The Vanguard's progression is a sequence of support tools rather than a conventional martial damage engine.

1st level: Spellcasting

The Vanguard begins as a Charisma spellcaster.

It knows cantrips, maintains a class spell list, and uses the Vanguard progression table for spell slots.

The Vanguard prepares a fixed number of leveled spells and can replace prepared choices when gaining Vanguard levels, following its own class progression.

1st level: Helpful Companion

Helpful Companion begins with a Tiny or Small beast of CR 1/4 or lower and adds *find familiar* to the Vanguard's magical options.

Later class features improve the companion's utility.

2nd level: Tool Points

Tool Points are the signature non-spell resource.

The pool uses proficiency bonus plus Wisdom modifier and returns after a short or long rest.

Tool Points can be spent on several class options, including:

  • spell-slot restoration through a defined conversion;
  • Tool Boost effects for allies;
  • condition removal;
  • temporary hit points;
  • Tool Armour.

Subclasses add more uses.

3rd level: Vanguard subclass

The Vanguard chooses Thaumaturgist, Saboteur, or Living Shield.

The subclasses receive features at their own listed Vanguard levels.

5th level: Instant Assistance

At 5th level, Instant Assistance lets the Vanguard use Help as a bonus action and cast *spare the dying* or *true strike* as a bonus action.

This is a major action-economy improvement.

6th level: Protective Aura

The Vanguard begins projecting a defensive aura around nearby allies.

The aura improves nearby allies' Armor Class and also increases the Vanguard's Armor Class based on nearby allies, with the Vanguard's total Armor Class capped at 20 by the feature.

The range later increases.

7th level: Twinned support

At 7th level, Twinned Spell lets the Vanguard spend 1 Tool Point when casting a spell that targets only one creature and can normally be upcast to affect additional creatures; the feature adds one additional target. This is a Vanguard class feature, not Sorcerer Metamagic.

Familiar progression

At 10th level, Familiar Drain gives the companion access to *vampiric touch* and *life transference* through the class feature. The familiar can use those effects for self-sustain or to transfer life to another creature, making it a meaningful later-level resource rather than only a 1st-level utility companion.

Expanded auras

At 11th level, the protective aura expands.

At 12th level, Vanguard's Aura creates a 40-foot area for up to 1 minute. Allies in it can see through darkness as described by the feature, and creatures ending their turns in the aura gain temporary hit points equal to 1d8 + the Vanguard's level. The feature also includes an emergency reaction that lets the Vanguard spend its own hit points to keep another creature from dropping below 1 hit point.

These abilities reinforce the Vanguard as a centre-point support character.

20th level: Ultimate Power Up

At 20th level, Ultimate Power Up lasts for up to 2 rounds and affects the Vanguard and allies. It grants +3 AC, 3d12 temporary hit points, an additional bonus action, advantage on rolls, and 2d10 extra damage on damage dealt, and it can be used once per long rest. Those unusually large values are part of this homebrew feature rather than an official-class benchmark.

How the features work together

Spellcasting provides broad support.

Helpful Companion creates another utility piece.

Tool Points provide short-rest tactical flexibility.

Protective Aura rewards proximity to allies.

The subclass determines whether the class primarily heals, sabotages enemies, or absorbs danger.

The result is a support class whose strongest contribution is improving the party's total performance.