will require the piton to be undone.
Weight - 5lbs  

Crowbar

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Weight - 5lbs  

Ram, Portable

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Weight - 35lbs  

Rope, 100ft.

It's rope, what else do you want?
Weight - 20lbs  

Vanguard Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your vanguard abilities from the list of available archetypes. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Captain

Captain

You focus on formations and assisting/organizing troops in combat.
Starting at the 3rd level, you can choose another tactic from the low-level list per long rest and your guile points now gain your full intelligence modifier.  

Love it when a plan comes together

Starting at the 3rd level, on use of a tactic, all allies participating in the tactic are given temp hp equal to your proficiency modifier.
Quartermaster

Quartermaster

You focus on items; trapping, buffing, and healing through items crafted on a long rest (some with gold costs, some without)   Starting at the 3rd level, you can prepare an additional number of items from the Engineering list equal to your intelligence modifier on a long rest.  

Merchant of Death

Starting at the 3rd level, at any long rest you can spend 10 gp to gain a consumable version of an item from the list that does not disappear next long rest. You can prepare a number of consumables equal to your proficiency each long rest. These items cannot be sold or traded in any way
This ability can only be used in a Mission
 

Ability Score Improvement

When you reach 4th 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. Alternatively, you may take a feat.  

Battle Command

Starting at 5th level, as part of your attack action, in addition to your normal attack, you can choose an ally within 30 feet to use their reaction to make a single attack, they can refuse if they wish at which point you can choose another ally   If you also possess the extra attack feature, you may only select one feature to be used with the attack action  

Vanguard Archetype Feature

At 6th level, you gain a feature granted by your Martial Archetype.   Captain

Captain

 

Flank bonus

Starting at the 6th level, as long as a captain is conscious any member of your party gains +1 to damage rolls for each non-minion ally adjacent to the enemy, up to a maximum of your proficiency modifier.
Quartermaster

Quartermaster

 

Invigorating Tonics

Gain proficiency in alchemist and brewer kits. When your are not in combat, you can do a 5 minute ritual and choose one of the following buffs for party members who accept them. This bonus wears off after one combat or 4 hours, whichever comes first. Only one buff can be active at any one time.  

Wakeup Juice

+2 to initiative, advantage on saves against mental effects (charm, sleep, etc…) except fear.  

Battle Brew

Character deals +2 damage on successful attacks.  

Snake Juice

Everyone is now unfathomably drunk. Gain a modified poisoned condition that has no save and bypasses immunity (with one exception of drunken master monk who skips the first effect)- Anyone who drinks the “potion” gains the following: Attacks against your affected party members have disadvantage. Party gains temp hp equal to 5 plus the Vanguard’s int mod, and +3 to non-spell attack damage rolls.  

Ironskin Tonic

Gain +1 AC  

Minor Haste Tonic

Gain +10 feet movement speed  

Magical Oil Coating

Weapons count as magical for mechanical purposes
 

Advanced Tactics

Starting at 7th level, on each long rest, you can choose one additional tactics, or two if you are of Captain archetype, from the following list, you can use them with Guile as normal.  

Blitzkrieg

Targeted allies can use their reaction to make a single attack after moving up to 20ft. Enemies gain advantage to attacks against all targeted allies that took an attack, until the Vanguard’s next turn,  

Skirmish

Targeted allies can use their reactions to make a melee attack. This attack allows the target to use their reaction to make an attack of opportunity on their attacker  

Phalanx

For the next two turns, targeted allies can make a melee opportunity attack on enemies entering melee range.  

Breakout

Targeted allies can make a shove attack on an adjacent enemy or ally to move them 5 feet as a reaction.  

Magic Mark

You have learned to place small amounts of magic into the creations of yourself and others.   When you reach 7th level you gain the following list of mark cantrips to use on traps, items, weapons, or other inanimate objects. You may apply these marks with an action. Any effects on items cannot stack and repeated use only extends the duration of the buff.  

Elemental Mark

Every long rest, designate what type of damage this mark does, you may choose Acid, Fire, Cold, Lightning, or Thunder. Selected item deals 1d6 of that type of damage in addition to its effects for 3 combat rounds or until it is consumed.  

Hurling Mark

Ranged weapons and throwables gain +15 ft effective range for 4 combat rounds or until thrown. Melee weapons marked by this can be thrown as if they were a thrown weapon with 20/40 range, using their normal ability modifier. Any other piece of equipment or object marked can also be thrown for 2d4 damage. (Beware, any enemy that picks it up also gets this property for weapons and equipment)  

Ability Score Improvement

When you reach 8th 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. Alternatively, you may take a feat.  

Always Prepared

As a tactician you know that enemies are always looking for ways to get the jump on you. Good thing you know the typical spots for ambushes and keep a keen eye on your surroundings. It is your job to lead your group out of danger while they are most vulnerable.   When you reach 9th level, you gain a bonus to your initiative rolls equal to your Intelligence modifier.  

