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RazberryV2
2019-09-06, 11:44 PM
Hey guys, I created this class a while back and finally got up the nerve to throw it to the vultures! The Vanguard is a defense based class, protecting others and yadda yadda. Feel free to throw me some ideas to flesh out some aspects of it a bit more. Very sorry for the long post, I can't post my Homebrewery link just yet.


The Vanguard
Pulling their face mask up, a scalded human clad in plate mail fights through the flames to fight for their village, the smoke blinding his eyes. He raises his shield to deflect a bloodied spear inches away from skewering him.
A half-orc buries his sword into a grounded mercenary and dislodges it. A sigh gets caught in his throat as he lets it clatter to the ground, metal resonating against stone, rushing to intercept the arrow hurling towards his unaware companion.
Becoming overcome with a raging bloodlust, a dwarven woman winces as a thrown dagger punctures her armor. Instead of dropping down, she draws upon the pain to charge forward to trample the one who slaughtered her family so many years ago.
A Vanguard is a protector, making sure his allies can survive to fight another day. Clad in armor, empowered by their sponsor, and shield in hand, he will put himself in harm's way to protect his friends. A Vanguard will only become a Vanguard once they take a stand against the things they hate. One might have been under the rule of a corrupt tyrant, who overtaxed their subjects and executed anyone who rose up against him. They decide to fight against it and all it stands for. To do this, they set themselves to a rigid set of rules called a Code. By following this Code, they gain the power to do more than any ordinary rebel, able to push through more strain than usual.

Chosen Champions
Though a Vanguard gets their unusually strong will from their experiences, it is their sponsor that allows them to rise above and beyond their limits. A sponsor can be any sort of celestial deity, demon, fey, or any creature with significant power to spare. This power has chosen the Vanguard to become their champion, not unlike a paladin or cleric, to carry out great deeds. But unlike their divine counterparts, the Vanguard does not have access to any magical spells, only great feats of might. A sponsor will not interfere in the path of their chosen, other than a specific set of rules that can not be broken.

Protectors of the Weak
Vanguards are created for a specific purpose, be it to protect the weak, befriend them, fight for them, or kill for them. Anyway they decide to use it, it is from them that the common folk of the world find hope. A Vanguard is meant to be strong and meant to be fierce in the face of any battle, and their sponsor ensures this by providing them with extreme potential, but only if they follow the path they've laid for them. Once they've laid the path, they can not control the direction in which they head in, but they can take the power from them if they stray too far. A sponsor may drain the strength from a Vanguard if they make a decision falling the wrong way, others may be lenient and give them a sharp pain. Either way, a Vanguard is bound to the Code he is given as long as he keeps within it.

Creating a Vanguard
When creating a Vanguard, consider what event shaped them into the person they are now? What is the type of entity that sponsored them, or do they even know their sponsor at all? What are the specifics of the Code that your strength depends on you following? If a gang kidnapped you and your parents, slitting their throats in front of you, did a benevolent deity give you the ability to escape, or did a demon give you the power to slaughter them like they did your family? Do they expect you to make sure you protect so such a thing wouldn't happen again to your loved ones, or have you pledge to hunt every piece of filth left on this world? Did you always protect, or were you forced to repent from your old ways? A Vanguard has the freedom of springing from any aspect of life, because from every avenue: leaps tragedy.



Level
Proficiency Bonus
Features
Sacrifice Distance
Sacrifice Attacks Blocked
Sacrifice Abilities Available


