The Vanguard is a stalwart defender and frontline enforcer. Specializing in melee combat, battlefield control, and sheer physical resilience, Vanguards protect allies and punish enemies who get too close. They excel in holding the line, absorbing damage, and retaliating with powerful counterattacks. Whether leading a charge or shielding the weak, the Vanguard is a living wall between danger and their team.
Examples from Star Wars lore: Slssk, Kreel, Krrsantan, Zaalbar
You have advantage on saving throws to resist being shoved, knocked prone, or moved against your will.
Gain an advantage on Con saving throws.
+1 AC while weraing armor
Once per encounter, as a reaction, impose disadvantage on an attack roll made against an adjacent ally.
Once per short rest, before making a melee attack, you can choose to take a β2 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.
When using a melee weapon, you can reroll 1s on your damage dice.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
When an adjacent ally is reduced to 0 HP, you can make a melee attack as a reaction.
When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
Enemies you hit with a melee opportunity attack have their speed reduced to 0 until the end of their turn.
When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your Speed.
While wearing medium or heavy armor, reduce all bludgeoning, piercing, and slashing damage by 2.
+2 AC while weraing armor
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Allies within 10 feet gain advantage on saving throws against being frightened while you are conscious.
Once per round, when a melee attack misses you, you may use your reaction to make a melee attack against the attacker.
You can attack twice instead of once when you take the Attack action.
Once per encounter, add half your level to the damage of a melee attack.
After reducing a creature to 0 HP, gain temporary HP equal to your Constitution modifier.
You cannot be moved against your will unless you are unconscious.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Allies within 5 feet gain +2 to AC while you are not incapacitated and wielding a melee weapon.
Once per encounter, deal +1 die of damage on your melee attack.
+3 AC while weraing armor
Once per encounter, when an enemy enters your melee range, you may make a melee attack as a reaction.
When you are reduced to 0 HP, gain HP equal to 2 x your Constitution modifier
No penalty on the attack roll and a chance to knock the target prone (Str save).
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
While wearing heavy armor, reduce all bludgeoning, piercing, and slashing damage by 4.
Once per encounter, allies who begin their turn adjacent to you gain 5 temporary HP.
Once per long rest, you have an additional Second Wind.
When using a melee weapon, you critical hit range is improved to 19-20.
Enemies within 5 feet of you have disadvantage on attack rolls against any creature other than you.
When you are the last conscious creature in your party, your attacks deal an additional 1d10 damage and you gain +2 AC.
You may take two reactions per round. Additionally, when you use your reaction to protect an ally, your ally gains and additional +2 AC.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.