Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Vanguard

    Vanguards are the toughest Soldiers on the field — walking bulwarks who soak incoming fire, hold critical positions, and keep enemies pinned down while the rest of the team maneuvers. When a breach needs to be held or a chokepoint must not fall, the Vanguard is the one standing in the doorway.

    In combat, Vanguards focus on resilience, control, and close-quarters dominance. They draw enemy attention away from softer allies, punish foes who try to slip past them, and grind through damage that would drop anyone else. If the squad survives the worst of a fight, it’s usually because a Vanguard refused to go down.

    Examples from Star Wars lore: heavy Republic clone troopers, frontline Rebel infantry, shock troopers, and elite security specialists who hold the line under overwhelming fire.

    Class Traits by Level

    Soldier Training – Shared Soldier Traits (Levels 1–2)

    All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.

    Level 1 – Combat Focus
    You gain +1 to Initiative rolls.
    Level 1 – Weapon Familiarity
    Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You can change your chosen category at level 4, 8, 12 and 16.
    Level 2 – Weapon Discipline
    Once per turn when you make a weapon attack, whenever you roll a 1 on a weapon damage die, you may reroll the die and must use the new result, even if it is another 1. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
    Level 2 – Second Wind
    Once per Long Rest, you can regain 1d10 + Character Level Hit Points.

    Vanguard Path Traits (Level 3+)

    At level 3, your character commits to the Vanguard path — becoming a hardened frontline warrior capable of absorbing punishment, locking down threats, and holding the line against overwhelming odds. The traits below are unique to the Vanguard and build on the shared Soldier foundation above.

    Level 3 – Power Attack
    Before making a melee attack, you can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
    This bonus increases to +6 at level 10 and +8 at level 17.
    You can use Power Attack only once per turn, and only while wielding Heavy or two-handed melee weapons.
    Level 5 – Armor Mastery
    While wearing armor, you gain +1 AC at level 5, +2 at level 10, +3 at level 15. You lose this bonus if incapacitated or not wearing armor.
    Level 6 – Extra Attack
    You can attack twice instead of once when you take the Attack action.
    Level 7 – Battle Cry
    Once per Short Rest, bonus action; allies within 30 ft gain advantage on attack rolls until your next turn; enemies save (DC 8 + PB + STR) or have disadvantage on their next attack. L11: 2/Short Rest, allies also deal +2 damage and failed enemies are frightened until your next turn. L17: Effects last 3 rounds.
    Level 9 – Taunt
    Bonus action: up to two creatures within 30 ft save (DC 8 + PB + STR) or are taunted (disadvantage vs. anyone but you) until your next turn. Uses equal PB/Long Rest. L13: target up to three creatures, lasts 3 rounds; if they attack an ally, you may Reaction melee attack. L19: target any number within 30 ft; first time a taunted creature hits you each round it takes STR mod damage.
    Level 10 – Extra Attack
    You can attack twice instead of once when you take the Attack action.
    Level 11 – Staggering Counter
    Once per round, when a melee attack misses you, you can use your Reaction to make a melee attack against the attacker.
    Level 13 – Battle Anchor
    When you hit a creature with a melee opportunity attack, its speed becomes 0 until the end of its turn.
    Level 14 – Sweeping Strike
    Action: make one melee attack against each creature within reach. First target full damage; each additional target –2 damage cumulatively.
    Level 15 – Unbreakable State
    Once per Long Rest, enter an empowered state for 3 rounds: +2 attack, +2 AC, and lightsaber attacks deal +1d6 energy.
    Level 17 – Weapons Discipline
    When you roll a 1 or 2 on a weapon damage die, reroll it (use new result). On a critical hit, roll one additional weapon damage die.
    Level 18 – Guardian Aura
    While conscious and wielding a melee weapon, allies within 15 ft gain +2 AC and advantage on saves vs. frightened/charmed. Reaction: reduce an ally’s damage by your CON mod.
    Level 19 – Melee Mastery
    Your melee weapon critical range improves to 19–20.
    Level 20 – Unbreakable Form
    Once per Long Rest, bonus action; 3 rounds: resistance to all damage; HP can’t drop below 1; gain temp HP = (2 × Vanguard level + CON mod); use Battle Cry and Taunt without expending uses.