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View Full Version : D&D 5e/Next Vanguard Class - Opinions and Fixes Requested



the15thpaladin
2016-12-21, 12:48 AM
Vanguard Homebrew

I saw a homebrew class on the DND wiki - the Vanguard (I'd link it but I'm not on the forums much ). I liked this person's idea for the class - sounds totally awesome, but it's still a WIP, and some of the stuff I didn't quite like.

I made my own variant of this class.

Could I get opinions on it?


Those who guard the realm are ordained knights. Those knights who are the first to enter and the last to leave are the Vanguard.

[I]Class Features

As a Vanguard, you gain the following class features:


Hit Points:
Hit Dice: d10 per Level
Hit Points at 1st Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 per level (+7) + Constitution Modifier


Proficiencies
Armor: All Armor and Shields
Weapons: Martial Weapons and Simple Weapons
Tools: None
Saving Throws: Constitution and Strength
Skills: Choose two: (Intimidation, Athletics, Perception, Survival)


You start with the following equipment, in addition to the equipment granted by your background:
- A ) Any martial weapon or B) a Warhammer and 5 javelins
- Either: A) Chainmail B) Studded Leather
- Explorer’s or Dungeoneer’s Pack
- Shield (you may forgo this)


Fighting Style


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.

Protection – when a creature you 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.

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

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Rallying Cry
Much like any trained fighter, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a Bonus Action to regain hit points equal to 1d6 + Constitutional Modifier + Vanguard level. You can shout to rouse one ally within 15 ft. as well, but they do not experience the same surge of energy you do; the ability heals allies for 1d4 + Constitution Modifier.
At level 11, the ability heals yourself for 1d8 + Vanguard level + Constitution modifier, and heals allies for 168+ Constitution modifier + Vanguard level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Bulwark


Starting at level 2, once per short or long rest, you may use a bonus action, if you have not used it this turn, to take any one non-magical attack for an adjacent ally. Any damage dealt to you while using Bulwark is reduced by your constitution modifier + Vanguard level.

You may take magical attacks for allies if you make a save equal to the spellcasting DC of the aggressor. If you fail the save take 1d8 additional damage of that type. If you save, the damage you take is halved.

At 17th level, if you fail the save, take 2d8 additional damage of that type, if you save, the damage you take is quartered.


Vanguard Archetype
At level 3, you choose an archetype that emulates your resolve to protect what you value most.


Ability Score Improvement:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You may forgo this in favor of a feat.


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 and to four when you reach 20th level in this class.



Exercise Caution

Beginning at 9th level, when you roll a saving throw but before you know whether you succeed or fail, you may add 1d6 to that result. 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.




Vanguard Archetypes:




Juggernaut

The Juggernaut utilizes one’s incredible armored potential to drive a wedge into enemy ranks, conquering and dividing with sheer force. Those who model themselves to this archetype are likened to a lone blade parting water.


Overwhelming Force

When you choose this archetype at 3rd level, if a melee weapon attack successfully hits an enemy, you may choose 1:

- Any adjacent foes take damage equal to your strength modifier + Vanguard level. At 15th level, the damage dealt equal to strength modifier + constitution modifier + Vanguard level.

- A foe is forced to make a Constitution Save equal to 8 + your constitution modifier + Vanguard level (rounded down). If the save is failed, you push the target 5 ft. At 15th level, the forced movement increases to 10 feet, and you deal an additional 1d6 damage.

If you are more than 10 ft from any allies, Overwhelming Force deals an additional 1d6 to the target. The damage increases to 2d6 at 15th level

You may use Overwhelming Force three times, you may not use this ability again until you complete a long rest. At 15th level, the number of uses increases to five.



Spearhead

Even at a distance, you are a beacon of hope or despair.
Starting at 7th level, you may use a bonus action to emit an aura of power up to 20 ft. Any ally who is more than five feet away from you but still within the aura gains a bonus to attack and damage rolls equal to you constitution modifier. You may allow an ally within the aura to reroll any attack roll, but the new result has to be taken and the aura is dispersed. If not willingly dispelled, the aura persists for one minute.

Once you use this feature, you must finish a short or long rest before you can use it again.


Distant Guardian

Starting at 10th level, your Bulwark feature gains a range of 10 feet. As with Bulwark, the ability can only target allies. Any damage you take by using this features is reduced by your constitution modifier + Vanguard level.

You also gain an additional use of your Bulwark feature per rest.


Mantle of Steel


Against all odds, you struggle forward and fight on. They say experience follows you everywhere, and it is your experience in battle that allows you to dauntlessly stride forward into the fight.

Starting at 18th level, you gain the following feature:

Whenever you are at least 10 feet away from any allies, adjacent to two or more enemies, and are attacked by a melee-range weapon or ability, you may make an attack as an immediate reaction with disadvantage and a -2 penalty to the roll. If the attack connects, all adjacent enemies are attacked simultaneously for the same damage, and the attack against you is negated. Overwhelming Force is applied to each attacked enemy, even if you have expended all uses of Overwhleming Force; any remaining uses are also expended.


You can use this feature twice between long rests. You may not use this ability between rests if one use of this feature has successfully hit the target.



Sentinel


The presence of a Sentinel is like having an impenetrable fortress for a shield and an ally. Those who model themselves to this archetype are likened to a rock in the midst of a raging storm.

Parry

When you choose this archetype at 3rd level, if an enemy attacks you, you may choose 1:

- If the attack connects, you may expend a bonus action to reduce the damage by your Constitution modifier. At 15th level, the damage is reduced by constitution modifier + strength modifier

- If the attack misses, you may expend a bonus action and riposte if capable. You only add your constitution modifier to the attack roll. No damage modifiers are used. At 15th level, all other proper modifiers are applied to the attack and damage.

You may use Parry two times before you must take a short or long rest. At 10th level, the number of uses increases to three. At 15th level, the number of uses increases to four.


Warding Aura


Starting at level 7, as a bonus action, you can emit an aura of vitality up to 20 ft. You and all allies gain a bonus to non-combat rolls and saving throws equal to your constitution modifier. If an ally is within the aura when it starts or enters the aura within its duration, they gain temporary hitpoints equal to your constitution modifier. You may allow an ally within the aura to reroll any saving throw, but the new result has to be taken and the aura is dispersed. If not willingly dispelled, the aura persists for one minute.


Once you use this feature, you must finish a short or long rest before you can use it again.


Grand Bulwark


Your presence terrifies the enemy, making them all focus on you in the hopes of toppling this colossus.

Starting at level 10, you gain the following feature.

As an action, you may have each enemy within a 5 ft radius make a Wisdom save (DC 8+ constitution modifier + Vanguard level). If they fail, they must attack you or include you in subsequent attacks. You gain AC equal to your constitution modifier and cannot move or use an attack action until each enemy is freed from the effect. This feature cannot be used if you have attacked on the same turn. Enemies can save out of this effect at the end of each of their turns with a Wisdom save, DC 8+ constitution modifier + Vanguard level. The effects completely dispel after the next 2 of your turns pass.


Once you use this feature, you must finish a long rest before you can use this feature again.


Iron Aegis


A lifetime of hardships is painted on your face, inspiring all your allies who gaze upon you to endure like you have.

Starting at 18th level, you gain the following feature:

You may expend an action to give you and all allies within 15 ft a bonus to AC equal to your constitution modifier until the end of your next turn. Additionally, if an affected ally would be downed through damage during this period, their Hit Points are set to 1 and gain temporary hit points equal to your Constitution modifier + Vanguard level.
After using this feature, you must take a Long Rest before you can use this feature again.