Hit Points
Proficiencies
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
heavy
shield
simple melee weapons
Starting Equipment
Class Features
Shield-Bearer (Level 1)
You prioritize protection above all else, specializing in defensive combat with shields.
Dual-Shields
You can benefit from wielding two shields at the same time. If you do, the AC bonus of the second shield is halved, and you can use a bonus action on your turn to try and shove a creature.
Towershield
While you are wielding a towershield, you can use a bonus action to take on a wide stance, providing half cover to creatures of your choice within 5 feet of you until the start of your next turn or until you doff the shield.
Guard (Level 1)
Fortitude (Level 2)
While wearing heavy armor, you are a walking bastion of unbreakable poise, granting you the following benefits:
Any bludgeoning, piercing, or slashing damage you take is reduced by an amount equal to half your vanguard level.
You count as being one size larger (minimum Large) when making Strength-based ability checks and Strength saving throws. You also have advantage on Strength checks you make against Medium and smaller targets.
If you succeed in shoving a target that is your size or smaller, you can push it up to 10 feet away from you, or push the target up to 5 feet away from you and knock it prone.
This restriction is not intended to punish traits that restrict characters from heavy armor, such as Shell Defense. Allow these players to choose if the trait counts as heavy armor for the purpose of this feature.
Rampant Charge (Level 2)
You can throw caution to the wind to break enemy lines. If you move at least 10 feet in a straight line, you can choose to charge in a straight line for the rest of the move. If you move into the space of another creature during the charge, you can try to shove it. If you successfully shove it, you push it ahead of you for the rest of your move.
The charge ends early if you lose a contest to shove a creature or if you push a creature into a structure. Any creatures pushed into a structure take bludgeoning damage equal to 2d6 + your Strength modifier.
When you charge, attack rolls against you have advantage until the start of your next turn.
Vanguardian Mandate (Level 3)
At 3rd level, you choose a mandate that embodies the tactics you employ in defending others. Your choice grants you features at 3rd, 6th, 10th, and 14th levels
Lock Down (Level 3)
If you successfully shove a creature, you can choose to reduce its speed to 0 until the end of the current turn, rather than push it or knock it prone.
Ability Score Improvement (Level 4)
When you reach 4th level 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.
If your DM allows the use of feats, you may instead take a feat.
Bolstered Vitality (Level 4)
When you finish a long rest, you regain all of your Hit Dice rather than half.
Ever Ready (Level 5)
While you're not incapacitated or surprised, no effect can prevent you from using your reaction, and you can take up to two reactions per round, but only one per turn. This second reaction can be used to move up to your speed and potentially try to shove a creature if you took the Ready action during your last turn, in addition to the reactions you can normally take.
Vanguardian Mandate feature (Level 6)
At 6th level, you gain one feature granted by your Vanguardian Mandate.
Stalwart Vigilance (Level 7)
You have a heightened awareness for threats that grants you advantage on initiative rolls and a +5 bonus to your passive Perception while you're not blinded, deafened, or incapacitated.
Ability Score Improvement (Level 8)
When you reach 8th level 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.
If your DM allows the use of feats, you may instead take a feat.
Fearless (Level 9)
You have advantage on saving throws to avoid or end being frightened, and you can't be frightened by any creature whose Strength score is lower than yours.
Tireless (Level 9)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Constitution modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Vanguardian Mandate feature (Level 10)
At 10th level, you gain one feature granted by your Vanguardian Mandate.
Muster for Battle (Level 11)
You can take the Ready action when you roll initiative (no action required).
Ability Score Improvement (Level 12)
When you reach 12th level 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.
If your DM allows the use of feats, you may instead take a feat.
Power Through (Level 13)
When you are subjected to an effect that you can see that requires you to make a Dexterity saving throw, you can use your Constitution modifier in place of your Dexterity modifier if you aren't incapacitated.
Further, when you succeed on a saving throw against an effect that deals damage, you reduce the damage you take from the effect by half.
Vanguardian Mandate feature (Level 14)
At 14th level, you gain one feature granted by your Vanguardian Mandate.
Behemoth Might (Level 15)
You count as being two size larger (minimum Huge) when making Strength-based ability checks and Strength saving throws. You also have advantage on Strength checks you make against Large and smaller targets.
