Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Vanguard

    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

    Class Traits by Level

    Level 1 – Unshakable Guard
    You have advantage on saving throws to resist being shoved, knocked prone, or moved against your will.
    Level 1 – Iron Body
    Gain an advantage on Con saving throws.
    Level 2 – Armor Mastery I
    +1 AC while weraing armor
    Level 2 – Bodyguard Reflex
    Once per encounter, as a reaction, impose disadvantage on an attack roll made against an adjacent ally.
    Level 3 – Power Attack
    Once per short rest, 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.
    Level 3 – Melee Specialist
    When using a melee weapon, you can reroll 1s on your damage dice.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Protector’s Instinct
    When an adjacent ally is reduced to 0 HP, you can make a melee attack as a reaction.
    Level 5 – Rapid Strike
    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.
    Level 6 – Battle Anchor
    Enemies you hit with a melee opportunity attack have their speed reduced to 0 until the end of their turn.
    Level 6 – Running Attack
    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.
    Level 7 – Hardened Defense
    While wearing medium or heavy armor, reduce all bludgeoning, piercing, and slashing damage by 2.
    Level 7 – Armor Mastery II
    +2 AC while weraing armor
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Unyielding Presence
    Allies within 10 feet gain advantage on saving throws against being frightened while you are conscious.
    Level 9 – Staggering Counter
    Once per round, when a melee attack misses you, you may use your reaction to make a melee attack against the attacker.
    Level 10 – Extra Attack
    You can attack twice instead of once when you take the Attack action.
    Level 10 – Devastating Smash
    Once per encounter, add half your level to the damage of a melee attack.
    Level 11 – Defensive Momentum
    After reducing a creature to 0 HP, gain temporary HP equal to your Constitution modifier.
    Level 11 – Steadfast
    You cannot be moved against your will unless you are unconscious.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Guardian Aura
    Allies within 5 feet gain +2 to AC while you are not incapacitated and wielding a melee weapon.
    Level 13 – Mighty Swing
    Once per encounter, deal +1 die of damage on your melee attack.
    Level 14 – Armor Mastery III
    +3 AC while weraing armor
    Level 14 – Sentinel Strike
    Once per encounter, when an enemy enters your melee range, you may make a melee attack as a reaction.
    Level 15 – Stay Up
    When you are reduced to 0 HP, gain HP equal to 2 x your Constitution modifier
    Level 15 – Advanced Power Attack
    No penalty on the attack roll and a chance to knock the target prone (Str save).
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Hardened Core
    While wearing heavy armor, reduce all bludgeoning, piercing, and slashing damage by 4.
    Level 17 – Unbreakable Line
    Once per encounter, allies who begin their turn adjacent to you gain 5 temporary HP.
    Level 18 – Extra Second Wind
    Once per long rest, you have an additional Second Wind.
    Level 18 – Melee Mastery
    When using a melee weapon, you critical hit range is improved to 19-20.
    Level 19 – Bulwark of the Front
    Enemies within 5 feet of you have disadvantage on attack rolls against any creature other than you.
    Level 19 – Last Stand
    When you are the last conscious creature in your party, your attacks deal an additional 1d10 damage and you gain +2 AC.
    Level 20 – Vanguard Mastery
    You may take two reactions per round. Additionally, when you use your reaction to protect an ally, your ally gains and additional +2 AC.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.