The Knights of the Order of the Elements

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The Order of the Element

Purpose of the Order

The Order of the Elements are an elite group of four knights who each embody one of the fundamental elements: air, earth, fire, and water. The knights are taken when they are young, and taught to embody their elements, forgetting their past life. The knights are made entirely of genasi, the offspring of genie and a mortal, each element corresponds with the subrace of the genasi.


Air Knight

Medium Humanoid (Air Genasi), Lawful Neutral


  • Armor Class 17 (Studded Leather)
  • Hit Points 94 (10d10+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 20 (+5) 16 (+3) 12 (+1) 8 (-1) 14(+2)

  • Saving Throws Strength +4, Constitution +7
  • Skills Acrobatics +9, Athletics +4, Intimidation +6, Perception +3
  • Senses Passive Perception 13
  • Languages Common, Elven, Primordial
  • Challenge 9 (5000 xp)

  • Phantom Air When taking the attack action, can use as bonus action to surround weapon with swirling air. Until the end of the next turn, the reach and normal range of the weapon are doubled.
  • Unending Breath Can hold breath indefinitely while not incapacitated.
  • Unforgiving Air Whenever a critical hit or max damage is rolled, choose to either push target 10 ft. away or add 1d8 lightning damage.
  • Touched by the Elements Twice per long rest, compell the wind to carry you, tripple jump distance untill the end of next turn.
  • Elemental Movement After a successfull hit, immediately move 5ft. without provoking anattack of opportunity.
  • Hindering Wind Whenever a hit is scored and the attack had advantage, conjure a wind to slow the target down. The targets speed drops to 10 ft. on the ground of 30 ft. in the air.
  • Fighting Style: Dueling Add +2 damage to any attack when wielding a one handed weapon in one hand and nothing else.
  • Second Wind Once per short or long rest, use a bonus action to heal 1d10+10 hit points.
  • Action Surge Once per short or long rest, gain an additional action and bonus action on your turn.

 

Actions

Multiattack. The Air Knight Makes two attacks

Stormphrax Rapier Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 1d8+5 Lightning, target cannot take reactions when hit

Longbow Ranged Weapon Attack: +9, range 150/600 ft., one target. Hit: 1d8+5 Piercing


Spellcasting

The Air Knight is a 10th-level spellcaster. Its spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attack)

  • Cantrips (at will) Gust
  • 1st Level (1/long rest each) Thunderwave
  • 2nd Level (1/long rest each) Levitate (x2), Gust of Wind
  • 3rd Level (1/long rest each) Lightning Bolt
  • 4th Level (1/long rest each) Fly


Earth Knight

Medium Humanoid (Earth Genasi), Lawful Neutral


  • Armor Class 19 (Plate)
  • Hit Points 94 (10d10+30)
  • Speed 30 ft., 30 ft. climb

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 16 (+3) 8 (-1) 12 (+1) 14 (+2)

  • Saving Throws Strength +9, Constitution +7
  • Skills Animal Handling +5, Athletics +9, Intimidation +6, Survival +5,
  • Senses Passive Perception 9
  • Languages Common, Primordial
  • Challenge 9 (5000 xp)

  • Earth Walk Can move across difficult terrain made of earth or stone without expending extra movement.
  • Mighty Earth When scoring a hit while using the attack action, can use a bonus action to push target 10 ft.
  • Brutal Earth Whenever a critical hit is scored, knock the target prone.
  • Touch by the Elements Gain a climbing speed and halve all falling damage.
  • Elemental Movement When using action surge, until the end of the next turn, gain resistance against bludgeoning, piercing, and slashing damage, weight is doubled and can't be moved against your will.
  • Restraining Earth Once each turn when a target is hit, command he ground beneath it to grab the target. Target makes a strength saving throw against spell save DC or movement is reduced to 0 until the start of the Knight's next turn.
  • Fighting Style: Defense Add +1 to Armor Class while wearing armor.
  • Second Wind Once per short or long rest, use a bonus action to heal 1d10+10 hit points.
  • Action Surge Once per short or long rest, gain an additional action and bonus action on your turn.

Actions

Multiattack. The Earth Knight can make two attacks.

