Listen Music Podcast Player's Compendium Classes Peoples Equipment How to Play What We're Building Calythera Wiki ← Arcane Anvil
Compendium Overview Classes Peoples Equipment How to Play

Vanguard

"The Ironclad Line doesn't advance until the Vanguard says so. And the Vanguard doesn't say so until the math is right."

— Tactical assessment, Ironclad Dominion War College, Debt Cycle 7

Vanguards control the geometry of a fight. Ten feet of reach, and enemies pay for entering it as well as leaving.

Momentum builds when you move forward, land polearm hits, and force people where you want them — and it pays out in reach, accuracy, and strikes that end formations.

It's a gauge that rewards nerve. Stand still and it drains. Get knocked down and it's gone entirely, back to zero, and you climb it again from nothing. The Vanguard punishes hesitation more than it punishes mistakes.

The pike is ten feet long so that the conversation can start earlier.
Vanguard
Hit Died10
PrimarySTR + CON
SavesStrength · Constitution
ArmorAll armor & shields

Ironclad Line

Breaks through and keeps going. Builds Momentum faster and spends it harder than any other Vanguard. Forward is the only direction that matters.

Spire Guard

Plants and holds. The same Momentum spent on defensive payoffs instead — vault entrances, chokepoints, and the people who can't protect themselves.

The Rest Is Free

Read the Full Vanguard

Level progression to 20, every class feature, both paths in detail, and the Relic cards. Free with an account — no payment, no tier. We'll email you a sign-in link.

Already have an account? Sign in →
You choose which worlds reach your inbox, and you can change it anytime.

Check your email.

We've sent a sign-in link, good for 20 minutes. It'll bring you straight back here.