Elemental
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.
Starting stats
Hope feature
Class features
Class items
- A crystallized fragment of your first element
- A worn sash displaying all four primal symbols
Character questions
Background prompts
- You contain all four elements within you. Which element do you find yourself drawn to most and what does that say about you?
- Your power makes you both incredibly valuable and incredibly dangerous to those around you. How do you balance that responsibility?
- There was a moment when your attunement broke at the worst possible time. What happened?
Connection prompts
- 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?
- My attunement breaking at a critical moment once put you in danger. What happened and how did you handle it?
- You have seen me channel all four elements in quick succession. What did that look like and how did it make you feel?
Subclass cards
Printable via header menu
STORMCALLER
Foundation
SPELLCAST TRAIT: Instinct
Mastered Primals: Each of your four elements gains an
additional benefit while attuned:
• Fire — Adversaries who are On Fire take 1 additional
Stress when they fail an attack against any target
• Water — When an adversary moves out of Waterlogged by
moving, they also mark 1 Hit Point as the displaced water
tears at them
• Air — In addition to the existing +1 Evasion, allies
within Close range of you also gain +1 Evasion while you
are Air-attuned
• Earth — When you deal damage with Earth, your Strength
bonus damage is doubled (Strength × 2 instead of Strength × 1)
Stable Attunement: Your attunement is no longer broken when
you take Severe damage. Instead, when you would have your
attunement broken, you can mark a Stress to keep it. If you
choose not to (or cannot mark Stress), your attunement breaks
normally. Additionally, you start each scene already attuned
to an element of your choice (no Stress cost)
STORMCALLER
Specialization
Quick Switch: When you switch elements during your turn, the
new element's condition is also applied to one adversary you
can see within Close range (no attack roll required; the
adversary makes a Reaction Roll (13) to resist). You can use
this once per scene
Channeled Force: Once per scene, while attuned, mark a Stress
to amplify your current element's next attack:
• Fire — The target is On Fire AND marks 2 Stress immediately
• Water — The target is Waterlogged AND is knocked back to
Far range
• Air — All adversaries within Close range of the target
must make the Reaction Roll, not just Very Close
• Earth — The damage roll's dice all upgrade by one size
(d6→d8, d8→d10), and the target is automatically Restrained
regardless of damage tier
STORMCALLER
Mastery
Storm of Four: Once per long rest, mark 2 Stress and spend 3
Sun to enter Storm of Four until the end of the scene. While
in this state:
• You are simultaneously attuned to all four elements
• Every successful attack applies the condition of your choice
from the four available
• You can use Quick Switch once each time you take the
spotlight, instead of once per scene
• Your attunement cannot be broken by any source
PRIMALROOT
Foundation
SPELLCAST TRAIT: Instinct
Elemental Fusion: When you make a successful attack while
attuned, you can mark a Stress to apply a second elemental
condition to the target from a different element of your choice.
The target now suffers from both conditions simultaneously
(their normal effects stack)
Reactive Recombination: When you take damage while attuned,
you can switch elements as a free reaction (even outside your
turn). This switch doesn't break your attunement and doesn't
cost Stress
PRIMALROOT
Specialization
Fused Detonation: When you use your Element Burst Sun feature
on a target that has two or more elemental conditions, the
damage increases to 4d8+4 (instead of 3d8+4), and the splash
Reaction Roll Difficulty increases to 16. Additionally, the
target marks 1 additional Hit Point beyond what the damage
would normally cause
Synergy Patterns: Specific element pairings create bonus
effects when applied to the same target (via Elemental Fusion
or other means):
• + Steam Veil — When a target has both On Fire and
Waterlogged, the conditions trigger Steam Explosion
automatically at the start of their next action (Fire deals
+1d8 damage and clears both conditions)
• + Firestorm — When you attack a target with both
conditions, all other adversaries within Very Close range
take 1d6 Fire damage
• + Mud Trap — A target with both Waterlogged and any
movement penalty cannot move at all on their next action
• + Sandstorm — When you attack a target with both
conditions, all adversaries within Close range of the target
take -1 to their next attack roll
PRIMALROOT
Mastery
Primalbloom: Once per long rest, mark 1 Hit Point and spend
3 Sun to release Primalbloom. Choose an area within Far range.
All adversaries in the area must make a Reaction Roll (15).
On a failure:
• Each adversary takes 4d8 magic damage
• Each adversary gains two elemental conditions of your choice
• The conditions cannot be cleared by normal means until the
end of the scene
On a critical success on the Spellcast Roll, every adversary
in the area gains all four elemental conditions instead.
Elemental
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
Pea + Arcane
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A crystallized fragment of your first element
- • A worn sash displaying all four primal symbols
Elemental’s 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.