1st
+2
Safeguard, Protector's Strength
10
1
3


2nd
+2
Guard Style
10
1
4


3rd
+2
Vanguard Code + Feature
10
1
4


4th
+2
ABI
15
2
4


5th
+3
Extra Attack, Defender's Reflex
15
2
5


6th
+3
Code Feature
15
2
5


7th
+3
Terminal Velocity
15
2
5


8th
+3
ABI
15
2
5


9th
+4
Taunt
20
3
6


10th
+4
Code Feature
20
3
6


11th
+4
Self-Fortify, Sacrifice Improvement
20
3
6


12th
+4
ABI
20
3
6


13th
+5
Trainwreck
25
4
7


14th
+5
Code Feature
25
4
7


15th
+5
Shared Ordeal
25
4
7


16th
+5
ABI
25
4
7


17th
+6
Natural Guardian
30
5
8


18th
+6
Soul Transfer
30
5
8


19th
+6
ABI
30
5
8


20th
+6
Sanctuary
30
5
8



Class Features
As a vanguard, you gain the following class features
Hit Points
Hit Dice: 1d12 per vanguard level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per vanguard level after 1st
Proficiencies
Armor: Medium armor, Heavy armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Athletics, Survival, Perception, Intimidation, and Medicine
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) a longsword or (b) a warhammer
(a) chain mail or (b) hide armor
An explorer's pack and a symbol of your sponsor

Protector's Strength
As a Vanguard, you can add your Dex bonus to checks even when wearing medium and heavy armor.

Safeguard
As a reaction, a Vanguard can make a Dex check when an attack Vs an ally within 10 ft. is made. Succeeding the Athletics check will then direct the attack and its attack roll against the Vanguard’s AC. A Vanguard must decide to use Safeguard before the first attack roll is made. This ability gains an additional 5 feet of range at levels 4, 9, 13 and 17. Only one attack can be blocked at 1st Lvl., this number increases by one along with the range increases.
Alternatively, this can be activated as a bonus action when within 5 feet of an ally during the Vanguards turn.

Sacrifice
Each time a Vanguard takes a hit, they earn a stack of Sacrifice. They also automatically earn a stack when they activate Safeguard, regardless of whether or not the attack is blocked. Sacrifice is used to activate various effects and abilities. Any ability can be taken as long as the requirements are met. Sacrifice stacks are halved at the end of a battle and lost during a long rest.

Guard Style
At 2nd level, you become adept at protecting your allies in one of these unique ways. Choose one of the following options. You can't take a Guard Style option more than once, even if later you get to choose again.

Devoted Shelter
Any ally who is 5 ft. away from the Vanguard gains +1 AC

Shell’s Defense
When wearing heavy armor gain +1 AC

Fortitude
Gain a temporary hit point when hit with an attack or spell for every damage dice rolled

Vanguard Code
At 3rd level, you choose a code that you vow to never break: The Codes of Virtue, Companionship, Vengeance, and Might are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Defender's Reflexes
By 5th level, you've honed your battle instincts to the point that it has yielded an uncanny instinct to defend your allies. When using Safeguard as a reaction if the Vanguard sees the attacker, they get advantage on their roll.

Extra Attack
At 5th Level, a Vanguard can attack twice, as part of their action, instead of once.

Terminal Velocity
By 7th level, a Vanguard, when using a full action run, their movement speed becomes doubled. When using this, they cannot willingly stop until all their movement speed is depleted.

Taunt
At 9th level, as an action, a Vanguard can force an enemy to make a Wisdom check contested against the Vanguard’s DC of 10 + Str + Proficiency. If successful, the enemy cannot willingly target any other creature besides the Vanguard. This effect ends if the Vanguard is unconscious. Any creature under this effect at the end of each turn can make a saving throw against the original DC to end the effect.

Self-Fortify
By 11th level, a vanguard can now use a bonus action to Self-Fortify to gain resistance to piercing and bludgeoning damage
Once you use this feature, you must finish a short or long rest before you can use it again.

Sacrifice Improvement
At 11th level, every time a Vanguard uses Safeguard, they now earn two stacks of Sacrifice instead of one.

Trainwreck
At 13th level, when using Terminal Velocity, if you move through any enemy creatures area, roll a contested STR check Vs. DEX. On a failure, the enemy takes 1d6+Str and cannot use an attack of opportunity. On a success, the enemy dodges and can take an attack of opportunity if the Vanguard exits their space.

Shared Ordeal
At 15th level, when hit with an attack or spell, the Vanguard can inflict the same amount of damage to the attacker. The attacker will still count applicable resistances.
Once you use this feature, you must finish a long rest before you can use it again.

Natural Guardian
Protection now comes naturally to you. At 17th level, Safeguard now no longer automatically uses a reaction. Instead of using your reaction, you can use Sacrifice to Safeguard. This cost is equal to the number of times Safeguard has been used during your round using Sacrifice stacks. This cost resets once your turn begins again. (1st =1, 2nd =2, etc.)

