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Eldritch Knight Guardian

Origin: The Arcane Awakening

Before Alavir knew the rhythm of time, a nexus of cosmic energy lay dormant beneath its soil. From this wellspring, magic pulsed, shaping the very essence of the world. Among the first to harness this power were the scholars of Lunaria, a hidden enclave. However, their experiments reached too deep, awakening an ancient entity from the cosmos: The Great Old One, Nytharion.


From the first contact with Nytharion, the Eldritch Knights were born. Led by the prodigious mage, Elthriel, they combined martial prowess with arcane might, forming an order dedicated to balancing the overwhelming power they now wielded.


Pact: The Covenant of Whispers

To harness the boundless arcane energy without being consumed by it, the Eldritch Knights forged a pact with Nytharion. The Great Old One offered knowledge and control over the arcane, while in return, the knights vowed to keep the balance of magic in Alavir and ensure that no mortal would ever seek to dominate or abuse this power.


The pact was sealed in the Whispering Chamber, a sanctum where Nytharion's presence is most palpable. Every Eldritch Knight undergoes a rite here, where they silently commune with the Great Old One. They emerge forever changed, with eyes that shimmer like the cosmos and a whispered promise echoing in their minds:


"In the dance of stars, in the realm afar,

Guard the arcane gate, lest darkness mar.

For power and lore, a pact we swore,

Nytharion's favor you bear, till life is no more."


Arcane Chronicles

The Shattered Veil:

When reckless mages attempted to harness the nexus, they risked tearing the very fabric of reality. Sirion, an Eldritch Knight of great renown, melded his sword and spell, stitching the veil back together and averting catastrophe.


The Silent War:

Creatures of shadow, drawn by the allure of Alavir's magic, infiltrated the land. Lady Moiraine, interpreting the cryptic messages from Nytharion, led the Eldritch Knights in a silent war, driving the invaders out using tactics that combined stealth, swordplay, and spellcraft.


The Soulbind Rebellion:

A faction within the Eldritch Knights sought to bind souls for eternal life, going against the very essence of their pact. The ensuing rebellion was quelled by Lord Arvandus, who used his profound connection with Nytharion to sever the traitors' bond with the arcane.


The Eclipsed Heart:

When Alavir plunged into an unnaturally long night, Lady Lysandra, an Eldritch Knight, journeyed into the ethereal realm. With Nytharion's guidance, she battled nightmares and restored the balance between night and day.


Throughout Alavir, the Eldritch Knights are revered not just for their formidable power but also their unwavering dedication to the ancient pact. As long as the whisper of Nytharion guides them, the arcane balance of Alavir remains secure.

Eldritch Knight Guardian Features

Level 1

Great Old Oath

At 1st level, you gain one eldritch invocation.


On a successful Intimidation check, you deal additional Otherworldly damage equal to your Guardian level (once per round).


When you cast a spell, you can make an Intimidation skill check.

Level 3

Otherworldly Guidance

At 3rd level, when a creature within 5 feet of you misses an attack roll you can grant them a bonus equal to your proficiency modifier potentially causing the attack to hit.

Level 7

Legend

At 7th, If you fail an attack roll or skill check, you can defend your honor by adding +1 for each ally within 60 ft of you that can see you. For that attack or saving throw possibly turning it into a success. (Up to +5)

Level 11

A Knight's Vow

At 11th level, choose one creature granting them armor equal to your proficiency modifier while within 60 feet of you. You can only vow to protect one creature at a time. This bonus disappears if you or the creature is unconscious.

Level 15

Intimidating Presence

At 15th level, enemies within 60 feet of you subtract 1d4 to all attack rolls, saving throws, and skill checks. In addition, allies within 30 feet of you add 1d4 from all attack rolls, saving throws, and skill checks.

Due to your title you have advantage on Intimidation checks.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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