Crashing Vanguard

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.

Crashing Vanguard Features
Fighter LevelFeature
3rdExploit, Heavy Hand
7thJuggernaut
10thBullrush
15thExploitative
18thDefensive Exploit

Exploit

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. Whenever you successfully shove a target, you generate one Exploit. Exploits expire at the end of your next turn and can be used to perform an Exploit Feat.

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, or roll initiative.

You can perform the following Exploit Feats:

Armor Crush. When you score a critical hit, you deal 1d4 extra weapon damage and your target has a −2 penalty to AC for 1 minute.

Beatdown. When you knock a target prone, you deal 1d6 bludgeoning damage to it.

Overpower. After hitting a target with a melee weapon attack, you deal 1d8 additional weapon damage to it.

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 pushing a target at least 5 feet, its movement speed is reduced to 0 ft. and it can’t hover until the end of your next turn.

Heavy Hand

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.

Juggernaut

7th-level Crashing Vanguard feature

You have advantage on Strength checks if you move at least 10 feet in a straight line before making the check.

In addition, when you take the Dash action, you increase your speed by 10 feet and your movement doesn’t provoke opportunity attacks during your turn.

Bullrush

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.

Exploitative

15th-level Crashing Vanguard feature

Exploits expire once you exit combat instead of at the end of your next turn. Moreover, if you start your turn and have no Exploits, you automatically generate one, provided either a foe or an ally is within 5 feet of you.

Defensive Exploit

18th-level Crashing Vanguard feature

When you take bludgeoning, piercing, or slashing damage, you can take a reaction and expend one Exploit to reduce the damage to 0, provided the damage dealt isn’t more than your current hit point total.