Base Class: Fighter
Guards who serve at the royal palace or protect monarchs must pass a rigorous selection process. They are evaluated on both Their Physical and mental skills as well as their loyalty and ability to work as part of a unit. Royal Guards are trained to be alert and fight in formation taking advantage of each other's movement and position in combat. The Royal Guards' most skilled, legendary commanders have been said to wield their weapons as if they were extensions of their bodies.
Alert on Duty
Starting at 3rd level, You can focus your attention to notice movement. Designate a 10-square-foot area, if you stay in this area for 10 minutes, you can double your proficiency bonus and gain advantage on Wisdom (Perception) Skill checks made to notice creatures.
Coordinated strike
Starting at 7th level, you can use your combat training to coordinate your attacks with your allies. Once per turn, you gain advantage on your first melee attack against a creature if at least one of your allies is within 5ft of the creature and the ally isn't incapacitated
Coordinated Shot
Starting at 10th level, you can spot the exact moment to release your shot while your ally occupies the target. once per turn, you gain advantage on your first ranged attack roll against a creature if at least one of your allies is within 5ft of the creature and isn't incapacitated.
Swift Strike
starting at 15th level, your combat reactions become effortless. You gain an extra reaction that doesn't count towards your single use in the turn and that you can use only to make an attack roll, but only when your attack roll is triggered.
Divert Strike
Starting at 18th level, you become one with your weapon, being able to deflect melee attacks. as a reaction , when targeted by a melee attack made by a creature within 5ft of you that you can see, you can try to negate the attack. You must make an attack roll contest against the melee attack roll of the creature. ON a success you prevent all damage from the creatures attack.
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