Frontline sappers who specialize in pushing their opponents back, fighters of this archetype are renowned for their ability to create and exploit openings in a defensive front. The vanguards tend to be the first one into the fray, where they continue to support their allies from the rear ranks of their foes.
|3rd||Exploit, Heavy Hand|
3rd-level Crashing Vanguard feature
You are able to create openings in combat and exploit those openings. When you hit a target with a melee weapon attack, you can attempt to shove it as a bonus action, which can be taken between attacks. If this shove is successful, you generate a special feat called an Exploit. Until the end of your next turn, you can use your reaction to expend this Exploit to perform an Exploit Feat. If you fail to use your Exploit, it is forfeit.
Once you generate an Exploit, you can’t generate another until you finish a short or long rest, or unless you score a critical hit with a melee weapon, reduce a creature to 0 hit points in combat, or roll initiative.
You can perform the following Exploit Feats:
Beatdown. After successfully shoving a target, you deal bludgeoning damage to it equal to your weapon’s base damage + your Strength modifier.
Follow-through. When you hit a target with a melee weapon attack, you can attack another target within 5 feet of it that is also within your reach. On a hit, you deal your weapon’s base damage + your Strength modifier.
Overpower. When you hit a target with a melee weapon attack, you deal additional weapon damage equal to the weapon’s base damage.
Recoil. When you miss a target with a melee weapon attack, you can make a new attack roll against it or a different target within your weapon’s reach.
Shoulder Press. After successfully shoving a target, its movement speed is reduced to 0 until the end of your next turn.
3rd-level Crashing Vanguard feature
Blows made with two-handed weapons you wield are especially powerful. You treat all two-handed weapons and any weapon with the versatile property held in two hands as having the heavy property, and never have disadvantage with them because of your size.
In addition, when you hit a target with a one-handed melee weapon or an unarmed strike as a bonus action, you can attempt to shove the target with your Exploit feature using the same bonus action.
7th-level Crashing Vanguard feature
You have advantage on Strength checks when you move at least 10 feet in a straight line.
In addition, when you take the Dash action, your first 10 feet of movement doesn’t provoke opportunity attacks and you can move an additional 10 feet during your turn.
10th-level Crashing Vanguard feature
When you take the Dash action, you can attempt to enter another creature’s space and automatically attempt to shove it. If you successfully shove the target, you can continue to move and to shove other creatures whose space you enter, including one you have successfully pushed this turn, as long as you have movement remaining.
15th-level Crashing Vanguard feature
When you score a critical hit with a melee weapon attack against a creature, your target has a −2 penalty to AC (minimum of 10 + its Dexterity modifier). This penalty lasts until the creature finishes a short or long rest.
18th-level Crashing Vanguard feature
When you can take your Follow-through Exploit, you can instead make a separate attack against each creature within your weapon’s reach that you choose.
If you are two-weapon fighting, you use both weapons for each attack you make with this feature. On a hit, roll weapon damage for each weapon’s base damage + your Strength modifier.