Kryx RPGThemesMonsters

Vanguard

Vanguards are the first in the door. They live in the middle of the fray, launching assault after assault to drive their foes back.

Table of Contents

Vanguard feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You have undergone extensive physical training to gain the following benefits:

  • You become capable with the Athletics skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.
  • When you are prone, standing up uses only 1.5 meters of your movement.
  • You can make a running long jump or a running high jump after moving only 1.5 meters on foot, rather than 3 meters.

You gain proficiency with three simple or martial weapons of your choice.

If you are a Monk, these weapons are considered a monk weapon for you if they lack the heavy and special properties.

You can select this feat multiple times.

When a creature hits you with an attack, you gain a +4 bonus to Defense against all subsequent attacks made by that creature for the rest of the turn.

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You can use your Strength and a half instead of Strength for the damage rolls of melee weapons that you are wielding in two hands.

Prerequisites: Proficiency with chain, scale, or plate armor

While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.

When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.

Vanguard fighting styles

If your class or archetype has fighting styles, you can learn them.

You are proficient with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike.

When you roll damage for an attack you make with a melee weapon that you are wielding in two hands, you can roll one extra die of the weapon’s base damage dice and discard the lowest of the weapon’s base damage dice. The weapon must have the two-handed or versatile property for you to gain this benefit.

Vanguard maneuvers

As a reaction, which you take when you make an Athletics check, you push through with pure athleticism. You have a +2 bonus on the triggering Athletics ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Athletics ability check.

As a reaction, which you take when you make a Brawn check, you use brute force. You have a +2 bonus on the triggering Brawn ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Brawn ability check.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you can push the target up to 4.5 meters away from you and knock the target prone.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action when you hit a creature with a melee weapon attack, you can disorient the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn.

On a successful save the target takes half as much damage.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a reaction, which you take when you miss a creature with a melee weapon attack, your weapon lands a glancing blow. The target takes damage equal to the stamina die of the same type as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals slashing damage, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack with a weapon that deals slashing damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit an object or structure with a melee weapon attack that deals bludgeoning damage, you can smash it.

Add the stamina die to the attack’s damage roll and the attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. You can add the stamina die to the attack’s damage roll on your next attack roll before the end of your turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock the target down. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you knock the target prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals slashing damage that you wield in two hands. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can make one weapon attack against a different creature this turn. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can make one additional melee weapon attack. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with an unarmed strike while you have two hands free, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you throw the target up to 6 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t thrown.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you knock the target out. The target must make a Fortitude saving throw.

On a failed save, add one stamina die to the attack’s damage roll and the target and is incapacitated for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick