Vanguard
Role: Melee Combatant
Description: A fusion of ancient magical craftsmanship and advanced technology, Vanguards wield weapons and armor infused with both arcane runes and mechanical enhancements. They are formidable on the frontlines.
Class Details
- Hit Dice: 1d10 per Vanguard level
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Smiths Tools, Tinker`s Tools
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Athletics, History, Intimidation, and Investigation
- Spellcasting Ability: Intelligence is your spellcasting ability for your Vanguard features. You use your Intelligence modifier when setting the saving throw DC for a feature.
- Tech-Rune Save DC: 8 + your proficiency bonus + your Intelligence modifier
The Vanguard
| Level | Bonus | Features | Mana Points |
|---|---|---|---|
| 1st | +2 | Runed Strike (1d8), Steel Bulwark | 2 |
| 2nd | +2 | Overcharged Leap (2d6) | 3 |
| 3rd | +2 | Energized Pulse (1d6) | 3 |
| 4th | +2 | Ability Score Increase | 4 |
| 5th | +3 | Strike/Leap/Pulse Scaling (2d8/3d6/2d6) | 5 |
| 6th | +3 | Arcane-Mech Interface | 5 |
| 7th | +3 | Improved Steel Bulwark | 6 |
| 8th | +3 | Ability Score Increase | 6 |
| 9th | +4 | Kinetic Vents | 7 |
| 10th | +4 | Resonating Pulse | 7 |
| 11th | +4 | Strike/Leap/Pulse Scaling (3d8/4d6/3d6) | 8 |
| 12th | +4 | Ability Score Increase | 8 |
| 13th | +5 | Piercing Runes | 9 |
| 14th | +5 | Adamant Bulwark | 9 |
| 15th | +5 | Juggernaut | 10 |
| 16th | +5 | Ability Score Increase | 10 |
| 17th | +6 | Strike/Leap/Pulse Scaling (4d8/5d6/4d6) | 11 |
| 18th | +6 | Meteor Leap | 11 |
| 19th | +6 | Ability Score Increase | 12 |
| 20th | +6 | Avatar of the Forge | Unlimited |
Class Features
Mana
Starting at 1st level, you have a pool of Mana points as shown in the Vanguard table. You expend these points to fuel your runic and mechanical abilities. You regain all expended Mana points when you finish a long rest.
Shatter Casting
You can attempt to use one of your Vanguard abilities that costs Mana even when you do not have enough points to pay its cost. This is called Shatter Casting. You still spend the required amount, putting your current total into a negative value (e.g., casting a 3-Mana ability with 1 point brings you to -2).
When you use Shatter Casting, you are tapping directly into your soul`s power and must immediately make a Shatter Save to avoid fracturing your being.
Minor Shatters
Major Shatters
Runed Strike
(Level 1)
- Action: Bonus Action
- Cost: 1 Mana
- Effect: You infuse your weapon with arcane-tech energy. Your next melee weapon attack you hit with this turn deals an additional 1d8 force damage.
- Scaling: This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Steel Bulwark
(Level 1)
- Action: Bonus Action
- Cost: 2 Mana
- Effect: You activate your enhanced armor. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage.
- Duration: Concentration, up to 1 minute.
Overcharged Leap
(Level 2)
- Action: Action
- Cost: 2 Mana
- Effect: Your mechanical boosters launch you into the air. You jump to an unoccupied space you can see within 30 feet. Upon landing, all creatures within a 10-foot radius of you must make a Dexterity saving throw (against your Tech-Rune Save DC).
- Damage: On a failed save, a creature takes 2d6 lightning damage, or half as much on a successful save.
- Scaling: The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
Energized Pulse
(Level 3)
- Action: Action
- Cost: 3 Mana
- Effect: You release a 10-foot radius energy wave centered on yourself.
- Allies: Allies in the radius (including yourself) regain 1d6 hit points.
- Enemies: Enemies in the radius must make a Constitution saving throw (against your Tech-Rune Save DC) or be stunned until the start of your next turn.
- Scaling: The healing increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Ability Score Increase
(Level 4, 8, 12, 16, 19)
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.
Arcane-Mech Interface
(Level 6)
Your implants and runes protect your senses. You have advantage on saving throws against being stunned or paralyzed.
Improved Steel Bulwark
(Level 7)
When you activate your Steel Bulwark feature, you can choose one additional damage type: fire, cold, or lightning. You gain resistance to that type as well for the duration.
Kinetic Vents
(Level 9)
When you use your Overcharged Leap feature, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).
Resonating Pulse
(Level 10)
The radius of your Energized Pulse feature increases from 10 feet to 15 feet.
Piercing Runes
(Level 13)
The force damage dealt by your Runed Strike feature now bypasses resistance (but not immunity) to force damage.
Adamant Bulwark
(Level 14)
Your Steel Bulwark feature no longer requires concentration.
Juggernaut
(Level 15)
While you are conscious, you cannot be moved (pushed, pulled, or lifted) against your will by any effect.
Meteor Leap
(Level 18)
When you use your Overcharged Leap feature, creatures that fail their saving throw are also knocked prone.
Avatar of the Forge
(Level 20)
You have become a perfect fusion of magic and machine.
- You no longer need to expend Mana to use your Vanguard abilities, and you can never suffer a Shatter.
- Your Steel Bulwark feature is permanently active (you have resistance to bludgeoning, piercing, and slashing damage). This does not require an action to activate and cannot be dispelled.