Tools of a Leader

When you reach 10th level, you can choose one special equipment from the following list to keep, each augments your abilities in different ways.

War Horn

As part of your attack action you can blow into the horn to use your Battle Command Feature, targeting up to two allies that can see or hear you within 90 feet. Those allies can use their reaction to make an attack against another creature within range.  

Battle Standard

A special polearm (same stats) that, once per round when hitting an enemy, allows another ally within 10 feet to attack with advantage. You can add this modifier to any polearm you possess, even magical or unique ones.  

Drummer Boy’s set

Gain proficiency in the drum instrument (Two handed item) The beat inspires your allies and frightens your enemies. You can use your action to give two allies advantage and an enemy disadvantage on their respective next attacks. Range is 30 feet  

Vanguard Archetype Feature

At 11th level, you gain a feature granted by your Martial Archetype.   Captain

Captain

 

Tactical Masterclass

Your tactics uses can affect an additional ally. Starting at the 11th level your tactics become a stronger version from the following list  
Shield Wall
For three turns, targeted allies that are within 5 feet of each other and wielding shields gain +3 AC. They can also use half their movement as long as they end their turn adjacent to an ally. Multiple uses do NOT stack, they extend the effective turn time by another 3.  
Advance
Targeted allies can use their reaction to move up to double their base speed and are not affected by difficult terrain or ground-based effects.  
Reposition
Targeted allies can use their reactions to move 30 feet without provoking opportunity attacks.  
Ambush
Targeted allies can move 10 feet and attempt to hide as a reaction, if used out of combat, add double your proficiency to each targeted ally’s initiative for one minute. Procs a surprise round at DM’s discretion.  
Blitzkrieg
Targeted allies can use their reaction to make a single attack after moving up to 20ft, for every 5ft moved in a straight line, the attack gains a +2 to damage. Enemies gain advantage to attacks against all targeted allies that took an attack, until the Vanguard’s next turn,  
Skirmish
Targeted allies can use their reactions to make a melee attack at advantage. This attack allows the target to use their reaction to make an attack of opportunity on their attacker  
Phalanx
For the next three turns, targeted allies can make an melee attack of opportunity on enemies entering melee range.  
Breakout
Targeted allies can take the shove action on an adjacent enemy or ally to move them 5 feet, then move 10 feet themselves without provoking opportunity attacks as a reaction.
Quartermaster

Quartermaster

 

Magical-Conduits

You can create an enchanted extension for your creations, this improves all items it is placed on and is consumed on the items use. Starting at the 11th level, on a long rest you can make an amount of Conduits equal to 1 plus half of your intelligence modifier (rounded up). Any item with a magical conduit gains another damage die on damage effects if it has one already and may have an additional effect described in the following list.  
Live-Wire
Razorwire gains 1d6 lightning damage and stuns on failure in addition to knocking prone.  
Shattering Jaws
Man-Trap has +3 to its save DC. On fail, until the creature regains at least 1 hit point, its walking speed is reduced by 15 feet to a minimum of 5ft.  
Potent Mix
The target(s) of Propelled Acid Vial loses 1 more AC.  
Alchemist’s Inferno
All DCs have +3 on top of normal modifiers.  
Force Capsule
Forced enemy movement on fail is 5ft further.  
Battlefield Triage
Gain an additional 1d6 healing and cure non-magically induced conditions such as poison
 

Ability Score Improvement

When you reach 12th 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. Alternatively, you may take a feat.  

Battlefield Study

Starting at 13th level your martial checks to identify enemies have advantage.  

Vengeance

Starting at 14th level, after an ally takes damage, the next ally’s attack gains +2 bonus to damage.  

Pain Train

Starting at 15th level, allies that take a turn directly after another ally’s action gain +1 bonus to damage rolls, stacking until an enemy takes a turn.  

Leader's Tools Improvement

Starting at 15th level, your selected tool of the leader gain a following ability. You can use this ability once per long rest.   War Horn
War horn gains the following ability.  

Hero’s Call

Sound the call of battle to turn the tide. Blow into the horn and cause all enemies within 30ft to make a Wisdom save with mod or gain the fear condition. Allies within this range are healed for your proficiency+your intelligence modifier and any ally that has a negative condition (paralyzed, restrained) that is not part of a continuing effect (such as grappling or special continuing spell) is cleared of it.
  Battle Standard
Battle Standard gains the following ability.  

Rallying Flag

Stab the banner into the ground for 7 rounds, leaving it as the center of a 30 feet area that gives temporary hit points equal to your Vanguard level plus your intelligence modifier. All allies gain immunity to mind afflictions.
  Drummer Boy's Set
Drummer Boy’s Set gains the following abilities.  

