Base Class: Fighter
The Royal Guard fighter seeks to protect their charge, at all cost. They use a mixture of defensive capabilities, and leadership skills to protect, and strengthen their party. As a Royal Guard, you have a sworn duty, and nothing will stop you from protecting your charge.
Sworn Defender
When you choose this archetype at 3rd level, you gain the ability to defend a charge of your choice. When you finish a long rest, you may choose one character you can see within 30 feet. Until the end of your next long rest, this character is your charge, and any features that affect your charge would affect them.
If your charge moves while within 5 feet of you, you may use speed up to your movement to follow them, no action required. You may only do this once per round, and must end the move within 5 feet of them.
Royal Command
Starting at 3rd level, you may give a command to inspire your allies to fight harder. As an action, all allied creatures within 30 feet of you gain advantage on their next attack roll. If they do not use this advantage by the start of your next turn, it is lost. You may use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a short, or long rest.
Get Down My Lord!
Starting at 7th level, you can shield your charge from enemy attack. While within 5 feet of your charge, attack rolls against them are made at disadvantage, and they have resistance to damage they would take from attacks.
Additionally, when subjected to a dexterity saving throw that would effect both you, and your charge, you may purposefully fail the saving throw to cause your charge to automatically succeed it. You must do this before you make any rolls.
Guardians Endurance
You have been toughened by your training to be incredibly resilient. When you use your second wind feature, you gain temporary hit points equal to twice you fighter level. If your charge is within 5 feet of you, they gain these hit points as well.
Royal Vengeance
Beginning at 15th level, any harm caused to your charge invokes you with fury beyond measure. Whenever your charge is dealt damage by an enemy, you gain a vengeance dice (1d12). When you hit an enemy with a weapon attack, you may expend any number of vengeance dice to deal additional damage equal to the amount rolled plus your proficiency bonus. When you finish a long rest, you lose all remaining vengeance die.
With My Last Breath
Starting at 18th level, you can use the last bit of your energy to protect your charge. When you are reduced to 0 hit points, you may use a reaction to first give your charge immunity to all damage until the end of your next turn. You can only use this feature once, and regain the ability to do so on a long rest.
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