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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. > ___ > \columnbreak > ### 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 \pagebreakNum ___ ___ > ## 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 \pagebreakNum ___ ___ > ## 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