Battle Mage Study: The Vanguard

***Someone who has undertaken the study of the Vanguard focuses on perfecting the balance of wielding a blade with magical prowess. Students of the Vanguard learn how to channel magic more effectively through any weapon, making these Battle Mages among the most devastating on any battlefield. They can perform feats such as blasting entire hordes away with one fell swoop of their blade, or force enemies out of the equation by momentarily banishing them. They can even learn the weaknesses of their enemies & figure out how to exploit them.***

### Arcane Strike

Starting at 3rd level, you can send surges of incredibly powerful energy into your targets, creating a wide variety of effects to happen. Once per turn, when you hit a creature with a magical melee weapon attack as part of the attack action, you can expend a spell slot of 1st level or higher to imbue your strike with arcane energy. You can either choose to deal damage or apply an Arcane Strike Option effect from the Arcane Strike Options table.

When you choose to deal damage, the targeted creature takes an additional 2d6 force damage. The additional force damage increases by 1d6 per level of spell slot used above 1st.

When you choose an Arcane Strike Option effect, choose one of the effects listed in the Arcane Strike Options table. You learn two Arcane Strike options of your choice from the Arcane Strikes Options list below. You can only use Arcane Strike Options that you have learned. You cannot learn an Arcane Strike option that requires a spell slot level higher than your highest level available spell slot. You learn an additional Arcane Strike option at 6th, 10th, and 14th level.

#### Arcane Strike Options

**Intimidating Strike**: The targeted creature must make a Wisdom saving throw. On a failed save, the creature is frightened of you. The targeted creature can then make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a successful save or after 1 minute.

**Knockback Strike**: The targeted creature must make a Strength saving throw. On a failed save, the creature is pushed back up to 20 feet away from you. This distance increases by 10 feet for each spell slot level used after 1st. If the targeted creature is larger than you, you are instead pushed away from it without provoking any attacks of opportunity.

**Slowing Strike**: When you use this feature, the targeted creature must make a Strength saving throw. On a failed save, the creature's movement speed is halved. At the end of each of the creature's turns, they may make a Strength saving throw, ending the effect on itself on a successful save or after 1 minute.

**Blinding Strike (2nd level spell slot minimum)**: The targeted creature must make a Constitution saving throw or become blinded. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on itself on a success or after 1 minute.

**Blinking Strike (2nd level spell slot minimum)**: When you use this feature, you can teleport up to 30 feet to an unoccupied space that you can see.

**Reaching Strike (2nd level spell slot minimum)**: Every creature behind the targeted creature in a 30 foot line must make a Dexterity saving throw as a spectral image of your weapon cleaves through targets. On a failed save, they take 3d6 force damage plus an additional 1d6 for each level of the spell slot used after 2nd, or half as much on a successful save.

**Concussive Strike (3rd level spell slot minimum)**: The targeted creature must make a Constitution saving throw. On a failed save, the creature is stunned & deafened. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on itself on a success or after 1 minute.

**Dispelling Strike (3rd level spell slot minimum)**: The targeted creature loses all magical effects caused by spells of 3rd level or lower. When you use a spell slot of 4th level or higher for this feature, you automatically end the spell effects on the target if the spell's level is equal to or less than the level of the spell slot you used.

**Explosive Strike (3rd level spell slot minimum)** Each creature within 15 feet of the targeted creature, excluding yourself, must make a Dexterity saving throw. On a failed save, they take 3d8 force damage plus an additional 1d8 for each level of the spell slot used after 3rd, or half as much on a successful save.

**Banishing Strike (4th level spell slot minimum)**: When you use this feature, you can attempt to banish the creature. The targeted creature must make a Charisma saving throw or be banished. While banished in this way, the creature's movement speed is set to 0, and is incapacitated. At the end of each of its turns, the target makes a Charisma saving throw. On a successful save or after 1 minute, it returns to the space it vacated or in the nearest unoccupied space if that space is occupied.

**Confusing Strike (4th level spell slot minimum)**: The targeted creature must make a Wisdom saving throw. On a failed save, the creature becomes confused. On each of the targeted creature's turns, the creature rolls a d20.

* On a roll of 1-10, the creature does nothing on its turn.
* On a roll of 11-19, the creature attacks a creature it can see and within range allied with it. If there are no allies within range, the creature loses its turn.
* On a roll of 20, the creature acts normally.

At the end of each of its turns, the affected creature can make a Wisdom saving throw, ending the effect on a success.

**Shunting Strike (4th level spell slot minimum)**: When you use this feature, you can attempt to move the targeted creature to a distant point that you can see. The creature must make a Charisma saving throw, or be teleported up to 240 feet to an unoccupied space that you can see.

### Combat Magic

By 3rd level, you have obtained several magical capabilities that make you a more effective front-line combatant. You learn additional spells when you reach certain levels in this class, as shown in the Study of the Vanguard Spells table. These spells count as Battle Mage spells for you, but don't count against the number of Battle Mage spells you know.

### Deadly Strikes

Starting at 6th level, whenever you use your Arcane Strike feature while your Arcane Surge is active, the targeted creature takes an additional 1d6 force damage. If your Arcane Strike has an effect from the Arcane Strike Options table, this additional damage increases by 1d6 per level of spell slot used after 1st level.

### Favorite Strike

Beginning at 10th level, you're particularly adept with one of your Arcane Strike options. Choose one of the Arcane Strike Options that you know. This becomes your Favorite Strike. Once per long rest, you can use your Favorite Strike without expending a spell slot. You can change your Favorite Strike each time you gain a level in this class.

### Reflexive Arcanist

Starting at 14th level, your control of pure magical energy becomes quick & can be used in the blink of an eye. While your Arcane Surge is active, you can use the following features:

* You can use your Arcane Strike features on attacks of opportunity.
* If a creature succeeds a saving throw on one of your Arcane Strikes, as a reaction, you can decrease their roll by 1d6 + your Intelligence modifier. Once you use this feature, you must complete a short rest or a long rest before you can use it again.