Brave. The Acid Knight has advantage on saving throws against being frightened.
Stoic. The Acid Knight is able to add a +5 to attack and damage rolls.
Elemental Enhancement. The Acid Knight adds a 15d8 + 50 acid damage when wielding an equipped attuned or unattuned weapon.
Elemental Tempering. The Acid Knight is immune to multiple conditions with one damage type and has multiple resistances.
Elemental Teachings. The Acid Knight is taught multiple languages and gets a +3 to passive perception.
Multiattack. The Acid Knight makes four melee attacks or three ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Parry. The Acid Knight adds 5 to its AC against one melee attack that would hit it. To do so, the Acid Knight must see the attacker and be wielding a melee weapon.
Element Cone. The Acid Knight is able to extend a hand and use a cone attack, much like a Cone of Cold. Range: 60-foot cone. Con. save of 18. 10d8 acid damage.
Description
Acid Knights are a part of the Elemental Order, founding helped by Good aligned others and or Deities. Of which there are eight types, each with 100 members. The types are: Acid; Poison; Ice; Flame; Thunder; Lightning; Necrotic and Radiant.
Elemental Order Knight armors, weapons and cone attacks are a color like the element they use. The colors are: Acid (orange); Poison (green); Ice (blue); Flame (red); Thunder (grey); Lightning (yellow); Necrotic (black) and Radiant (white).
The Elemental Order Knight are enhanced knights, with added strength and some condition immunities; damage resistances and immunities.
im not super good at making things balanced for statblocks but im abit concerned about the CR being 12 with that elemental enhancement ability. is that just once per turn? or with each hit? because thats alot of damage alone.
loving the concept though!
The large amount of damage to be a threat the likes Ancient Dragons, Iron Golems, and their own Elemental Order Knight allies. Should such allies of other Elements be Blackmailed, coerced, etc. to harm civilians, adventurers, other Elemental Order Knights and such, so doing more harm than otherwise supposed to. So it is per hit, and is the right amount of damage, as the CR is roughly the same as a Comic, Street Tier character. Or as a sort of Class Cannon in combat, along with if against Trolls and other regenerative Monsters with worse alignments.
Maybe that clears some things up.