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Elemental

Classes Designed by HolySrulik

About this class

THEME
The Elemental is the garden’s force of nature — a plant who
has stopped choosing between elements and learned to wield all
four simultaneously. They are the most tactically complex class
in the roster, with four distinct attack modes that do different
things to different enemies in different situations, all unified
by a single resource: attunement. The Elemental’s identity is
adaptability. They don’t have one thing they do — they have
four, and the skill ceiling is knowing which one the current
moment demands.

PLAYSTYLE
The Elemental plays a double economy: the party’s Sun pool and
their own Stress. Attuning costs 1 Stress. Losing attunement
to Severe damage costs an additional 1 Stress to re-attune.
Element Burst costs 3 Sun and drops attunement entirely. Every
elemental ability flows through these two resources — the
Elemental who manages Stress well fights at peak efficiency
all scene; the one who burns Stress on attunement switches
and Element Bursts without tracking fights at half power by
the midpoint.

The four elements offer four different tactical profiles:
Fire is sustained Stress pressure (the target pays every
action they take). Water is reliability suppression
(disadvantage on everything). Air is positioning control
(mass pushback for the whole party). Earth is burst physical
damage with Restrain on Severe. The best Elemental players
switch elements between rounds based on what the party needs,
not based on what they prefer.

Element Burst’s detonation mechanic is the class’s tempo-
defining moment — set a condition, build up Sun, then detonate
for 3d8+4 and spread the condition to everyone nearby.
The attunement drop afterward is the cost: you must re-attune
immediately on your next action, which means Burst is always
a one-round investment followed by a one-action recovery.

Domains

Homebrew domain
Homebrew domain

Starting stats

Evasion
10
Hit points
5

Hope feature

Element Burst
Spend 3 Sun to detonate the elemental condition on a target currently affected by one of your elemental conditions. The target takes 3d8+4 magic damage and all adversaries within Very Close range must make a Reaction Roll (14) or gain the same condition as the detonated target. After detonating, your attunement drops immediately — you must spend Stress to re-attune.

Class features

No features listed.

Class items

  • A crystallized fragment of your first element
  • A worn sash displaying all four primal symbols

Character questions

Background prompts

  1. You contain all four elements within you. Which element do you find yourself drawn to most and what does that say about you?
  2. Your power makes you both incredibly valuable and incredibly dangerous to those around you. How do you balance that responsibility?
  3. There was a moment when your attunement broke at the worst possible time. What happened?

Connection prompts

  1. You once asked me to switch elements in the middle of a battle to help you. What were you trying to do and did it work?
  2. My attunement breaking at a critical moment once put you in danger. What happened and how did you handle it?
  3. You have seen me channel all four elements in quick succession. What did that look like and how did it make you feel?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.