Soul Transfer
Starting at 17th level, the Vanguard can make one ally entirely invulnerable to damage for the rest of the Vanguard’s turn and takes half the damage they would have taken.
This feature can be used twice, you must finish a long rest before you can use it again.

Sanctuary
When reaching 20th level, during a Safeguard, the Vanguard can shield themselves and one ally from any and all damage until the Vanguard's next turn.
The ally will end this effect on themselves early if they exit the Vanguard's Safeguard range.
Once this feature has been used, you must finish a long rest before you can use it again.

Vanguard Codes
As apart of their deal, a sponsor will lay out a set of rules that a Vanguard must adhere to if they hope to keep their power. Based off of this code, power will differentiate. There are 4 basic Codes that most deals adhere to.

Code of Virtue
The Code of Virtue is centered around the aspect of protection. Given their power, the Vanguard will do what they can who has not been gifted as they have.

Resolve
When you choose this Code at 3rd level, you will gain temporary hit points equal to 1/4+Con of the damage dealt when hit with an attack or spell rounded down.

Martyr's Breath
At 6th level, if taking enough damage during a Safeguard would knock a Vanguard unconscious, they heal 2d8+Con instead.

Preparation
Begining at 10th level, once a Vanguard is hit with 2 attacks during a round, consecutive attacks will have disadvantage.

Intercept
Starting at 14th level, Safeguard no longer needs a check to see whether or not they make it to the ally before an attack hits them.

Code of Companionship
Codes of Companionship are built off of seeing betrayal, a lack of teamwork and disloyalty. This Vanguard changes that, doing everything they can to protect their allies.

Savior's Inspiration
When taking this Code at 3rd level, taking damage or preventing a hit during a Safeguard that would have damaged the guarded will give the guarded temporary hit points equal to 1/2DMG+Con of the damage taken, with a minimum of 1 HP. If the attack does not hit the Vanguard, but would have hit the ally they are guarding, have the enemy roll damage to see how much HP is gained. Resistance is not applied to damage to see how much HP is gained.

Selfless Protection
Starting at 6th level, the Vanguard can choose, as a bonus action on their turn, to sacrifice 2 AC to give +2 AC to all allies within 5 ft.

Cover All Angles
Beginning at 10th level, when the party begins the battle together, the Vanguard can switch places with a willing allied creature on the initiative list. Additionally, any ally within 30 ft. of the Vanguard cannot be surprised.

Stronger Together
When reaching 14th level, for every party member within 50 ft. of each the Vanguard, those members heal 5 hit points per turn. A minimum of 2 party members must be in range for this effect to take place.

Code of Vengeance
Counter
When taking this Code at 3rd level, the last person who damaged a Vanguard will take an extra d4 damage from their next attack. This increases by an extra d4 at 6th, 10th, and 14th.

Vendetta
Beginning at 6th level, if an enemy deals damage equivalent or exceeding 1/4 of the Vanguards health, the Vanguard gains advantage on all strikes against that enemy and takes half damage from its next attack or spell.

Revenge
Starting at 10th level, if a Vanguard fails to defend an ally with Safeguard, they can attack the enemy. They can only do this if they have the corresponding weapon to the attackers' distance (i.e melee for melee attacks, and ranged for ranged attacks) They can draw upon either weapon if they possess them.

Retribution
Beginning at 14th level, when you or an allied creature takes damage from an enemy, you can spend 8 Sacrifice stacks to gain advantage on your next strike against that creature. If it hits, it will automatically become critical.

Code of Might
A Vanguard under the guide of the Code of Might becomes a force to be reckoned with. Whether springing from a town that was raided, or a criminal guild that slaughtered their family, they vow to never again let any number of enemies overcome them.

Steadfast Impulse
When you choose this Code at level 3, when the Vanguard is within 50 ft of 2 or more enemies, they earn an additional reaction. This increases by 1 at 6th, 10th, and 14th

Warrior's Will
Beginning at level 6, when the total amount of the party’s hit die is lower than the total of the enemy creatures health engaged with the party, gain . This will apply at the beginning of the battle and last for the duration of the fight.