Elemental Subclasses
Choose either the STORMCALLER or PRIMALROOT subclass.
STORMCALLER
Master every element simultaneously — enhanced conditions, unbreakable attunement, and all four elements at once.
Spellcast Trait
Instinct
Foundation Features
Mastered Primals: Each of your four elements gains an
additional benefit while attuned:
• Fire — Adversaries who are On Fire take 1 additional
Stress when they fail an attack against any target
• Water — When an adversary moves out of Waterlogged by
moving, they also mark 1 Hit Point as the displaced water
tears at them
• Air — In addition to the existing +1 Evasion, allies
within Close range of you also gain +1 Evasion while you
are Air-attuned
• Earth — When you deal damage with Earth, your Strength
bonus damage is doubled (Strength × 2 instead of Strength × 1)
Stable Attunement: Your attunement is no longer broken when
you take Severe damage. Instead, when you would have your
attunement broken, you can mark a Stress to keep it. If you
choose not to (or cannot mark Stress), your attunement breaks
normally. Additionally, you start each scene already attuned
to an element of your choice (no Stress cost)
Specialization Feature
Quick Switch: When you switch elements during your turn, the
new element's condition is also applied to one adversary you
can see within Close range (no attack roll required; the
adversary makes a Reaction Roll (13) to resist). You can use
this once per scene
Channeled Force: Once per scene, while attuned, mark a Stress
to amplify your current element's next attack:
• Fire — The target is On Fire AND marks 2 Stress immediately
• Water — The target is Waterlogged AND is knocked back to
Far range
• Air — All adversaries within Close range of the target
must make the Reaction Roll, not just Very Close
• Earth — The damage roll's dice all upgrade by one size
(d6→d8, d8→d10), and the target is automatically Restrained
regardless of damage tier
Mastery Feature
Storm of Four: Once per long rest, mark 2 Stress and spend 3
Sun to enter Storm of Four until the end of the scene. While
in this state:
• You are simultaneously attuned to all four elements
• Every successful attack applies the condition of your choice
from the four available
• You can use Quick Switch once each time you take the
spotlight, instead of once per scene
• Your attunement cannot be broken by any source
PRIMALROOT
Stack two elements on one target and watch the synergy tear them apart — fusion conditions, detonation upgrades, and scene-wide elemental saturation
Spellcast Trait
Instinct
Foundation Features
Elemental Fusion: When you make a successful attack while
attuned, you can mark a Stress to apply a second elemental
condition to the target from a different element of your choice.
The target now suffers from both conditions simultaneously
(their normal effects stack)
Reactive Recombination: When you take damage while attuned,
you can switch elements as a free reaction (even outside your
turn). This switch doesn't break your attunement and doesn't
cost Stress
Specialization Feature
Fused Detonation: When you use your Element Burst Sun feature
on a target that has two or more elemental conditions, the
damage increases to 4d8+4 (instead of 3d8+4), and the splash
Reaction Roll Difficulty increases to 16. Additionally, the
target marks 1 additional Hit Point beyond what the damage
would normally cause
Synergy Patterns: Specific element pairings create bonus
effects when applied to the same target (via Elemental Fusion
or other means):
• + Steam Veil — When a target has both On Fire and
Waterlogged, the conditions trigger Steam Explosion
automatically at the start of their next action (Fire deals
+1d8 damage and clears both conditions)
• + Firestorm — When you attack a target with both
conditions, all other adversaries within Very Close range
take 1d6 Fire damage
• + Mud Trap — A target with both Waterlogged and any
movement penalty cannot move at all on their next action
• + Sandstorm — When you attack a target with both
conditions, all adversaries within Close range of the target
take -1 to their next attack roll
Mastery Feature
Primalbloom: Once per long rest, mark 1 Hit Point and spend
3 Sun to release Primalbloom. Choose an area within Far range.
All adversaries in the area must make a Reaction Roll (15).
On a failure:
• Each adversary takes 4d8 magic damage
• Each adversary gains two elemental conditions of your choice
• The conditions cannot be cleared by normal means until the
end of the scene
On a critical success on the Spellcast Roll, every adversary
in the area gains all four elemental conditions instead.
Background Questions
Answer any of the following, or create your own.
- • You contain all four elements within you. Which element do you find yourself drawn to most and what does that say about you?
- • Your power makes you both incredibly valuable and incredibly dangerous to those around you. How do you balance that responsibility?
- • There was a moment when your attunement broke at the worst possible time. What happened?
Connections
Ask one of the following, or improvise.
- • 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?
- • My attunement breaking at a critical moment once put you in danger. What happened and how did you handle it?
- • 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.