You cannot change element while in this form. Once you use this feature, you can’t use it again until you finish a long rest.

Bond of Wards

When an unbreakable shield wall is required, or a keep needs to be protected at all costs, those that chose the Bond of Wards are called upon to use their defensive magic in order to keep those around them alive and in the fight, even at the cost of their own lives.

Bond Spells You gain bond spells at the primordial knight levels listed. Bond of Wards Spells Primordial Knight Level Spells 3rd Healing Word, Shield 5th Hold Person, Warding Bond 9th Leomund’s Tiny Hut, Protection from Energy 13th Banishment, Otiluke’s Resilient Sphere 17th Hold Monster, Wall of Force

Immortal Object Upon choosing this subclass at 3rd level, you gain the ability to be an unparalleled defender. You cannot be disarmed while using a weapon you are proficient with, and you become immune to effects that would damage or destroy your weapons and armour.

Sentinel's Blessing Starting at 3rd level, you can use your action to touch a creature and imbue it with protective energy. For 1 minute, the creature adds your Charisma modifier to their AC. You can use a bonus action to spend 3 Chromatic Fragments and add another minute to the Blessing’s duration. At the end of the duration, or as a bonus action on your turn, the Blessing detonates. Every creature within 10 feet of the creature with the Blessing must make a Strength saving throw. On a failed save, a creature takes 2d8 damage of your currently equipped type and is knocked prone. On a successful save, the creature takes half damage and suffers no other effect. The damage increases to 3d8 at 7th level, 4d8 at 11th level and 5 at 15th level. You can use this ability a number of times equal to your Charisma modifier (a minimum of once), regaining all uses upon finishing a long rest.

Interposing Guardian Starting at 7th level, when an allied creature that you can see is targeted for an attack by another creature within 30 feet of you, you can use your reaction to teleport and place yourself between the attacker. You appear in the allied creature’s place, meaning you become the attack’s target, and the creature is moved 5 feet away in a direction of your choosing. You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all uses upon finishing a long rest. Starting at 11th level, you can also make a weapon attack against a creature within range of your weapon after teleporting.

Rooting Smite Starting at 11th level, when you hit a creature with a weapon attack, you can spend 5 Chromatic Fragments to force the creature to make a Dexterity saving throw. On a failed save, the creature takes 5d6 damage of your currently equipped type and has its speed reduced to 0 for 1 minute. If the creature is airborne, it is pulled down to the ground at a rate of 60 feet per round. The creature cannot teleport or be sent to another plane of existence while rooted. On a successful save, the creature takes half damage and no other effect.