Unnatural Defense
At 10th level, a Vanguard can use 5 Sacrifice to gain a +1 AC bonus until the end of their next turn. Any amount of Sacrifice can be used for this.

Even The Odds
As you reach 14th level, when the total amount of enemies surpasses the number of allied creatures at the beginning of the fight, the Vanguard can create a ghostly entity that can Safeguard an ally. This ally is chosen at the beginning of the fight and can be changed with a bonus action during the Vanguard’s turn. This entity can take a number of hits equal to the number of enemy creatures engaged with the party and has the same AC as the Vanguard.

Sacrifice Abilities........ [B]THESE ARE VERY CHANGEABLE And this is where I would appreciate all of your ideas, specifically Code based abilities.
Shockwave
Stun/Slow in a cone/radius

Bulldoze
Requires Trainwreck
While using Trainwreck, on a failed save, along with taking damage the enemy is now knocked prone.

Shield Bash
Requires Shield
Reduce an enemy to half movement and disable their reaction. Deals 1d6+Str

Steeled
Reduces the next attacks damage by ½, no matter what type of damage.

Payback
Requires Code of Vengeance
Until the beginning of your next turn, all attacks dealt to you will deal ⅓+Str back to the attacker.

Dual Protection
Requires Code of Might
A Vanguard can use this ability during a Safeguard. If two allies are within 10 feet of each other, the effect of Safeguard will apply to both of them.

Spell Shield
Requires Shield
A Vanguard can use this ability during a Safeguard. A Vanguard can make a spell that regularly has no attack roll, be forced to see if it hits first before a saving throw is made.

Launch
Requires Code of Companionship
The Vanguard uses a bonus action at the end of their turn to prepare to launch a companion into the air. The ally can choose to grapple onto the enemy as long as it is one size category larger than it. This gives the ally advantage to hit, and if the ally grapples onto the enemy, the enemy will have disadvantage on attacks on the grappling ally.

Shield Toss
Requires Shield
The Vanguard uses a bonus action to toss their shield at an enemy, dealing 1d8+Str. The Vanguard can then follow through using their movement speed to close the gap and follow up with their weapon

Composer99
2019-09-07, 10:08 AM
Hey guys, I created this class a while back and finally got up the nerve to throw it to the vultures! The Vanguard is a defense based class, protecting others and yadda yadda. Feel free to throw me some ideas to flesh out some aspects of it a bit more. Very sorry for the long post, I can't post my Homebrewery link just yet.

Personally, I rather prefer it when people post content on this forum proper - it's easier to go through it "line by line", so to speak, and write down one's thoughts, when you don't have to flip between browser tabs. Especially if you're looking on a tablet or phone.

Overall, it's a good first effort. Let's get to the details, shall we? (I'm going to omit the class table.)

One big problem with the class is that it has, as far as I can see, no features that interact at all with either the social or exploration pillars, except maybe for when you take damage from traps. Even fighters and barbarians get at least something. (Champion fighter has Remarkable Athlete, for instance.)

Another broad issue is that a lot of features have very imprecise wording. It's not hard to figure out what you mean, but even 5e still precisely defines class features.

As two overall nitpicks:
(1) I should like to suggest re-formatting your original post to have a consistent style of header for each "layer" of feature header. It just looks cleaner and it's easier to parse and understand at a glance.
(2) D&D 5e always (without exception as far as I can tell) uses the second person pronoun in class feature descriptions: "you can do this", "you do that", etc. I think it would lead to cleaner wording overall if you did that as well, especially since you do in some spots and not in others.



Class Features
As a vanguard, you gain the following class features
Hit Points
Hit Dice: 1d12 per vanguard level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per vanguard level after 1st
Proficiencies
Armor: Medium armor, Heavy armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Athletics, Survival, Perception, Intimidation, and Medicine
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) a longsword or (b) a warhammer
(a) chain mail or (b) hide armor
An explorer's pack and a symbol of your sponsor



Hit points are fine. Equipment is fine. Proficiencies are mostly fine, except that no one who's proficient with medium or heavier armour isn't also proficient with light armour. Sure, this class might not wear it, but it really ought to be proficient with it.



