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STORMCALLER • PRIMALROOT

Subclasses Designed by HolySrulik

About these subclasses

— STORMCALLER —
Overview: The Stormcaller is an Elemental who has mastered
every element to its peak rather than blending them together.
Each element’s Mastered Primals upgrade is independently strong
— Fire adds punitive Stress on failed attacks, Water adds a
Hit Point mark when the condition clears through movement,
Air extends the Evasion bonus to all nearby allies, Earth
doubles the Strength damage bonus. Stable Attunement removes
the class’s core vulnerability (Severe damage breaking
attunement) and grants a free scene-start attunement — the
Stormcaller never loses a round to reattunement again. Storm
of Four at Mastery is the most dramatic capstone in the roster:
all four elements simultaneously, free Quick Switches every
spotlight, unbreakable attunement for the rest of the scene.

Playstyle: The Stormcaller’s Foundation transforms each element
from a tactical option into a genuinely powerful ongoing threat.
Fire attuned adversaries now haemorrhage Stress on every failed
action — against active adversaries in heavy combat, that’s a
near-constant Stress drain. Water’s movement-triggered Hit Point
is a trap for adversaries who try to escape the condition
through repositioning. Plan your element for the adversary type
early, then stick to it — the Stormcaller’s power comes from
the enhanced condition building over multiple rounds, not from
rapid switching. Quick Switch once per scene is your pivot tool
when the situation changes fundamentally, not a rotation
mechanic. Save Storm of Four for when the encounter reaches
its worst moment — entering with all four elements active and
unbreakable is the most powerful single turn available to any
class.

— PRIMALROOT —
Overview: The Primalroot is an Elemental who has discovered
that two elements together create something neither can alone.
Elemental Fusion applies a second condition to any successful
hit at the cost of 1 Stress — from that point, the target is
suffering from two elemental effects simultaneously and is
a candidate for Synergy Pattern bonuses. The four Synergy
Patterns (Steam Veil, Firestorm, Mud Trap, Sandstorm) each
create distinct tactical outcomes from specific pairings.
Fused Detonation upgrades Element Burst when two conditions
are active — 4d8+4 instead of 3d8+4, Reaction Roll 16,
plus a bonus Hit Point. Primalbloom at Mastery saturates an
entire area with two conditions apiece — on a critical success,
all four conditions simultaneously, none of which can be
cleared until the scene ends.

Playstyle: The Primalroot is the highest-skill-ceiling class
in the homebrew. Every combat is a question of which Synergy
Pattern is achievable given the adversaries present, and
which pairing sets up the best Element Burst detonation.
Steam Veil (Fire + Water) is the simplest — apply Waterlogged,
switch to Fire, the Steam Explosion triggers automatically at
the start of the target’s next action for bonus damage. Mud
Trap (Water + Earth) is the hardest counter to mobile adversaries
— Waterlogged plus any movement penalty means they cannot move
at all. Firestorm (Fire + Air) creates area fire damage on
every subsequent attack against the fused target. Sandstorm
(Air + Earth) applies a blanket -1 to nearby adversaries’
next attack roll. Reactive Recombination’s free element switch
on taking damage means you can adjust your fusion strategy
even when it’s not your turn.

Designed for class

Homebrew class
Elemental

Subclass details

STORMCALLER

Spell trait: Instinct

Master every element simultaneously — enhanced conditions, unbreakable attunement, and all four elements at once.

Foundation
Tier 1

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
Tier 2

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
Tier 3

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

Spell trait: Instinct

Stack two elements on one target and watch the synergy tear them apart — fusion conditions, detonation upgrades, and scene-wide elemental saturation

Foundation
Tier 1

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
Tier 2

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
Tier 3

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.

Printable cards

Foundation / Specialization / Mastery
Elemental

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)

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Elemental

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

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Elemental

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

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Elemental

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

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Elemental

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

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Elemental

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.

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