Outline for an Elementalist class. Thoughts?
Your base damage is d4.
Your maximum HP is 4+Constitution.
POWER SOURCE
Divine Blessing
Choose an additional element to master: this element is sacred to your religion and can never cause you harm. You must also choose two elements that are opposed to your religion: you can never master them, and they will deal +1d4 damage to you if they harm you.
A Gift from the Spirits
You can interact (and parley) with elemental spirits as if they were people.
Magical Knowledge
There are no spirits, only words of power and the will to use them. You may roll with INT instead of WIS for Master of the Elements and Touching the Firmament, and a 10+ for Eye of the Storm always purifies you.
STARTING MOVES
Eye of the Storm
When you exert your will to calm the elements around you, roll+CON. On a hit, the world calms around you (the earth below your feet stops breaking apart, fires you touch go out, storms break around you, etc), but on a 7-9, this calmness affects only what you touch, and only as long as you are touching it. This affects all the natural elements, not just those you have mastered.
Master of the Elements
When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:
·The elements you command also run wild, out of your control.
·You can only affect what is generally considered a small amount of this element.
·You take an additional -1 ongoing to command the elements until you purify yourself.
If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.
The Roots of Creation
You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.
Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.
Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.
Touching the Firmament
When you examine an element you have mastery over, roll+WIS. On a 10+, you learn something interesting and useful. On a 7-9, you learn something interesting, but it’s on you to make it useful. On a miss, you have disturbed the elements with your meddling.
The GM may also tell you something this element wants. If you give it what it wants, it will answer one question you ask of it, to the best of its abilities.
ADVANCED MOVES 2-5
Born of Fire
You are no longer harmed by the touch of fire, nor are you vulnerable to heat.
Gift of Power
When you purify yourself amongst the elements, you gain one use of a command or element you have not mastered. Also, choose one that you have mastered: you cannot use this one until you use your new gift.
Nature’s Fury
When you use an element you have mastered to deal damage, your damage die is d10 instead of d4.
Shield of Thorns
When you use the elements to defend, on a hit, you may also deal your damage die, in addition to spending hold. You only deal your damage once, even if you have more than one hold.
ADVANCED MOVES 6-10
The Breadth of Creation
When you command the elements, on a 10-11, you may choose one option from the 7-9 list in order to command a huge amount of this element. On a 12+, you can command a huge amount with no consequences.
Spirit Friend
Choose two elements you have mastered: spirits of those elements will always recognize you as a friend and try to help you, until you prove yourself to be an enemy.