Protector's Strength
As a Vanguard, you can add your Dex bonus to checks even when wearing medium and heavy armor.


This feature is redundant. Wearing certain armour limits adding your Dexterity bonus to Armour Class, and select armours impose disadvantage on Dexterity (Stealth) checks, but no armour prohibits you from adding your Dexterity modifier to an ability check. I mean, I suppose I could be wrong? Got a page number for a rule in the PHB?



Safeguard
As a reaction, a Vanguard can make a Dex check when an attack Vs an ally within 10 ft. is made. Succeeding the Athletics check will then direct the attack and its attack roll against the Vanguard’s AC. A Vanguard must decide to use Safeguard before the first attack roll is made. This ability gains an additional 5 feet of range at levels 4, 9, 13 and 17. Only one attack can be blocked at 1st Lvl., this number increases by one along with the range increases.
Alternatively, this can be activated as a bonus action when within 5 feet of an ally during the Vanguards turn.


I think I get the gist of this feature, but it seems awkwardly worded. Also, first you mention making a Dexterity check, without an associated skill, then you mention an Athletics check, and then you don't have a DC. To be honest, I would consider dispensing with the need to make a check to use this feature: it's enough of an opportunity cost that you're using your reaction.

I'd suggest re-wording to clean it up a bit:


When a creature within 10 feet of you that you can see is the target of an attack, you can use your reaction to cause the triggering attack to be made against your AC instead of the target's. If the creature making the triggering attack is capable of making multiple attacks, this feature affects only the first. As you gain levels in this class, you can use this feature to protect creatures that are further away, as shown in the Safeguard Distance column of the Vanguard table, and this feature affects additional attacks made by the triggering creature against the same target, as shown in the Safeguard Attacks column of the Vanguard table.




Sacrifice
Each time a Vanguard takes a hit, they earn a stack of Sacrifice. They also automatically earn a stack when they activate Safeguard, regardless of whether or not the attack is blocked. Sacrifice is used to activate various effects and abilities. Any ability can be taken as long as the requirements are met. Sacrifice stacks are halved at the end of a battle and lost during a long rest.

"Takes a hit" is not a very well-defined term of art in 5e. What situations do you want Vanguards to earn Sacrifice in? When they're hit by weapon attacks, I presume, but what about AoE effects or attacks by traps where they need to make a saving throw? If the trigger is being hit by an attack, you should specify that instead.

As another wording nitpick, you really don't need as much detail about getting a stack of sacrifice when you activate safeguard - it's one of those unhelpful clarifications. "You also gain a sacrifice stack each time you use your Safeguard feature" is sufficient.

Also, I know the class table shows how many sacrifice abilities you get, but it's customary to mention it in the feature description, something like: "You know three sacrifice abilities from the options detailed at the end of the class description, and you gain more as you reach certain levels in this class as shown in the Sacrifice Abilities column of the Vanguard table."

Finally, it's not clear to me why sacrifice stacks should persist for so long. And again, I get the gist of what you're saying, but "the end of a battle" is not a defined term in 5e. Better to suggest a time period ("after 1 minute") or make it work like a barbarian's rage, where remaining stacks expire if you don't take any damage or something.



Guard Style
At 2nd level, you become adept at protecting your allies in one of these unique ways. Choose one of the following options. You can't take a Guard Style option more than once, even if later you get to choose again.

Devoted Shelter
Any ally who is 5 ft. away from the Vanguard gains +1 AC

Shell’s Defense
When wearing heavy armor gain +1 AC

Fortitude
Gain a temporary hit point when hit with an attack or spell for every damage dice rolled


It's not really a big deal, but you can dip into fighter for the Defence fighting style and end up with +2 AC just for wearing armour if you take the Shell's Defence guard style here.

These are otherwise fine, although the Fortitude style might need some playtesting to be sure.



Vanguard Code
At 3rd level, you choose a code that you vow to never break: The Codes of Virtue, Companionship, Vengeance, and Might are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.


To be reviewed when looking at individual codes.



Defender's Reflexes
By 5th level, you've honed your battle instincts to the point that it has yielded an uncanny instinct to defend your allies. When using Safeguard as a reaction if the Vanguard sees the attacker, they get advantage on their roll.


