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
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