D&D 5E Design concepts for single elemental subclasses?

Let's say you design a bunch of subclasses designed with a single element (Fire, Water, Eath and Air) as it's primary theme. What would these subclasses be like?

Like what would a Fire Paladin or Fire Bard have in their design and concept?
Or an Earth Rogue?

I know some of them are going to be things like: "Fire? That means a lot of fire damage!" or "Earth? That means toughness and strong physical defenses!"

But using these ideas how would one approach designing such things, whether it be through mechanics or the story concept of such subclasses?
 

log in or register to remove this ad

I think I'd probably aim for elemental design that covers combat, magic, and other for each. That way regardless of what class they are it works. Combat and magic are pretty easy. For other I'd probably focus on elemental manipulation maybe, or even social stuff that relates to each element in more of a zodiac kind of way.
 

For other I'd probably focus on elemental manipulation maybe, or even social stuff that relates to each element in more of a zodiac kind of way.
The "zodiac" stuff for elements might be harder to pin down in concepts, but I'm interested since it would be less obvious then something like "Fire means fire damage" if it's stuff like "the fire drives others to rage or determination"
 

If you linked it to social interaction, for example, you might get a neat set of abilities. Maybe fire can raise tempers and passions, giving you a bonus to some actions. Water is calming, that sort of thing. I think you could get four interesting social abilities out of it. There's nothing saying they can't scale with level either.
 

Just for game balance reasons, I would try to add a secondary damage type to each since being single-damage-only can be crippling late game. Something like:

Fire = fire and radiant damage options
Air = lightning and thunder, maybe some force
Earth = acid and poison, maybe some force
Water = cold, poison and maybe necrotic

Ice (if distinct form water) = cold and necrotic, in which case water should be acid and poison, which means adjusting earth as well.
 

I guess there's a cases where the magic parts of a subclass associated with an element are really visible and flashy, and some where it could be more subtle. It doesn't always have to be the less magical classes getting only the subtle elemental effects or the highly magical classes only getting the flashy elemental effects.

There's a lot of ground to cover with 4 elements and 12+ classes (remember there's the Artificer now). Even if there are some already covered such as Forge Cleric and Storm Sorcerer. I wouldn't think about "grid-filling" either, but I'm sure many interesting ideas can come out of the elements+classes not covered already.
 

Going through each class:
Artificer
It might be a stretch trying to get a single element Artificer concept as a subclass, I could certainly see there being a multi-elemental subclass though.

Barbarian
Path of the Storm Herald sort of covers an element, but it's more of a multi-choice element subclass. I could definitely see Barbaians associated with the element of Fire, I guess with some work Earth.

Bard
I don't think any of the existing subclasses are associated with elements. The Bard is where some ideas for the more subtle elemental ideas can the applied to. But I also do see there being a idea for a Bard subclass that's based off of a fire dancer.

Cleric
Cleric might actually have a good coverage of elements. There's the Forge Domain for fire and the Tempest Domain for air. Some might argue about the Nature Domain and earth, though that seems to be more about plants (wood is a Taoist element). Some argument could be made for Life being water. But there's certainly room for a distinct Earth and Water domain too.

Druid
The Druid has a lot of elemental themed spells, and I feel that there could be subclasses with a distinct focus on each element.

Fighter
The fighter could go either way in subtle properties of elements or flashy properties depending on the subclass. I think Earth and Fire could have some sort of fighter concept.

Monk
The Way of the Four Elements is the multi elemental subclass, though one that's not as well received. There's the Way of the Sun Soul is the fire associated subclass. I think the Monk can definitely have the other 3 elements, like a Way of the Iron Fist for Earth.

Paladin
There's no Paladin subclass for Elements, but I feel there could be a bunch of different Elemental champions that belong to the Paladin class.

Ranger
The ranger is quite into nature so it goes with elements well. If I suggested Earth and Fire for Fighter, than the Ranger should get Air and Water.

Rogue
The rogue should get more subtle parts of elemental association. I could see Air having a rogue subclass concept, others might be harder.

Sorcerer
There's already the Storm Soul Sorcerer, they did try Fire and Earth in UA.

Warlock
The genie pact (all elements) and the kraken pact (water) is the closest they've gotten to the elements.

Wizard
The 2e Tome of Magic had the elements as 4 additional specializations for Wizards.
 

I think I'd want a consistent feel/theme for each element that runs throughout the subclasses. A fire-rogue should "feel" more akin to a fire-barbarian or a fire-cleric than they do to a water-rogue.

Earth: Resolute, direct, patient, practical, nurturing.
Air: Quick, clever, imaginitive, perceptive, deceptive.
Fire: Reckless, chaotic, emotional, passionate, energetic.
Water: Calm, harmonious, healing, mysterious, adaptable.

...and of course they'd have some overtly elemental powers too. For example, an Earth attack might deal the most damage, while the corresponding Fire attack has a small radius but catches things on fire, the Air attack blinds the target until the end of their next turn, and the Water attack heals a nearby ally at the same time.

My other piece of advice to NOT try to design a subclass for each and every class and element. For example, maybe there just isn't a Water barbarian or an Earth rogue. Because if the superclass's story really clashes with the element's theme, the subclass will fall flat. Trying to force it would just undermine both the superclass's story and the element's theme.
 

Earth waits.
Water surrounds.
Air avoids.
Fire rages.

Earth claims territory where you are.
Water finds weaknesses and enters there.
Air cannot be pinned down, and is wherever it needs to be.
Fire grows and grows and grows until it gets what it wants, and then keeps going.

Earth is hearth and home.
Water is exploration, blazing a trail.
Air is freedom.
Fire is passion, hate, and love.
 

Earth is defensive, practical and solid (con). Earth waits to build power then releases its strike with sudden force
  1. Warrior - Defensive Build, Martial Tank, Champion
  2. Rogue - tactical plaining, slow and deliberate.
  3. Magic - abjuration ?
Water is patient and perceptive (wis) it explores, deflects and surrounds (water is a grappler), it finds a weakness and opens it wide, it cools and soothes
  1. Warrior - Martial arts (Monk-like), Mobile close quarters, Battle Master
  2. Rogue - Explores pathways, finds openings (Inflitrator, feels more rangery?)
  3. Magic - Divinition, enchantment

Air is quick and moves unseen (Dex), It cuts and it buffets but does not remain.

Warrior - Ninja build (quick, stealthy)
Rogue - standard stealth build
Magic - Illusion, lightning and movement

Fire is smouldering passion and explosive power, bright and compelling (Cha), fire moves and consumes

Warrior - power and showmanship builds (Barbarian?)
Rogue - passion-based, swashbuckler builds
Magic - Flash bang evocation
 

Remove ads

Top