This feature becomes redundant if you take my suggestion that the Vanguard no longer needs to make a check to use its Safeguard feature. Otherwise, it's fine.



Extra Attack
At 5th Level, a Vanguard can attack twice, as part of their action, instead of once.


Fine.



Terminal Velocity
By 7th level, a Vanguard, when using a full action run, their movement speed becomes doubled. When using this, they cannot willingly stop until all their movement speed is depleted.


This ability really doesn't make any sense. There is no "full action run" in 5e - you take the Dash action instead. So this feature should probably allow you to move up to double your walking speed when you take the Dash action. And why the "cannot willingly stop" business?



Taunt
At 9th level, as an action, a Vanguard can force an enemy to make a Wisdom check contested against the Vanguard’s DC of 10 + Str + Proficiency. If successful, the enemy cannot willingly target any other creature besides the Vanguard. This effect ends if the Vanguard is unconscious. Any creature under this effect at the end of each turn can make a saving throw against the original DC to end the effect.


Whole lot of problems with this one.

(1) What is the range limit? 30 feet? 60 feet? Any creature you can see?
(2) You don't need to specify "an enemy" - "a creature" will do fine.
(3) From the wording, the target creature is making a Wisdom saving throw, not a Wisdom ability check.
(3) Does it work on creature's you can't see? (Most features like this usually require being able to see the target.)
(4) The save DC is just wrong. All save DCs for player character features are 8 + relevant ability modifier + proficiency bonus.
(5) "If successful" creates an ambiguity. Usually these features refer to what happens if the target succeeds or fails its saving throw, which makes it seem like the target wants to fail in this case. Best to reword this as "[...] a creature you can see must succeed on a Wisdom saving throw or it can't willingly [...]."
(6) I think you need to specify what sort of things an affected creature can't willingly target anyone else with - weapon attacks? Attacks generally? Attacks plus spells that target a single creature and force a saving throw? (Spells generally doesn't work, because of AoE and healing spells/buffs.)
(7) This feature should have a maximum duration, probably of 1 minute, in addition to giving the target the ability to shake it off on their own.
(8) This feature is usually going to be a waste of your action. You're almost certainly better off in most combat situations to use your action to take the Attack action, with a ranged weapon if you're not in melee.



Self-Fortify
By 11th level, a vanguard can now use a bonus action to Self-Fortify to gain resistance to piercing and bludgeoning damage
Once you use this feature, you must finish a short or long rest before you can use it again.


Why wouldn't you also gain resistance to slashing damage? And how long does this effect last? 1 minute? 10 minutes? Until you finish some sort of rest?



Sacrifice Improvement
At 11th level, every time a Vanguard uses Safeguard, they now earn two stacks of Sacrifice instead of one.


This is fine.



Trainwreck
At 13th level, when using Terminal Velocity, if you move through any enemy creatures area, roll a contested STR check Vs. DEX. On a failure, the enemy takes 1d6+Str and cannot use an attack of opportunity. On a success, the enemy dodges and can take an attack of opportunity if the Vanguard exits their space.


According to the combat rules, you can't enter a hostile creature's space unless it is two or more sizes larger or smaller than you. So you need to carve out an exception to that rule in this feature.

Also, there is no damage type specified - presumably it should be bludgeoning.

Also, "STR check vs. DEX" really sets my teeth on edge. You might want to have it work like the grapple or shove, where you make a Strength (Athletics) check, contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics) instead.

Also, the feature should refer to when you succeed on the contest - that is it should specify "if you succeed the contest, [...]" instead of "on a failure".

Also, if you fail the contest, you don't need to specify that the target can still make an opportunity attack, and you can't end your turn in another creature's space - so I would actually just get rid of the whole sentence describing what happens if your target wins the contest.

Finally, I think you should be able knock creatures prone when you win the contest, at least if they're no more than one size larger than them.



Shared Ordeal
At 15th level, when hit with an attack or spell, the Vanguard can inflict the same amount of damage to the attacker. The attacker will still count applicable resistances.
Once you use this feature, you must finish a long rest before you can use it again.


Does this use your reaction? It probably should.

