Trandir
2019-10-24, 01:54 AM
A Vanguard rushes in the battlefield first to reach the enemy formations. Every Vanguard faces death when charging the enemy, arrows and compact lines of spears rarely spare anyone.
Momentum Swing
From 3rd level after choosing this martial archetype, if you make a melee attack immediately after moving at least 15 feet in a straight line, you can make that attack deal extra damage equal to half your fighter level, rounded up.
Battle Savant
Every battle taught you more than just how to swing your weapon around. From 7th level you gain advantage on every Intelligence (History) check related to the origin of
banners and flags, battle tactics and manufacture of arms and armors.
Head of the Charge
A frontliner can't call herself one if she isn't able to reach the enemy quickly. From 10th level increase your movement speed by 10 feet and you can add your proficiency bonus to Initiative rolls.
Third Wind
From 15th level you can use Second Wind twice before rest. When you use Second Wind you can also end one of the following conditions afflicting you: blinded, deafened, paralysed, poisoned, or stunned.
Heroic Surge
From 18th level when you use Action Surge instead of taking one additional action you can take an additional turn immediately after this one. You can't use Action Surge during that turn.
The capstone might need some help.
A Vanguard uses strength to overwhelm the enemy. A Vanguard is specialized in breaking enemy formations and is usually leading the charge on the battlefield.
Projection
Starting at 3rd level you can Shove a creature as a Bonus Action. You can only use the Push option when Shoving using this feature. Also, you can push the creature up to half your speed instead of 5 feet but if you do so you also have to move with it.
Wall Splat
From 3rd level if a creature's Shove movement is interrupted by a creature or another solid object at least his size or larger, the next attack made against that creature before the beginning of your next turn has advantage.
Heavy Lifter
Your role in the battlefield requires you to be in peak form, and you are. At 7th level you gain proficiency in the Athletics skill. If you are already proficient in it your proficiency bonus is doubled for any ability check that uses Athletics.
Trample
From 10th level after a Shove a creature it is pushed an addition 5 feet in any direction and is knocked prone. You can use this feature only if you moved toward that creature for at least 15 feet in a straight line.
Head of the Charge
A frontliner can't call herself one if she isn't able to reach the enemy quickly. From 10th level increase your movement speed by 10 feet and you can add your proficiency bonus to Initiative rolls.
Unstoppable
A Vanguard at this point is able to move nearly anything that dares to block her path. From 15th level you are considered one size larger when performing a Shove.
Knockback
From 18th level your strikes are so powerful that some enemies can't even stand their ground. Whenever you hit a creature with a melee attack you can also Shove them.
Vanguard's Techniques
From 3rd level you gain the following benefits:
•Projection: you can use your bonus action to shove a creature. You can only use the Push option when you use this feature. Also you can follow the creature movement to keep pushing it in the same direction up to half your speed.
•Wall Splat: if a creature's Shove movement is interrupted by a wall, or another solid object at least one size larger than the creature, the next attack made against that creature before the beginning of your next turn has advantage.
Heavy Lifter
Your role in the battlefield requires you to be in peak form, and you make sure that you are.
At 7th level you get proficiency in the Athletic skill, if you are already proficient in it your proficiency bonus is doubled. Also if you are making an Athletic check opposed by a creature of size smaller than yours you get advantage on the check.
Advanced Vanguard's Techniques
From 10th level you gain the following benefits:
•Trample: when you move at least 15 feet straight towards a creature and then you Shove it, if you succeed you can push it and additional 5 feet in any direction and it falls prone.
•Careful Charge: if you take the Dash action all Opportunity Attacks made against you this turn have disadvantage.
•Stay Behind: you offer half cover to allied creatures of size equal or smaller than yours.
Lv 15
Head of the Charge
A frontline can't call himself one if she isn't able to reach the enemy lines quickly.
From 15th level increase your movement speed by 10 feet and you can ignore difficult terrain.
Unstoppable
A Vanguard at this point is able to move nearly anything that dares to block her path.
You are considered one size larger when performing a Shove and to gain advantage from Heavy Lifter.
0.6.2
Changed projection so it's easier to use and to read.
0.6.1
Name changed to Vanguard from Linecracker.
Removed Never Unarmed feature.
