A technique born from determination, knowing you have comrades that will risk their life for yours and that you would to the same to cease the neverending dusk that is war. Starting at 7th level, if you have moved at least 15 feet straight toward a target, as a bonus action on the same turn, you can empower the next melee weapon attack you roll before the end of your current turn. If you land a hit with that melee weapon attack, you deal extra weapon damage equal to your Charisma modifier. Starting at 10th level, if the attack roll made with this feature is 5 or more points higher than the target's AC, the next time an ally of yours attacks this target and makes an attack roll, it will be made with advantage (or flat, if it would be made at disadvantage). Starting at 15th level, if the attack roll made with this feature is 10 or more points higher than the target's AC or if it is a critical hit, the next time an ally of yours hits this target with an attack, the creature has vulnerability to all of that attack's damage.

A technique born from sheer force of will. Claiming victory blow after blow, withstanding pain for a brighter tomorrow. Starting at 7th level, as a bonus action on your turn, you can empower the next melee weapon attack you roll before the end of your current turn. If you land a hit with that melee weapon attack, you gain 1d6 temporary hit points. If you score a critical hit or reduce a creature to 0 hit points using this feature's attack, you instead gain the maximum value of the die. The die used for temporary hit points increases when you reach certain levels in this class, increasing to d8 at 10th level and d12 at 15th level. You can move up to half your movement speed in a straight line behind you after landing a hit with this feature.

You are the glimmer of hope in the eyes of your comrades, and being around them you gives you the strenght to keep on fighting. Starting at 3rd level, if you or an ally within 30 feet of you miss with an attack roll or fail an ability check or a saving throw, you can add a bonus to the roll equal to the number of allies your target can see within 30 feet of them (maximum bonus equal to your Charisma modifier). Once you use this feature, you can't use it again until you finish a short or long rest.

Vanguards are not glory seekers. They are naught but mercenaries , their skill in combat self-taught or taught by other Vanguards, typically their parents or grandparents. Despite having played major roles in battles or even wars, they still remains rather humble, and seeks no reward for their actions, save for the fees they charge as mercenaries. Fighting for what they think is right, being the glimmer of hope for their comrades and twisting the fate of every battle they step in, leaving no trace of their name after their reward is obtained is what a Vanguard does.

Hero's Resolve Even during combat, your mind is clear and focused.

You no longer acknowledge mundane emotion like fear.

Your determination makes your mind impenetrable.



Starting at 10th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Nihil As you walk towards your target with fearsome determination, they will tremble, as you carry the weight of your comrades' lives on your shoulders.



Starting at 15th level, you can use your bonus action to choose a creature that you can see within 30 feet of you, marking it.

If the marked creature targets a creature other than you with an attack, it makes the attack roll with disadvantage.

In the same fashion, if the marked creature forces another creature other than you to make a saving throw, the creature has advantage against the effect as long as that effect does not also affect you.

Additionaly, you can't be Charmed, Frightened, possessed, cursed (as per spells like Hex, Bestow Curse or features like Hexblade's Curse) by the marked creature.

If you were already cursed before using this feature, once you use it, you are no longer cursed by such creature.

Nihil lasts for one minute but it ends early if you are knocked unconscious.

Once you use this feature, you can't use it again until you finish a short or long rest.

