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The Elemental Master
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The Elemental Master

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Night falls, and it is your turn on watch. You welcome the solitude; it gives you time to stand amidst the beauty of nature, without the incessant noise of your companions. You furnish them with wisdoms gleaned from a hundred masters before you and a hundred-hundred years of shared experience. But they fail to comprehend the enormity. It is just as well - you bear the brilliance and burden of your art; a sublime wholeness that allows you to speak to a fundamental aspect of creation and command the very elements to your will. You stride forward as an avatar of this world; charged with being its bridge into another.

The fire burns low; with a gesture, you command the flames to rage anew. You are the elemental master, and this world will bend to you as easily as the elements themselves. 

The Elemental Master is a playbook for the Dungeon World Roleplaying Game. The Elemental Master commands one of the four primary elements for a variety of purposes, and draws strength from the spiritual world of her ancestors. 



Command the Elements (Manipulate) [Starting Move]

When you spend several uninterrupted moments moving your element within the immediate vicinity, roll + your manipulate STAT.  *On a 10+, you may move a large amount of the element where you wish, reshape it, and, if appropriate, make the effect permanent.  *On a 7-9, choose 1:

  • The effect is temporary or unstable in some way.
  • You or someone else is put in a spot.


Advanced Elemental Mastery [Level 6-10 Move]

You have refined your powers tremendously, and gain the appropriate benefit:




You may turn earth into magma and manipulate it. When you manipulate magma, roll + STR. On 10+ hold 3. On 7-9, hold 2. Spend hold 1 for 1 to use the magma to destroy, burn, and destabilize structures, create large hazards, or deal your damage to a target. Magma is [Messy].




You have the ability to generate intense beams of heat. Such a beam is a weapon that causes large and indiscriminate explosions. It has the following tags: Near, Far, Area, Forceful, Messy, +1 Damage, Stunning*, Dangerous.




You are hypersensitive to the movement of air currents. You cannot be surprised, and will always be the first to act in a fight. Additionally, when you use your elemental mastery to attack, take +2 armor forward as you fluidly transition to defense.   




You can freeze water instantly. When you trap a target in Ice, roll +WIS. On 10+, your target is held fast by ice and can be freed only by great force. On 7-9, your target is held, but is not fully immobile and can free themselves with time or assistance.   



This product is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit

Dungeon World Created by Sage LaTorra and Adam Koebel. visit

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February 20th, 2015
First off- I do like the idea of this class (I mean, avatar c'mon). I think the author has succeeded in getting the theme into the class- replacing various moves (like volley with hurling stones). My only criticism is somewhat minor- of the moves avail [...]
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File Last Updated:
October 15, 2014
This title was added to our catalog on September 15, 2014.
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