Additionally, you ignore the two-handed property of towershields.
Two instances of half cover do not stack or provide additional cover.
Ability Score Improvement (Level 16)
When you reach 16th level 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.
If your DM allows the use of feats, you may instead take a feat.
Force of Will (Level 17)
If you try to shove a creature and lose the contest, you can choose to shove it as if you had won.
Once you use this feature, you can't do so again until you finish a short or long rest.
Towering Colossus (Level 18)
Your Constitution score increases by 4. Your maximum for that score is now 24.
Additionally, while your feet are firmly planted on the ground, you can't be moved or teleported against your will by any means short of a wish spell.
Ability Score Improvement (Level 19)
When you reach 19th level 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.
If your DM allows the use of feats, you may instead take a feat.
Indestructible (Level 20)
While wearing heavy armor, you are immune to bludgeoning, piercing, and slashing damage dealt by other creatures (their attacks, spells, and other effects) that does not kill you outright.
Multiclassing
Multiclassing Requirements
{"con":13,"str":13}
Proficiencies Gained
Subclasses
Subclass Features
Ardent
Ardent (Level 3)
An ardent's passion for sheltering others from harm manifests in them as a psychic power. This awakening allows them to project stationary barriers of psychic energy and launch enemies with telekinetic force.
Ardent Psionics
Unlike other psionic archetypes, you tap into your inner reserves to manifest the psionic powers you have, which are detailed below.
You can manifest your psionic powers a number of times equal to twice your proficiency bonus, and you regain expended uses when you finish a long rest. Some of your powers expend Hit Dice, specified in the power's description, and you can't use a power if it requires you to use Hit Dice when your Hit Dice are all expended.
Aegis Projection
As a bonus action, you can spend your Hit Dice to manifest a 10-foot radius immobile barrier of shimmering force for 1 minute. The barrier has AC 10, hit points equal to 10 x the number of Hit Dice you spend, and immunity to poison damage. Creatures can move through the barrier, and any creature within it gains total cover from the barrier. The barrier disappears immediately if it is reduced to 0 hit points or you use this power again.
Aegis Projection
When you successfully shove a creature and push it, you can focus your psychic power and push it an additional 10 feet. If a creature is standing on top of a shield you are wielding, you can use this power to safely boost the creature's jump height by 10 feet.
Mental Tower
You and any allies within 10 feet of you gain a bonus to saving throws made to avoid or end the effects of divination spells and the charmed condition. This bonus is equal to half your proficiency bonus.
Focused Beneficence (Level 6)
You are awoken to new psionic powers you can manifest with Ardent Psionics:
Mind SnapYou can launch a psychic assault against a creature. As an action, you can choose a creature within 60 feet of you that you can see. For the next minute, whenever the creature is in the process of casting a spell, you can use your reaction and spend one of your Hit Dice to force it to make a Constitution saving throw to maintain concentration (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, the spell fails.
Psychic RedirectionWhen a ranged attack is made against a creature within 30 feet of you, you can use your reaction to psionically intercede on the attack. Roll a d12 and reduce the attack roll by that amount. If the attack roll is reduced to 0, you can redirect the attack to another creature within 30 feet of you, using the original attack roll.
Sixth Sense (Level 10)
You gain a measure of telepathy that alerts you to the thoughts of others. You are aware of the location of any creature within 10 feet of you that is not protected from divination magic and is capable of thought (DM's discretion). You see invisible creatures within 10 feet of you that you are aware of as if they were visible.
Schistic Mind (Level 14)
You are immune to psychic damage, the charmed condition, and any divination spells or effects that would sense your emotions or read your thoughts
Further, the distance of your Mental Tower and Sixth Sense features extend to 30 feet, rather than 10 feet.
Dreadlord
Dreadlord (Level 3)
Feeling a duty of pain, dreadlords are typically conscripted warriors, given fel power straight from a fiend's armory. A dreadlord draws upon this power to punish those that dare draw their blades on them, a punishment they delight in coercing their enemies to inflict upon themselves.
Sightless Watcher
You learn to read, speak, and write Infernal and Abyssal.
Additionally, you can see in darkness, both magical and nonmagical, out to a range of 30 feet, increasing to 60 feet when you reach 11th level.