Lv 3:
Board Techniques:
A shield in your hands is so much more than a defensive tool.
When you are wielding a shield you get the following benefits:
•Shield Projection:
After you hit a creature with the Attack Action you can use your bonus action to make an athletic check opposed by that creature's athletic/acrobatic check, his choice. If you win you can move up to half your speed and push the opponent in the same direction if his size is up to one size larger than you.
•Wall Splat:
If a creature's Shove or Shield Projection movement is interrupted by a wall, or another solid object at least one size larger than the creature, the next attack made against that creature before the beginning of your next turn has advantage.
•Sword and Board Combat: you can use your shield as a weapon and you have proficiency in it. It deals 1d4 bludgeoning damage and Str is his for attack rolls and damage rolls. A magical shield with a +1/2/3 magic bonus to AC also adds that bonus to attack rolls and damage rolls made while using it.
Lv 7
Heavy Lifter:
Your role in the battlefield requires you to be in peak form, and you make sure that you are.
You get proficiency in the athletic skill, if you are already proficient in it your proficiency bonus is doubled. Also if you are making an athletic check opposed by a creature of size smaller than yours you get advantage on the check.
Lv 10
Advanced Board Techniques:
The training never ends, your combat techniques become even more effective.
•Advanced Shield Projection:
You can move up to your speed instead of half when performing a Shield Projection. Opportunity Attacks provoked by this movement have disadvantage.
•Advanced Wall Splat:
After you Wall Splat a creature that creature make a Con save (DC 8+Prof bonus+Str mod.) on a fail all attacks against it have advantage untill the beginning of your next turn, on a success it offers advantage only on the next attack made against it until the beginning of your next turn.
•Advanced Sword and Board Combat:
You can choose a second option from your Fighting Style class feature chosen between: Defense, Dueling and Protection.
Lv 15
Perfect Stance:
While you learned to use your shield for other than defense it doesn't means that you forgot how to block blows properly. You made an art out of it.
If you are wielding your shield you are considered in half-cover against against creatures that you can see.
Lv 18
Unstoppable:
A linecracker at this point is able to move nearly anything that dares to block his path.
You are considered one size larger when performing a Shove or Shield Projection, and to gain advantage from Heavy Lifter.
Momentum Swing
From 3rd level after choosing this martial archetype, if you make a melee attack immediately after moving at least 15 feet in a straight line, you can make that attack deal extra damage equal to half your fighter level, rounded up.
Battle Savant
Every battle taught you more than just how to swing your weapon around. From 7th level you gain advantage on every Intelligence (History) check related to the origin of
banners and flags, battle tactics and manufacture of arms and armors.
Head of the Charge
A frontliner can't call herself one if she isn't able to reach the enemy quickly. From 10th level increase your movement speed by 10 feet and you can add your proficiency bonus to Initiative rolls.
Third Wind
From 15th level you can use Second Wind twice before rest. When you use Second Wind you can also end one of the following conditions afflicting you: blinded, deafened, paralysed, poisoned, or stunned.
Heroic Surge
From 18th level when you use Action Surge instead of taking one additional action you can take an additional turn immediately after this one. You can't use Action Surge during that turn.
The capstone might need some help.
A Vanguard uses strength to overwhelm the enemy. A Vanguard is specialized in breaking enemy formations and is usually leading the charge on the battlefield.
Projection
Starting at 3rd level you can Shove a creature as a Bonus Action. You can only use the Push option when Shoving using this feature. Also, you can push the creature up to half your speed instead of 5 feet but if you do so you also have to move with it.
Wall Splat
From 3rd level if a creature's Shove movement is interrupted by a creature or another solid object at least his size or larger, the next attack made against that creature before the beginning of your next turn has advantage.
Heavy Lifter
Your role in the battlefield requires you to be in peak form, and you are. At 7th level you gain proficiency in the Athletics skill. If you are already proficient in it your proficiency bonus is doubled for any ability check that uses Athletics.
Trample
From 10th level after a Shove a creature it is pushed an addition 5 feet in any direction and is knocked prone. You can use this feature only if you moved toward that creature for at least 15 feet in a straight line.
Head of the Charge
A frontliner can't call herself one if she isn't able to reach the enemy quickly. From 10th level increase your movement speed by 10 feet and you can add your proficiency bonus to Initiative rolls.
