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Volt Bastion Guardian

In the world of Crusaders, where realms clash and ancient powers reign, the Volt Bastion Guardian stands as an unyielding bulwark against darkness. Born from the convergence of thunder and steel, these legendary warriors are chosen by the gods of storm and protection to be the vanguard of justice and guardians of the realm.


Legend speaks of a time when the celestial forces of lightning and the craftsmanship of mortal hands merged, giving birth to the Volt Bastion Guardians. Forged in the crucibles of the gods, they are blessed with the power to harness thunder and command electricity, transforming themselves into living conduits of divine might.


As children, potential Volt Bastion Guardians are marked by a distinctive birthmark in the shape of a lightning bolt, a sign of their destined path. When the time is right, they embark on a sacred pilgrimage to the Thunder Sanctum, a hidden temple nestled among towering mountains, where the spirits of storms dwell.


Within the Thunder Sanctum, the aspiring guardians endure rigorous trials that test their physical endurance, mental fortitude, and their ability to withstand the raw power of lightning. Only those who prove themselves worthy are anointed with the sacred armor known as the Voltsteel, infused with the essence of thunderstorms.


Once adorned in the Voltsteel armor, the Volt Bastion Guardian becomes a living conduit for electricity, capable of summoning lightning to empower their strikes, protect their allies, and unleash devastating storm-infused abilities. They become nearly impervious to electrical harm, able to absorb and redirect lightning strikes against their foes.


In battle, the Volt Bastion Guardians are unmatched protectors, positioning themselves at the forefront of conflicts, shield raised high and weapons crackling with electrical energy. Their imposing presence alone instills fear in the hearts of their enemies, as the very air around them crackles with electrifying power.


They can conjure an impenetrable electric barrier, a pulsating shield that absorbs and redirects incoming attacks, shielding their comrades from harm. With thunderous roars, they summon bolts of lightning to strike down adversaries or channel their energy into devastating melee attacks that unleash electrifying shockwaves.


As guardians of the realm, the Volt Bastion Guardians are sworn to defend the innocent and uphold justice. They are stalwart defenders, protecting the weak, leading the charge into battle, and shielding their allies with unwavering resolve. In times of great peril, their presence alone brings hope, as their lightning-infused might illuminates the path to victory.


Legends say that when the realm faces its darkest hour, the greatest of Volt Bastion Guardians can call upon the Storm's Resonance, an ancient ritual that channels the fury of a thousand storms. In this state, they become unstoppable forces of nature, surrounded by an aura of crackling energy that shatters all who dare to stand against them.


In the world of Crusaders, the Volt Bastion Guardians are not just protectors; they are symbols of unyielding strength, divine power, and unwavering justice. Their thunderous steps echo through history as they stand against the forces of darkness, forging a legacy that will be remembered for ages to come.

Volt Bastion Guardian Features

Level 1

Volt Barrier

At 1st level, at the start of your turn you can wreath yourself in a protective magical barrier, manifesting as lightning that covers you and your gear. You gain 8 temporary hit points for the duration. If a creature hits you with an attack while you have these hit points, the creature takes lightning damage equal to your 3 + Guardian level. This effect stacks with spells like Invoker's Barrier.


In addition, you have gain 4 levels of resistance to Lighting damage. When you cast a spell, you can make an Intimidation skill check (once per round).


The feature’s hit points increases by 8 when you reach 6th level (16), 10th level (24), 14th level (32), and 18th level (40).

Level 3

Empowering Surge

At 3rd level, at the start of your turn, choose an ally (including yourself) within 60 feet of you. They gain 8 Strength, 10 Movement Speed, and reduce damage equal to your threat management feature until the start of your next turn.


(Reduction does not stack with threat management)

Level 7

Surge of Vigor

At 7th level, at the start of your turn you can heal all allies within 60 feet of you for 1d4 + SM. In addition, they have 10 additional movement speed until the start of your turn.

Level 11

Chain Lightning

At 11th level, when you hit a creature with an attack roll, deal an additional 3d8 lightning damage to your target and 3 enemies within 60 feet of it. If there are no additional enemies deal 6d8 to your target.

Level 15

Electric Feedback

At 15th level, if you have temporary hit points and a creature hits you with an attack roll, they must make a CON saving throw against your Spellcasting DC. If they fail they take 5d8 Lightning damage and are stunned until the start of your next turn. If a creature has temporary hit point penetration this ability has no effect.

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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