# Brannon Blackrose - Human Vanguard (1st to 3rd Level Cheat Sheet)

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## FRONT PAGE: Core Capabilities & Class Features

### Character Summary
* **Name:** Brannon Blackrose
* **Class & Subclass:** Vanguard (Marshal Subclass)
* **Lineage & Heritage:** Human (Conflicted Heritage)
* **Background & Talent:** Rebel (Brave Talent)
* **Key Combat Attributes:** Longsword specialist, tactical leader

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### Lineage, Heritage & Background Talents
* **Prepared for Trouble (Conflicted Heritage Feature):**
  * You are proficient with improvised weapons.
  * You can attempt to disarm traps even without thieves' tools.
* **Weapon Discipline - Longsword (Human Lineage Talent):**
  * Gain a +1 bonus to attack and damage rolls with longswords.
  * Roll 1 additional damage die when you score a critical hit with a longsword.
  * Gain +2 temporary hit points when you reduce a creature to 0 hit points with a longsword.
* **Brave (Rebel Background Talent):**
  * Gain advantage on checks against fear effects and becoming frightened, including checks to end the frightened condition or ongoing fear effects.
  * When you and another creature within 10 feet make a check to resist fear, you can grant that creature advantage on the check.
  * Use a bonus action to end the frightened condition for yourself or a creature within 5 feet (usable once per long rest).

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### Class & Subclass Features (Levels 1–3)
* **Born Leader - Community (1st-Level Vanguard Feature):** Any conscious allied creature that ends its turn within 5 feet of you gains a +2 bonus on the first saving throw it makes before the start of its next turn.
* **War Banner (1st-Level Vanguard Feature):** During an encounter, use an action to plant a banner in an unoccupied space within 5 feet (usable 2 times per long rest, lasts 1 minute, affects visible allies within 15 feet). Choose one effect:
  * **Banner of Mercy:** Appears with a pool of hit points equal to 10 x Vanguard Level. When a visible ally in range takes damage, you can redirect any amount of that damage to the banner (no action required).
  * **Black Flag:** When you or an ally miss with an attack against a visible creature in the banner's range, the attacker can reroll the attack (once per turn on their own turn only).
* **Stratagems (2nd-Level Vanguard Feature):** You can issue up to 3 stratagems per long rest. Target creatures must be able to see or hear you. Choose from:
  * **Coordinated Strike:** Use an action to make a single weapon attack with a +3 bonus. On a hit, direct a willing ally within 15 feet of the target to use its reaction to move up to 15 feet and make a single attack against that target with a +3 bonus.
  * **Inspiring Bellow:** Use a bonus action to target one creature within 30 feet; they regain hit points equal to your Vanguard Level +3.
* **Support Action (2nd-Level Vanguard Feature):** You can take the Disengage action, Help action, or perform a weapon option as a bonus action on your turn.
* **Combat Ready (3rd-Level Marshal Subclass Feature):** While you are conscious, you and allies within 10 feet of you when combat begins gain a +3 bonus to initiative rolls and an additional 10 feet of movement during the first round of combat.
* **Inspiring Leadership (3rd-Level Marshal Subclass Feature):** When you issue a stratagem, choose one visible allied creature in range. That creature gains advantage on the next attack roll it makes before the end of its next turn.

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## BACK PAGE: Weapon Options & Spells

### Weapon Options (Save DC 12)
* **Disarm (Longsword):** On a hit, the target must succeed on a DC 12 Strength or Dexterity saving throw or drop a weapon, shield, or object it is wielding at its feet or within 5 feet.
* **Hamstring (Longsword):** On a hit, the target's base movement speed is reduced by 10 feet for 1 minute, which can be ended by magical healing or a DC 12 Wisdom (Medicine) check.
* **Pinning Shot (Javelin):** On a hit against a Large or smaller creature, the target must succeed on a DC 12 Strength or Dexterity saving throw or have its speed become 0 until the end of its next turn, unless freed by a creature using an action to succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.

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### Spell List
*This character does not possess spellcasting capabilities.*
