King

The Golden Sun shall Rise and Triumph!

## **Description**

**King Marcus Evergold** is a serious, honorable person that cares about the well being of his family and his Kingdom that his predecessors tried so hard to build. He will do everything in his power to maintain the peace since now he can be at peace without the worries of war. He hates unnecessary disputes and rowdy/rude people. He loves his wife Queen Melinda Evergold and his dear only son Prince Michael Evergold.
The King looks to be around his 30s wearing but he is around his mid 50s he mostly wears his enhanced golden armor, since he doesn't enjoy his normal set of clothes.

Marcus Evergold is known as the Golden King or the Knight of Sun because when he came to rein the Kingdom has only seen positive results and now during peace times, without him it wouldn't even happen. When he was riding to battle it seemed as he was glowing with the radiance of the Sun, and weapons would come flying from the sky as if it were a Deity striking his foes down. Using his most prized weapon, which has been vaulted to his sub-dimensional storage, Radiance, the sword of Amaunator himself.

## **Appearance**

Marcus looks around his 30s, even though he is in his mid 50s, he is quite tall and very muscular for his age. He has light blue eyes, a light ivory skin tone, and bright blonde short hair, styled upwards and back. His face is always on a serious resting position and seems to be angry all the time, even when laughing his frown seems to never disappear. He wears a bright golden armor with magic runes prescribed around it, a red half-cape beneath it flows freely. He also wears to golden earing with the sun as a symbol to show his faith to Amaunator.

## **Personality**

Marcus Evergold is a simple yet complicated man, his attitude towards people seems to always be welcoming but don't mess with his family, people/subjects, Kingdom in general and that welcoming personality will remain, or else you should wish for a painless death.

Marcus seems to have no problems giving death, but only those he sees as deserving of death, or else he will just scare and intimidate you and wish for death. This may seem as a bloodthirsty and evil attitude but everyone in the Kingdom sees it as a benevolent and sparing, since you did a mistake from the Kingdoms eyes you should deserve a penalty of some kind, as a reminder that this world is harsh and that you need to abide by some law, like the great Sun Amaunator.

Despite all this Marcus always tries to show his good side and that life can be as bright as the morning sun but also as dark as a moonless night. He will cut you off when he knows that you should not be saying unnecessary things in front of his presence, he doesn't do it because for the sake of being rude and showing off his authority, but he does it because he knows that you might say something he won't like. But he will always listen to what you have to say if it is great and if it benefits the Kingdom and himself of coarse.

Marcus is in a sense the son of the Sun, he will shine brightly on the interesting and well versed people but he will scorch and set ablaze the fiends and enemies of his Kingdom, his whole life is dedicated to maintain the Kingdom and tries to give a lesson to his son Michael that his way is the correct way of doing things and that if he follows that path his destiny of ruling the Kingdom will be with ease. He will do whatever is within his power to show that the Kingdom will become a Utopia of a kind for everyone no matter who or what you are, if you are willing to listen, help and learn he will do those exact things back.

Marcus unlike his father is truly benevolent and not just some power hungry, money grabbing Politian he has gone through many hardships to achieve what he has achieved and he will not let anyone, not even Unimagia take that from him.

Marcus has gained the nickname Knight of the Sun due to him participating in the Grand War that happen 30-38 years ago, and how he managed to bring victory and make the Peace Treaty of the Nations, during that war he had come out of his seclusion to Gelevmoor and with the power of Amaunator and the forces of the holy knights of Gelevmoor he rode with the sun to battle. He is also named the Golden King, people think it's because of his armor but those who have lived and seen him know that he is named that because of his golden and warming heart towards everyone.

## **Biography**

### **Background**

Marcus's parents, Michael and Mica Evergold, were not the greatest rulers Lieyrux has seen. Marcus was made to train in Gelevmoor by his mother since his father wasn't the greatest person to be taught from. As a result Marcus became a strong believer of Amaunator.

Marcus thought very little of his father because he was against all a ruler stand for, he was violent to his wife and daughters, to the point were all decided to commit suicide publicly, it was during that time were Marcus was in Gelevmoor and all he could do was contemplate and pray to Amaunator for a brighter future. Thus his prays where answered and the Grand War started, he was around 18 that time and he asked the Pope if he could borrow some holy knights and war clerics for the reason to help Lieyrux. The Pope couldn't help it but accept the young princes, no, the Kings request. Since then Lieyrux and Gelevmoor have had great relations with each other, Lieyrux has been supporting materialistically Gelevmoor, and Gelevmoor has been supporting spiritually, mostly Lieyrux.

Now Marcus is seen either in the castle and occasionally dressed up around the Kingdom to spread his joy to everyone, there has been no day since Marcus's reign that the Kingdom has seen a bad day, the bright sun of the Kingdom, **King Marcus Evergold**, the living legend.

## **Character Information**

#### **Notable Items¬**

1. Radiance¬ Sword of the Sun
2. Armor of Gold
3. Second unnamed sword
4. Raying Boots (allow him to travel at light speed)
5. Earring of Amaunator (The holy symbol of his true belief)

### **Abilities**

#### **Feats**

* Weapon Master
* Great Weapon Master
* Inspiring Leader
* Linguist

* Prodigy (Variant Human Bonus)

### Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

###### Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

###### Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

###### Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

###### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifier

### Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

### War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

### Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

### Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

### Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

### Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

### Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

### Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

***Law.*** The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

***Loyalty.*** Your word is your bond. Without loyalty, oaths and laws are meaningless.

***Courage.*** You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

***Responsibility.*** You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

### Oath Spells

You gain oath spells at the paladin levels listed.

 3rd
 5th
 9th
 13th
 17th

### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* ***Champion Challenge.*** As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

* ***Turn the Tide.*** As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

### Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

### Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

### Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* Your allies have advantage on death saving throws while within 30 feet of you.

* You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.