TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Vanguard 
  In combat, there are situations where each weapon is 
  important: In duels, it is the sword, flexible and strong, 
  good for attack and defense; In brutal melee, the axe and 
  the hammer win the day, pounding through armor and 
  crushing the warrior beneath; In siege, the ballista can 
  strike with great force that which cannot be destroyed by 
  man alone. In war, however, it is the spear and the arrow 
  that win the day: quick, long reaching, and able to kill the 
  enemy before they know they are dead. 
       Here, in this spot, at the tip of the spear, is the 
  Vanguard. 
  Advance 
  Starting at 3rd level, on your turn, you deal an additional 
  1d8 damage on the first melee attack made after you move 
  at least 15 feet in a straight line towards your target. You 
  may do this multiple times on the same turn, but you must 
  move at least 15 feet in a straight line towards your target 
  between each attack, and you cannot use this ability against 
  the same creature more than once per turn. This damage 
  increases to 2d8 at level 10, and 3d8 at level 18. 
  Double Time 
  Starting at 7th level, you are no longer hindered by rough 
  terrain, and you may travel overland at twice the normal 
  speed without suffering any ill effects. Any allies traveling 
  with you for greater than 1 hour, up to a maximum of 100, 
  also gain these benefits.  
            Additionally, you gain proficiency in the Survival 
  skill. If you are already proficient in Survival, you can 
  select a different skill from among those which fighters can 
  learn at 1st level. 
  Lightning Step 
  Starting at 10th level, on your turn, you may take the Dash 
  or Disengage actions as a bonus action. 
  First to Fight 
  At 15th level, your base movement speed increases by 10 
  feet, and you may add your proficiency bonus to your 
  initiative rolls. 
   
   
   
   
  War Master’s Charge 
  At 18th level, as an action on your turn, you may move up 
  to twice your movement speed in a straight line towards a 
  creature. At the end of this movement, you make a melee 
  attack with advantage against that creature. Any allies 
  within 20 feet of you when you start your movement may 
  use their reaction to do the same, though they do not have 
  to choose the same creature as you. Once you use this 
  ability, you must finish a long rest before you can do so 
  again. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Vanguard.pdf