Wrathchild
If a creature misses you with an attack roll, you can allow the attack to hit (no action required). If you do, the attacker takes psychic damage equal to your Constitution modifier + half your vanguard level, and you can spend one of your vanguard Hit Dice to curse it until you curse another creature or die.
While cursed, the creature's eyes become clouded. At the start of each of the creature's turns, it must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, this clouding becomes magical darkness that blinds the creature while trying to perceive any creature other than its allies or you until the start of its next turn.
You can curse a creature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.
Betrayer's Blessing (Level 6)
When you curse a target with Wrathchild, you can use your reaction to gain 1d12 temporary hit points and resistance to the next instance of damage you take in the next minute.
Grasp of Treachery (Level 10)
When you curse a target with Wrathchild, you can choose a different hostile creature that you can see within 30 feet of the attacker, extending a compulsion of betrayal. If the cursed creature fails its Wisdom saving throw at the start of its turn, the chosen hostile creature must use its reaction to make an attack against the cursed creature.
Into the Void (Level 14)
When a creature attacks you or deals damage to you, you can force it to make a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature is presented to you to answer for its transgressions, depending on its distance from you:
If the creature is within 60 feet of you, it is pulled toward you, arriving in the nearest unoccupied space to you. If the pulled creature impacts any other creatures that are its size or smaller, they must succeed on a Strength saving throw or be pulled as well. If a pulled creature impacts an object, it takes 1d10 bludgeoning damage for every 10 feet it was pulled and is stunned until the end of your next turn.
If the creature is further than 60 feet from you, but on the same plane of existence, it takes 3d8 + your Constitution modifier psychic damage and is teleported to the nearest unoccupied space within 5 feet of you. A creature on a different plane of existence takes this damage, but is not teleported.
Once a creature fails its saving throw against this feature, you can't use it again until you finish a long rest
Juggernaut
Juggernaut (Level 3)
While almost more of a compulsion rather than a duty, the juggernaut is a vanguard with a drive for havoc.
Hulking Endurance
When you take damage, you can use a reaction and spend one of your vanguard Hit Dice to reduce the damage taken by an amount equal to 1d12 + your Constitution modifier.
Unstoppable Force
When you use Rampant Charge, the bludgeoning damage you deal by pushing a creature into a structure increases to 2d8 + your Strength modifier. Additionally, the first time on a turn that you charge into a nonmagical object or structure with an AC 17 or lower and that is no thicker than 1-foot, you can break through it rather than end the charge.
Essentially any material that is weaker than metal.
Disrespect Your Surroundings (Level 6)
You deal double damage to objects and structures, and any creature you force to move by physical means provokes opportunity attacks from creatures other than you. If a creature is hit with an opportunity attack this way that scores a critical hit, the attack deals an additional die of damage.
Shake it Off (Level 10)
When you use Hulking Endurance, you roll an additional d12 when determining the amount of damage you reduce, for a total of 2d12 + your Constitution modifier.
Supernaut (Level 14)
While you are charging, you can break through objects and structures with an AC 20 or lower and the damage you deal by pushing a creature into a structure increases to 2d10 + your Strength modifier.
Further, you can reduce damage you take during your turn with your Hulking Endurance feature (no reaction required).
Rimeguard
Rimeguard (Level 3)
Defenders of frostbound kingdoms, standing strong in the bite of winter, Rimeguards are vanguards that embody the terrifying borea. Vanguards under this mandate may model themselves after frost giants, be within the ranks of a white dragon's military, or have been raised for service by a bheur hag. Their bond to the cold doesn't necessarily grant them access to spells, despite likely haven taken in some boreal ritual to harness their powers.
Frostbound
You have resistance to cold damage, and your movement and vision are unaffected by snow and ice.
Further, while you are in an environment of extreme cold, you regain 1 of your spent Hit Dice per hour spent in the cold, and you can complete a long rest in 4 hours if you spend that time doing nothing but light activity.
Glacial Bastion
When you take the Ready action on your turn, you can spend one of your Hit Dice to conjure a wall of ice in an unoccupied space that you can see within 30 feet of you for 1 minute, or until you dismiss any of your conjured ice walls as a bonus action. The wall is 10 feet tall, 5 feet wide, and 1 foot thick. It has AC 8, 10 hit points, is immune to psychic and poison damage, and is vulnerable to bludgeoning and fire damage.
