Base Class: Monk
Monks from the Way of the Thermo-Hands have learned how to use Fire and Ice to their advantage in battle as well. Throughout their training, their respective arms turn colors black (for fire) and white (for ice) stopping at the shoulders. Monks that have one black arm and one white arm are considered Masters of the Way and have complete control of the elements. This follows with the general monk class features as another stand-alone monastic tradition to follow. Cannot be used with Open Hand or Cobalt Soul.
Fire and Ice
At 3rd level, you acquire the ability to create ice with one side of your body and fire with the other. You are able to use these abilities through your fire and ice points, which are determined by your level in this class. The number of points you have is tracked along with the ki points in the monk table You regain your maximum ki points at the end of a long rest.
You use these points to fuel your various fire and ice abilities. You start knowing two such abilities Icy Touch and Heating Grasp. Some of your fire and ice abilities require your target to make a saving throw to resist the feature's effect. The saving throw DC equals 8 + your proficiency modifier + your dexterity modifier.
Icy Touch - As an action, you expend 1 ki point and touch a creature of your size or smaller. The creature must make a Dexterity saving throw against your fire/ice DC. If the creature succeeds, nothing happens. On a failure, they are restrained by ice that forms along one of their appendages. The creature can attempt to break the ice as an action by making a Strength saving throw against your fire/ice DC at the start of each of their turns. You can melt the ice as a bonus action.
Heating Grasp - As a bonus action, you expend 1 ki point and heat up the weapon you are holding. Your next attack with that weapon deals an additional 1d4 fire damage.
Hot/Cold Resistance
At 6th level, you become accustomed to the heat of the flames and the chill of the ice. You now have resistance to both cold and fire damage.
Elemental Blast
At 11th level, you can directly manifest your destructive power. As an action for 2 ki point, you can make a ranged attack (range 45/90) against 1 creature. On a hit, they take 2d8 + your Dexterity modifier Fire/Cold damage.
Dual Mastery
At 17th level, both sides of your arms have been highly developed. You can supercool the air around you before rapidly reheating it to create a massive wave of pressure. As an action for 3 ki points, every creature in a 60ft by 30ft line must succeed a Constitution saving throw. On a failure, they take 5d10 force damage, are moved 15 feet away from you, and are knocked prone. On a success, they take half as much damage, are moved 5 feet away from you, and are not knocked prone.
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