Also, imprecise language again. I would suggest wording such as: "When you take damage from another creature's attack or spell, you can use your reaction to cause that creature to take the same amount and type of damage."

The resistances thing is redundant and does not need to be included.



Natural Guardian
Protection now comes naturally to you. At 17th level, Safeguard now no longer automatically uses a reaction. Instead of using your reaction, you can use Sacrifice to Safeguard. This cost is equal to the number of times Safeguard has been used during your round using Sacrifice stacks. This cost resets once your turn begins again. (1st =1, 2nd =2, etc.)


Maybe reword this as: "When you use your Safeguard feature, you can forego using your reaction by expending one Sacrifice stack. You can use your Safeguard feature multiple times in this way. Each time you use Safeguard after the first before your next turn, the number of Sacrifice stacks you must expend increases by one for each additional use of Safeguard."

The cost reset sentence is probably redundant with the "before your next turn" clause, but just in case, you could include it as: "At the start of each of your turns, the number of Sacrifice stacks you must expend to use Safeguard in this way resets to one stack."



Soul Transfer
Starting at 17th level, the Vanguard can make one ally entirely invulnerable to damage for the rest of the Vanguard’s turn and takes half the damage they would have taken.
This feature can be used twice, you must finish a long rest before you can use it again.


What's the range? Do you need to be able to see the creature? Do you need a bonus action or action? Also, you don't really need to specify "ally", but if you want to, the usual wording is "one creature friendly to you".

I would re-word this as: "You can cause one creature [friendly to you] to become immune to all damage until your next turn, and, until your next turn, each time that creature would have taken damage, you take half the damage it would have taken." You still need the details such as sight, range, etc.



Sanctuary
When reaching 20th level, during a Safeguard, the Vanguard can shield themselves and one ally from any and all damage until the Vanguard's next turn.
The ally will end this effect on themselves early if they exit the Vanguard's Safeguard range.
Once this feature has been used, you must finish a long rest before you can use it again.


You just gave out Soul Transfer a few levels ago, so it's kind of unfortunate that this feature obsoletes it.

Also, this feature interacts poorly with the ability to use multiple Safeguards. What happens when you use Safeguard more than once? Do you get to choose a new ally? Does the effect stop on a previous ally? You should probably clarify that this feature takes effect the first time you use Safeguard, instead of "during". Or, if you want it to affect multiple creatures, you should specify "each time you use Safeguard" instead of "during".


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Okay, I was going to look at codes and sacrifice options, but I've run out of steam. Maybe another time.

BerzerkerUnit
2019-09-07, 03:57 PM
I think the whole of this class could be polished down to a Paladin Oath, a couple of spells, and a mechanic to use Lay on Hands to fuel something. Here’s a very rough pass:

Fighting Style-
Body Blocker: when you move adjacent to a creature or start your turn there, you can reduce your AC by up to your Proficiency bonus and the creature adds this value to their AC. The effect ends if you or the creature moves more than 5 ft away. The AC values reset when the effect ends.

L3- when a creature within 10 feet takes damage you can use your reaction to move adjacent to the creature and spend points from your Healing Hands feature to reduce the damage by 2 for each point spent. Additionally you can sacrifice spell slots for 3 additional points of Lay on hands per level of the slot, up to your normal maximum.

Channel Divinity- as a bonus action you can channel the divine mandate to shield allies and the innocent into a shared bond through sacrifice. You can sacrifice hp equal to your Paladin level granting Temporary HP equal to 1/2 your Paladin lvl plus Cha modifier to each non hostile creature of your choosing within 10 feet.

L7- your constant intervention in conflicts has taught you to be prepared for the sudden eruption of violence. When you are not surprised or incapacitated You have resistance to all damage until the beginning of your first turn of combat. You can extend this benefit by choosing to have an initiative result of 1 regardless of roll or other bonuses.

L11- tireless sentinel.
You no longer need to sleep but can enter a meditative state like an Elf trance.

L15(? Don’t remember the Paladin pattern)- Retributive Strike. When you use the L3 feature the source of the damage suffers radiant and force damage equal to the number of Lay on Hands points you spent.

20- Iron Avatar
You summon 4 spirits that have the stats of shield guardians and assign them to up to creatures other than yourself. They disappear after a minute.