Ranger
Base Class: Ranger

Some safeguard travelers through dangerous lands, others protect wealthy employers in the city. Most royalty have them to get them safe without being surrounded 24/7. Most of the bodyguard Conclave are not known until a foolish creature threatens their charge.

Always Alert

You call gain the spell alarm and can cast is as a can trip. You can put your alarm on a number of creatures equal to half your ranger level. If you do, the alarm will trigger when a creature suiting the activation of alarm gets within range of the creature with alarm equal to your passive perception. If the creature with the alarm creature knows about the alarm they can use their reaction to trigger it. 

Unseen Guardian

You can use an action see perfectly within the range of a creature you have alarm on and choose when to sound it. 

But while you do, you have disadvantage on passive perception around your physical body. 

You can do this as long as you but if the creature is attacked the alarm will sound on its own

Alarm Sounded

You can use a spell slot to teleport to an alarm you set that triggered. 

 

At 7th level your next attack after you use this feature deals an additional 1d6 times the level of the spell slot used

Willful Charge

When the alarm on a creature triggers, if the creature is willing the alarm stays after sounding, but can't be triggered again on that turn but when that creature is attacked it can willingly sound the alarm with a reaction (When they do, they choose if it's mental or audible).And if it does it rolls 1d6 and add the result to its ac for that attack. And if you use a level 2 spell slot to use "alarm Sounded" you may attempt to intercept the attack by adding half your ac to the attacked creature's ac

Secret Shield

While you're within 10 feet of an ally, you don't provoke attacks of  opportunity.

When an ally with an alarm provokes an attack of opportunity, as a reaction you can use a spell slot to force the attacker to make a strength saving throw against your spell casting dc. If they succeed they take 3d10 damage and is pushed back 5 feet. If they fail, they take 5d10 damage, multiplied by the level of the spell slot used. They also get knocked prone out of the alarms range.

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