Adamantine Maul Melee Weapon Attack: +9, 5 ft. reach, one target. Hit 2d6+5 Bludgeoning


Spells

The Earth Knight is a 10th-level spellcaster. Its spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attack)

  • Cantrips (at will) Mold Earth
  • 1st Level (1/long rest each) Earth Tremor
  • 2nd Level (1/long rest each) Enlarge, Earthbind, Pass Without Trace
  • 3rd Level (1/long rest each) Erupting Earth, Meld into Stone


Fire Knight

Medium Humanoid (Fire Genasi), Lawfull Neutral


  • Armor Class 18 (Plate)
  • Hit Points 94 (10d10+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 16 (+3) 12 (+1) 8 (-1) 14 (+2)

  • Saving Throws Strength +9, Constitution +7
  • Skills Athletics +9, Insight +3, Intimidation +6, Perception +3
  • Damage Resistances Fire
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Common, Elven, Primordial
  • Challenge 9 (5000 xp)

  • Scorching Flame When taking the attack action, on a hit a mote of flame leaps to another target within 10 ft. dealing 2 points of fire damage.
  • Searing Heat When scoring a critical hit or dealing max damage, the target has disadvantage on attacks until the end of the Fire Knight's next turn.
  • Touched by Elements As an action, immediately dry clothing or ignite a flammable object within 10 ft.
  • Elemental Movement Increase movement speed by 15 ft. during a turn with action surge.
  • Scorching Fire Scorching flame can target orginal target.
  • Fighting Style: Great Weapon Fighting Reroll ones and twos of damage with a two handed weapon.
  • Second Wind Once per short or long rest, use a bonus action to heal 1d10+10 hit points.
  • Action Surge Once per short or long rest, gain an additional action and bonus action on your turn.

Actions

Multiattack. The Fire Knight can make 2 Attacks

Ignum Greatsword Melee Weapon Attack: +9, 5 ft. reach, one target. Hit 3d6+5 Fire


Spells

The Earth Knight is a 10th-level spellcaster. Its spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attack)

  • Cantrips (at will) Control Flame, Produce Flame
  • 1st Level (1/long rest each) Burning Hands (x2)
  • 2nd Level (1/long rest each) Flaming Sphere, Pyrotechnics
  • 3rd Level (1/long rest each) Daylight, Fireball


Water Knight

Size, Alignment


  • Armor Class 17 (Adamantine Half-Plate)
  • Hit Points 94 (10d10+30)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
11 (0) 20 (+5) 16 (+3) 8 (-1) 12 (+1) 14 (+2)

  • Saving Throws Strength +4, Constitution +7
  • Skills Athletics +4, Acrobatics +9, Intimidation +5, Perception +5
  • Damage Resistances Acid
  • Senses Passive Perception 15
  • Languages Common, Primordial
  • Challenge 9 (5000 xp)

  • Chill to the Core Bonus action to coat weapon in ice, next creature hit cannot use reactions for the next round.
  • Frozen Limbs Whenever knight scores a critical or max damage target deal half damage on their next attack.
  • Touched by the Elements Use an action to quell a non-magical fire no larger than a 1-foot cube within 30 feet of you that you can see.
  • Second Wind Once per short or long rest, use a bonus action to heal 1d10+10 hit points.
  • Action Surge Once per short or long rest, gain an additional action and bonus action on your
  • Elemental Movement When using action surge, the knight can walk on water.
  • Exploding Ice Once per turn when hitting the target, the knight can send out shards of ice dealing 2 damage in a 10 ft. radius

Actions

Multiattack. The Water Knight can make two attacks

Mithral Trident Melee Weapon Attack: +9, 5 ft. reach, one target. Hit 1d6+5 (versatile 1d8) Piercing


Spells

The Earth Knight is a 10th-level spellcaster. Its spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attack)

  • Cantrips (at will) Shape Water
  • 1st Level (1/long rest each) Ice Knife
  • 2nd Level (1/long rest each) Blur, Sniloc's Snowball Storm
  • 3rd Level (1/long rest each) Tidal Wave, Wall of Water
 

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