
Drawing on inspiring video games such as Genshin Impact and Wuthering Waves, the Elemental Impact fighter subclass draws on the elemental reaction mechanic familiar in these games.
A core aspect of these games is the combination of two element types. When one element is affecting a target, attacking with a different element create a synergy effect between the two. For instance, if a target is affected by Cryo (cold damage in 5E terms), then a follow up attack by Pyro (fire damage) apples a Melt effect and deals double damage!
Each combination of elements creates a different, distinct effect, creating a dynamic interplay of character types and party composition.
Transferring it to ToV
In the Tales of the Valiant game, this combination effect has some fun potential applications. It gives you a teamwork-oriented goal rewarded in power fantasy effects, each with special prerequisites and implications for your foes.
This application of the idea turns it into a subclass for the fighter, the elemental striker. At 3rd level, the elemental striker gains a special reaction, impact.
When an ally deals damage to a creature with certain damage types, such as acid, fire, or lightning, you can use an Impact feature as a reaction.
Elemental Striker
Fighters of the Elemental Striker discipline study the effects and interactions of elemental damage types and hone their skills to amplify their combined effects. They call these combinations “impacts”, and although they work with any combination of damage types, you do your best work in tandem with spell casters and those who can summon elemental effects.
Initiate Impact
3rd-Level Elemental Striker Feature
With insight into the elements and how they work together, you use their combined power to create new effects. You gain a special reaction called Impact that keys off of a target taking damage from specific damage types. When an enemy creature you can see within 30 feet takes damage from a select damage type, you can use your reaction to make a weapon attack and deliver a second damage type if you deal damage. If the two damage types match an entry in the Required Damage Types column on the Impact Outcomes table, your weapon attack creates a secondary effect in addition to damage dealt by your attack.
You can use Impacta number of times equal to your PB, and you regain all expended uses when you finish a long rest.
When an effect on the Impact Outcomes table refers to a save, the DC equals 8 + your PB + your ability score for the attack (STR or DEX).
Impact Outcomes
Impact Name | Required Damage Types | Effect |
Cold Cuffs | Bludgeoning + Cold | The target must succeed on a CON save or its movement is halved for 1 minute. If your bludgeoning damage triggered this effect, you can choose for your weapon attacks to deal cold damage for 1 minute. If your cold damage triggered this effect, add your PB to the damage dealt by the attack. Command Effect: The target takes 2d6 slashing damage. |
Contagion | Piercing + Poison | The target must succeed a CON save or its movement is halved and it becomes poisoned until the end of your next turn. Command Effect: The target is restrained and poisoned for 1 minute. |
Flash Strike | Force + Thunder | The target must succeed on a STR save or take 1d4 force damage and be pushed 5 feet. Command Effect: The target takes 1d4 force damage and is pushed an additional 10 feet. |
Lightning Duel | Lightning + Slashing | As part of the Impact reaction, you can make an additional attack with the same weapon. Command Effect: The target takes 2d6 slashing damage. |
Smash | Force + Bludgeoning | The target must succeed on a STR save or be stunned until the end of your next turn. Command Effect: The target takes 2d6 force damage. |
‘Splosion | Fire + Lightning | Each creature in a 10-foot radius centered on the attack must make a DEX save. On a failure, the creature is knocked prone. Command Effect: The target takes 2d6 fire damage. |
Tempest Gaze | Psychic + Lightning | The target must succeed on a WIS save or take 1d6 lightning damage and it can target only you until the end of its next turn. Command Effect: The target takes 2d6 lightning damage. |
Wither | Cold + Necrotic | The target must succeed on a CON save or take 1d4 necrotic damage and be restrained until the end of your next turn. Command Effect: The target takes 2d4 necrotic damage at the start of each of its turns. This effect ends on a successful CON save at the end of a target’s turn. |
Coalesce Elements
7th-Level Elemental Striker Feature
Your ties to the elements deepen. As a bonus action, when you hit with a weapon attack, you can change the attack’s damage type to any damage type. For instance, you could change a sword strike from slashing to thunder, or an arrow hit from piercing to bludeonging.
Chain Elements
11th-Level Elemental Striker Feature
Your growing mastery of elemental combinations allows you to chain multiple Impact effects together.
- When you take the Impact reaction, you can move 10 feet before your weapon attack as part of the reaction.
- If your Impact attack deals elemental damage, you can trigger a second Impact effect on an eligible enemy creature within 30 feet.
You can use Chain Elements up to a number of times equal to your STR or DEX modifier (your choice, minimum of one use), and you regain all expended uses when you finish a long rest.
Command Elements
15th-Level Elemental Striker Feature
You are intertwined with the elements of your natural plane.
- When you change an attack’s damage type using the Coalesce Elements feature, your weapon attack deals an extra 1d12 damage of either the changed damage type or the weapon’s original damage type.
- When you trigger an effect on the Impact Outcomes table, you can apply the Command Effect in addition to the other effects.
- When you score a critical hit with your Impact attack, you can make one condition from the effect permanent.