Drum Solo

Use an action over two turns (like a ritual) to play the drum, which can be interrupted by losing concentration. At the end of the ritual, you can choose an ability from the following list to bestow upon the party.  

Beat of Fury

Gain the haste condition for two turns without the drawbacks at the end.  

Beat of Rage

Deal +4 damage and gain physical resistance for two turns.  

Beat of Inspiration

All allies gain one inspiration to use for checks, attacks, and saves at a 1d10 die level that is removed at the end of combat or when used. Multiple uses of this while will replace unused inspiration.  

Deafening Beat

All enemies within 60 feet are deafened for 5 turns and make a DC 8 + proficiency + your int mod or be Stunned until the start of your next turn.
 

Ability Score Improvement

When you reach 16th 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. Alternatively, you may take a feat.  

Vanguard Archetype Feature

At 17th level, you gain a feature granted by your Martial Archetype.   Captain

Captain

 

Tactical Genius

At the height of your tactical prowess, you have surpassed almost all others in leading Great Heroes to victory. Starting at 17th level you can prepare two of the tactics from the following list on long rest, each of these may be used once per long rest.  

Heroic Charge

Each ally in the party can use their reaction to move double their movement speed and make a melee attack with advantage, for the purposes of Love it when a plan comes together this has a base modifier of 10 temporary hit points. All party members gain immunity to fear for 2 turns.  

In the nick of time

Move an ally into initiative order directly after you and give them the effect of haste for one round without the ending debuff, if they already took their turn this comes into effect next round.  

Synchronized Strike

All allies can make an attack against a single enemy if they are in range with their current weapon or cantrip. For three turns your flanking bonus gives an additional +3 to damage.
Quartermaster

Quartermaster

 

Jury-Rigging

Starting at 17th level you can combine items for combos and effects on a bonus action or a free item interaction, for this purpose certain items are designated as “bases”, “modifiers”, and “sub modifiers”. Bases (mostly traps) trigger first and activate the modifier (Explosives and raw damage) after and more rarely a sub-modifier (map effects like Spike-Stars) last, an example of this would be placing Alchemist’s Inferno (modifier) in a Man-Trap (base). In this case, the enemy would trigger the trap and then after the effects apply the Inferno would explode on them.   Combinations list:

Hellish Maw (Man-Trap + Alchemist’s Inferno)

Jeez that is harsh. Target is affected normally by the trap if save is failed, in addition to being trapped and damaged, the enemy takes 1d4 fire damage per turn before a dex save is passed. On top of that , the tile damage is applied if the enemy remains on the tile radius of 10ft and fails the tile avoidance dex save.  

Can-Opener (Man-Trap + Propelled Acid Vial)

Named for its use against lumbering units in heavy armor. Takes the effects of the Man-Trap if the save is failed in addition to 2d6 acid damage and loses 2 AC for one minute.  

Supernova (Alchemist’s Inferno + Spike-Stars)

A burst of fire and agony, spreading white-hot stars. Deals the normal effects of the Alchemist’s Inferno and spreads Spike-Stars in a 15ft by 15ft square. These caltrops have additional effects of 1d6 fire damage.  

Bearing of Fire (Alchemist’s Inferno + Baller Bearings)

Searing condensed spheres of steel, slip and be sorry. Deals the normal effects of Alchemist’s Inferno and spreads heated bearings in a radius of 15ft. These require a DC 13 + Vanguard’s Int Mod + Proficiency dex save or they take 1d4 bludgeoning and fall prone. Any unit falling prone in this area or starting their turn prone in the area takes 1d4 fire damage.  

Vortex Shards (Force Capsule + Spike-Stars)

The force of the magi propels shrapnel in a wide area. Effects of the Force capsule with Spike-Stars being spread in a larger pattern (20ft by 20ft). On the impact of the capsule enemies caught in the area take 2d4 piercing automatically as shrapnel flies at them.  

Bearing Blast (Force Capsule + Baller Bearings)

A blast strong enough to topple giants. In addition to the normal effects of the Force Capsule, if the enemy fails the strength save it is knocked prone immediately. The Bearing’s effect radius extends to 20ft.  

General Use of the force capsule

Outside of these combinations, the force capsule extends the radius/effect area of Alchemist’s Inferno and Propelled Acid Vial by 5ft.
 

Game Theory

Starting at 18th level, you can perform the action Game Theory
You can use an action to either force a vulnerability on a damage type for a single damage type that an enemy is not resistant to or remove a resistance. Either effect lasts two turns. Can only target damage types that have been identified by battlefield study or by using that damage type on it. Immunity cannot be affected by this.  

Ability Score Improvement

When you reach 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. Alternatively, you may take a feat.  

Action Economist

You can use tactics and items as bonus actions. Tactics do not require a reaction from the targets.