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Vanguard


Hit Points

Hit Dice: d4 per Vanguard level
Hit Points at first Level: 25 x character level
Hit Points at Higher Levels: 25 x character level

Proficiences

Armor: all armor, hard light generator
Weapons: Simple Weapons, Small arms, UCA
Tools: Biotic Amps
Saving Throws: Wisdom, charisma
Skills: Choose 2 from Athletics, insight, intimidation, medicine, persuasion, religion

Overview & Creation

Protector class


Class Features

At level 1

  • Fighting style:
  •  
    1. Defense: a +1 to your ac when wearing armor
    2. CQC: You no longer have disadvantage on ranged attack rolls against targets within 5 feet of you, and also ignore half and 3/4 covers when attacking targets within 60 feet.
    3. Shielded: You may use your reaction to add a +2 bonus to dexterity saving throws when you have a Hard light shield generator active.
    4. Brutal combat. When attacking with melee weapons, you may reroll 1 or a 2 on a damage die but must take the new result, additionally you can add a bonus to damage equal to the number of dice rerolled
    • Barrier Bolster: As an action on your turn, you can touch a creature and add a barrier of biotic energy that bolsters and protects their personal shield. You can do this a number of times per Long rest equal to your charisma modifier. This barrier is equal to your level in this class + your charisma level. While a creature has this barrier, they have resistance to non-magical piercing, bludgeoning, and slashing damage.
    • At level 2
    • Spellcasting
    • Barrier shield: You can use a spell slot to empower your hard light generator. You project an ethereal wall in a 5 foot line in either direction, aligned with your shield. This barrier gives creatures behind it half cover, and all incoming projectiles have their damage reduced by 1d8 per slot level, and all outgoing projectiles increased by the same, this additional damage is of the projectile's own type. This state lasts for 1 full minute, but you must use your action on each turn to maintain this state.
    At level 3
    • choose a subclass, this grants features at level 3, at level 7, at level 15,and level 20
    • Disease immunity
    At level 4
    • Ability Score Improvement.
      At level 5  
    • Extra attack
      At level 6  
    • Aura of protection: whenever you or a friendly creature within 10 feet of you makes a saving throw, the creature gains a bonus to the save equal to your charisma mod (minimum of +1)
      At level 7  
    • Subclass feature
      At level 8  
    • Ability score improvement
      At level 9  
    • Whenever a creature you can see within 30 feet takes damage to their shield, you may choose to take half that damage.
      At level 10  
    • Aura of courage: you and creatures within 10 feet of you can't be frightened while you are conscious.
      At level 11  
    • improved barrier shield: You can activate your barrier shield at 1st level without expending a spell slot, and all levels above 1 have an additional 1d8 added. Additionally, your barrier's field is increased to a total of 10 feet in either direction.
      At level 12  
    • Ability score improvement
      At level 13  
    • 4th level spells
      At level 14  
    • Self Bolster: Your personal shield is supplanted by your own barrier energy, and you always have resistance to non-magical bludgeoning, piercing, and slashing.
      At level 15  
    • Subclass feature
      At level 16  
    • Ability score improvement
      At level 17  
    • 5th level spells
      At level 18  
    • Your auras each increase to 30 feet
      At level 19  
    • Ability score improvement
      At level 20  
    • Subclass feature

     


    Starting Equipment


     


    Spellcasting

    You prepare a list of spells equal to your charisma modifier+ half your level in this class rounded down. Charisma is your spellcasting ability. your biotic amp is your spellcasting focus. You can change these spells out at the end of a long rest. Vanguard spell list


    Subclass Options

    Commander: When you choose this subclass at third level,

    • you gain access to the spells Heroism and Sanctuary, they are always prepared and do not count against the number of spells you can prepare.
    • On a turn where you use your action to maintain your barrier shield, you may use a bonus action to command one of your allies taking shelter behind it to use their reaction to make one attack, targeted at a creature you choose. This attack has your charisma added to the attack roll.
    • When you are maintaining your barrier shield, you have an additional bonus to your AC equal to the number of allies taking cover behind your shield.
    At 5th level:
    • you gain access to the spells Aid and barkskin, they are always prepared and do not count against the number of spells you can prepare.
    At 7th level:
    • Whenever your barrier shield absorbs damage, that damage is accumulated in the shield as an energy burst. Once before the end of its duration, you can use an action to dismiss your shield and cause the accumulated damage to burst out in a blast of energy. This energy is released as a blast that is 5 feet wide and 100 feet long. all creatures in this line must make a dex saving throw against your spell save dc, taking the total accumulated damage on a failure, or half as much on a success.
    At 9th level:
    • you gain access to the spells Beacon of hope and leomund's tiny hut, they are always prepared and do not count against the number of spells you can prepare.
    At 13th level:
    • you gain access to the spells Guardian of faith and stoneskin, they are always prepared and do not count against the number of spells you can prepare.
    At 15th level:
    • Whenever you are maintaining your barrier shield, the Damage reduced to incoming projectiles is increased to 1d12 per spell level
    At 17th level:
    • you gain access to the spells Telekinesis and wall of force, they are always prepared and do not count against the number of spells you can prepare.
    At 20th level:
    • When you use an energy burst, the accumulated damage is reduced by half, but the shield is not dismissed. Additionally, all creautres taking cover behind your shield have advantage on all saving throws.
      Avenger: When you choose this subclass at 3rd level
    • you gain access to the spells Hunter's mark and bane, they are always prepared and do not count against the number of spells you can prepare.
    • All smite spells you have prepared can be applied to a specially modified UCA. This specially modified UCA requires 5000 credits worth of specialized circuitry and must be modified over a long rest, during which it is attuned to your biotic amps. This specially modified UCA is considered magical for the purposes of overcoming resistances and can only be used by you. If another creature attempts to fire this weapon they take 2d12 points of lightning damage as it shocks them.
    • When you are maintaining your shield, you can make one weapon attack as a bonus action.
    At 5th level:
    • you gain access to the spells Heat metal and levitate, they are always prepared and do not count against the number of spells you can prepare.
    At 7th level:
    • Whenever a creature hits you or an ally being covered by your barrier shield, you can make an attack against them as a reaction. This attack has advantage.
    At 9th level:
    • you gain access to the spells Counterspell and slow, they are always prepared and do not count against the number of spells you can prepare.
      At 13th level:
    • you gain access to the spells Elemental bane and fire shield, they are always prepared and do not count against the number of spells you can prepare.
    At 15th level:
    • All attacks with your modified UCA deal an additional 1d10 force damage, and the damage amplification of your shield is increased to 1d10 per spell level.
    At 17th level:
    • you gain access to the spells Bigby's hand and hold monster, they are always prepared and do not count against the number of spells you can prepare.
      At 20th level:
    • Your bonus action while maintaining your barrier shield now allows you to take 2 attacks rather than one, and you gain a bonus to attack and damage rolls equal to your charisma modifier while maintaining your barrier shield.

     


    Created by

    Caelian413.

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