Given what was published in PHB 1-3, it seems clear the initial plan was to show how thematically each power source was expressed in the world through each of the 4 combat roles. (I'd argue that the Rogue or Ranger probably started out as a Martial Controller before pushback in playtesting since two Martial Strikers is an outlier in the distribution.) The Divine power source was stretched quite a bit to fit this mold via the Avenger, which was a lightly armored large weapon user that people seemed to generally like due to its use of an early Advantage mechanic that allowed the player to roll 2d20 and take the best result for its attacks.
We also know from the essentials line which came later that they were considering the Sorcerer to be an elemental class, which makes sense given their typical spell choices and association with dragons.
That aside, how should a flight of classes for an elemental power source be designed? That's what this thread is about.
Assumptions:
- One class for each of the 4 roles
- The four elements will play a central theme
- It would feel 'tidy' if each of the four classes leaned towards a different one of the four elements
- Giving every class 4 paths to build along corresponding to all four elements (Pathfinder Kineticist, various Elementalists) would be lame
- Incorporating a class related to dragons in some way would be thematically appropriate (flavor of Dragon Disciple from 3.5)
- I want to include an Alchemist class due to their connection to the classical elements
- I want to include a Geomancer class because they deserve more attention and have much more potential than being a tertiary aspect of the Druid class
Association of elements with roles based on other games:
- Earth: Defender, possibly also Controller
- Fire: Striker
- Wind: ???
- Water: Leader/Healer
Elemental classes and primary element:
- Geomancer: Earth, Fire
- Sorcerer: Fire, Air (lightning)
- Alchemist: Fire, Water
Elemental classes and likely role:
- Geomancer: Controller
- Sorcerer: Striker
- Alchemist: Varied, the Pathfinder iteration has grenades, buffs, area control
My conclusions informed by the above lists.
Geomancer (Controller, Earth)
I weigh the inclusion of a Geomancer class as more important than associating earth with the defender, and the terrain manipulation the Geomancer implies is clearly a type of controller.
Sorcerer (Striker, Fire)
There needs to be blaster caster to contrast with the Wizard (arcane controller). It's a class fantasy lots of people enjoy. This seems like a natural fit.
Alchemist (Leader/Healer, Water?)
Tossing potions and elixirs to heal and augment allies. Element mixing mechanic for limited buff customization. Has adventure hooks involving collecting rare materials for transmutation and the creation of a philosopher's stone. Combat ability related to salt.
Dragoon (Defender, Air)
Combines elements from the Final Fantasy dragoon (spear, leaps), and elements of dragon apotheosis from the Dragon Disciple prestige class. Basically a dragon knight that becomes more of a dragon (limited flight) and more of a knight as it levels up.
Idea that almost made the cut:
Oracle (Leader/Healer, Water)
Also considered Stormcaller or Sage for the class name. Focuses on command of the weather. Soothing rain/mist for recovery. Control of wind to allow allies to move faster. An element of predicting the future would also be present because predicting the weather is such an important aspect of weather. Might work better as a Primal replacement for the Shaman or Seeker, which I felt were weaker designs.
How would you approach this design task?