If you use Rampant Charge to push a creature into the wall, the wall immediately shatters and deals an additional 1d6 cold damage to the pushed creature.
Hyperborean Howl (Level 6)
You can use a bonus action during your turn unleash gelid hell in a 10-foot-radius sphere centered on you for 1 minute or until you dismiss it as a bonus action. The sphere moves with you, and the inside of the sphere is subjected to the following effects:
The area becomes an environment of extreme cold with gale-force winds and snowing precipitation.
The ground in the area becomes slick with ice and any free-standing fresh water freezes, both becoming icy difficult terrain.
Once you use this feature, you can't do so again until you finish a short or long rest. Starting at 14th level, you can use it twice before a rest.
Winter of Discontent (Level 10)
The additional cold damage you deal when you push a creature into an ice wall you create with Glacial Bastion increases to 2d6. This damage is increased to 4d6 in extreme cold.
Everlasting One (Level 14)
You reduce cold damage you take by an amount equal to half your vanguard level. Further, if you successfully shove a creature and reduce its speed to 0, it becomes frozen in place, restraining it until the end of your next turn.
Templar
Templar (Level 3)
While almost more of a compulsion rather than a duty, the Templar is a vanguard with a drive for havoc.
Righteous Cause
The gods have deemed your cause worthy, granting you the ability to manifest minor miracles. You learn the respite and thaumaturgy cantrips. Constitution is your spellcasting ability for them.
Venerated Martyr
Your charge of selflessness is blessed by the gods, granting you the ability to bear the pain of others. If a creature within 20 feet of you that you can see is attacked or takes damage, you can spend one of your vanguard Hit Dice to take the damage instead (no action required). You can't use this feature if you are blinded or incapacitated, or surprised.
The damage you take in this way can't be reduced in any way except by the Divine Intercession feature you gain at 14th level.
Punishment Due (Level 6)
When you use Venerated Martyr, your body becomes basked in divine light, which sheds bright light out to 10 feet and dim light for an additional 10 feet for 1 minute. While basked in this energy, you can use your reaction when you take damage to cause this energy to erupt from you. When you do, roll every Hit Dice you spent in the last minute. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take radiant damage equal to the result of the Hit Dice rolled and be blinded until the start of your next turn.
Once you use this action, you can't do so again until you finish a short or long rest.
Heart of Benevolence (Level 10)
Creatures you take damage for with Venerated Martyr gain the benefits of the sanctuary spell until the end of your next turn
Further, if a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Divine Intercession (Level 14)
You can use your reaction at the end of any creature's turn to reduce all of the damage you took during the turn to 0.
Once you use this feature, you can't do so again until you finish a long rest.
Vexator
Vexator (Level 3)
While almost more of a compulsion rather than a duty, the Vexator is a vanguard with a drive for havoc.
Braggadocious
You gain proficiency with a skill of your choice from either Deception, Intimidation, Persuasion, or Performance and, whenever you make a Charisma check related to your fighting prowess or exerting physical dominance, you can replace your Charisma modifier with your Strength modifier.
Taunt
Your boisterous persona allows you to draw your enemies' aggression. As an action, you can make a Charisma check using a skill of the DM's choice (typically determined by the nature of your taunt) and force a creature of your choice within 30 feet of you that can comprehend your taunt to make a Wisdom saving throw against a DC equal to the result of your check. On a failed save, you provoke an opportunity attack from the target, and the target has disadvantage on attack rolls against creatures other than you for 1 minute. This effect ends early if you are incapacitated, if you die, or if you move more than 30 feet away from the creature. The creature can attempt the saving throw again at the end of each of its turns, ending the effect on a success.
Once the effect ends or if the creature succeeds on the saving throw, the creature has advantage on Wisdom saving throws it makes against this effect until you finish a long rest.
Center of Attention (Level 6)
When you use Taunt, you can target a number of creatures with it equal to your proficiency bonus. Once you use this feature, you can't do so again until you finish a short or long rest.
Dramatic Entrance (Level 10)
Cult of Personality (Level 14)
While a creature is under the effects of your Taunt, it can't willingly move more than 30 feet away from you.