Unstoppable
A Vanguard at this point is able to move nearly anything that dares to block her path. From 15th level you are considered one size larger when performing a Shove.
Knockback
From 18th level your strikes are so powerful that some enemies can't even stand their ground. Whenever you hit a creature with a melee attack you can also Shove them.
Vanguard's Techniques
From 3rd level you gain the following benefits:
•Projection: you can use your bonus action to shove a creature. You can only use the Push option when you use this feature. Also you can follow the creature movement to keep pushing it in the same direction up to half your speed.
•Wall Splat: if a creature's Shove movement is interrupted by a wall, or another solid object at least one size larger than the creature, the next attack made against that creature before the beginning of your next turn has advantage.
Heavy Lifter
Your role in the battlefield requires you to be in peak form, and you make sure that you are.
At 7th level you get proficiency in the Athletic skill, if you are already proficient in it your proficiency bonus is doubled. Also if you are making an Athletic check opposed by a creature of size smaller than yours you get advantage on the check.
Advanced Vanguard's Techniques
From 10th level you gain the following benefits:
•Trample: when you move at least 15 feet straight towards a creature and then you Shove it, if you succeed you can push it and additional 5 feet in any direction and it falls prone.
•Careful Charge: if you take the Dash action all Opportunity Attacks made against you this turn have disadvantage.
•Stay Behind: you offer half cover to allied creatures of size equal or smaller than yours.
Lv 15
Head of the Charge
A frontline can't call himself one if she isn't able to reach the enemy lines quickly.
From 15th level increase your movement speed by 10 feet and you can ignore difficult terrain.
Unstoppable
A Vanguard at this point is able to move nearly anything that dares to block her path.
You are considered one size larger when performing a Shove and to gain advantage from Heavy Lifter.
0.6.2
Changed projection so it's easier to use and to read.
0.6.1
Name changed to Vanguard from Linecracker.
Removed Never Unarmed feature.
Lv 3:
Board Techniques:
A shield in your hands is so much more than a defensive tool.
When you are wielding a shield you get the following benefits:
•Shield Projection:
After you hit a creature with the Attack Action you can use your bonus action to make an athletic check opposed by that creature's athletic/acrobatic check, his choice. If you win you can move up to half your speed and push the opponent in the same direction if his size is up to one size larger than you.
•Wall Splat:
If a creature's Shove or Shield Projection movement is interrupted by a wall, or another solid object at least one size larger than the creature, the next attack made against that creature before the beginning of your next turn has advantage.
•Sword and Board Combat: you can use your shield as a weapon and you have proficiency in it. It deals 1d4 bludgeoning damage and Str is his for attack rolls and damage rolls. A magical shield with a +1/2/3 magic bonus to AC also adds that bonus to attack rolls and damage rolls made while using it.
Lv 7
Heavy Lifter:
Your role in the battlefield requires you to be in peak form, and you make sure that you are.
You get proficiency in the athletic skill, if you are already proficient in it your proficiency bonus is doubled. Also if you are making an athletic check opposed by a creature of size smaller than yours you get advantage on the check.
Lv 10
Advanced Board Techniques:
The training never ends, your combat techniques become even more effective.
•Advanced Shield Projection:
You can move up to your speed instead of half when performing a Shield Projection. Opportunity Attacks provoked by this movement have disadvantage.
•Advanced Wall Splat:
After you Wall Splat a creature that creature make a Con save (DC 8+Prof bonus+Str mod.) on a fail all attacks against it have advantage untill the beginning of your next turn, on a success it offers advantage only on the next attack made against it until the beginning of your next turn.
•Advanced Sword and Board Combat:
You can choose a second option from your Fighting Style class feature chosen between: Defense, Dueling and Protection.
Lv 15
Perfect Stance:
While you learned to use your shield for other than defense it doesn't means that you forgot how to block blows properly. You made an art out of it.
If you are wielding your shield you are considered in half-cover against against creatures that you can see.
Lv 18
Unstoppable:
A linecracker at this point is able to move nearly anything that dares to block his path.
You are considered one size larger when performing a Shove or Shield Projection, and to gain advantage from Heavy Lifter.