Monk
Base Class: Monk

Goals:

-Give monk control over the battle field

-Find a balance between the idea of defense (ice) and offense (fire)

-Make class feature use little Ki Points but make Ki Points more useful than just Stunning Strike at later levels

Controlling the Elements

You've learned to cast certain spells through the primordial bond with Fire and Ice elements. You automatically succeed on saving throws against the effects of extreme cold and heat weather conditions. You also gain the ability to heat and cool any tiny object, but not to the point of causing harm. Your ice powers also allow you to mimic and create tiny objects. Examples being a key, cutlery, and a small figurine of the one you admire the most. Your fire powers allow you to light and extinguish small flames. Examples being torches, candles, and small campfires.

Equal to your proficiency bonus, you may use either of these effects, and they both last for a minute:

  • You may call upon the fire within to create Large flame within 60ft of you as an Action. This flame is under your control, as a bonus action you can move the flame up to 20ft or allow it to set a flammable object that is not being carried or worn on fire. If a creature is within the flame when it's summoned, it must make a Dexterity saving throw against your spell save DC or take 2 rolls of your martial arts die of fire damage or half as much on a failed save. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the flame’s space. You make this choice for each attack. You may use your bonus action to spend 2 Ki Points to resummon the flame within 60ft of you. You can dismiss the flame early as a bonus action.
  • You may call upon the ice from within to create a Large solid block of ice, that's counts as half cover within 15ft of you as an Action. You may use your bonus action to slide the block of ice up to 20ft. If the block of ice collides with a creature, the creature must make a Strength saving throw against your spell save DC or be pushed along with the block of ice and be knocked prone. Rotating the block of ice cost 5ft of sliding for every rotation You can dismiss the block of ice early as a bonus action.

Frostbite and Fire Bolt

3rd-level Way of Fire and Ice feature

 You learn the Fire Bolt and Frostbite cantrips. These cantrips may be used as the attack action for the purpose of Flurry of Blows.

You use your Wisdom modifier when setting the saving throw DC and when making a spell attack roll.

At 11th level, you may use these cantrips with the Stunning Strike feature.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Wall of Flame, Valley of Ice

6th-level Way of Fire and Ice

You bond between Ice and Flame has grown ever so stronger.

Once per long rest, as an Action, you stomp your foot against the ground, causing a Wall of Flame or a Valley of Ice to appear within 120ft of you that last for a minute or until dismissed as a bonus action:

The Valley of Ice is a 20ft radius sphere and when a creature enters the Valley, or ends it's turn within it, it must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is knocked prone. The Valley of Ice turns the ground into difficult terrain for creatures you choose within the radius. You and your allies within the radius when it is summoned gain a roll of your martial arts die x 5ft of movement until the end of your next turn.

The Wall of Flame is a 30ft wide, 30ft tall, 1 foot thick opaque wall of fire. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes a roll of your martial arts die x 5 fire damage, or half as much damage on a successful save. If a creature ends it's turn within 10ft of the Wall of Flame or passes through it, the creature takes 2d8 fire damage.

Frost and the Flame

11th-level Way of Ice and Fire

 You've learned to turn your Ki into pure fire and ice energy, empowering you and your techniques.

You gain resistances to both cold and fire damage. For 3 Ki points you can use your bonus action to empower your Controlling the Elements feature when they are active:

Flame Demon: Your Large flame grows into a Giant flame, causing 2 rolls of your martial arts die x 5 fire damage to anyone within the flame when it grows.  You can now move the flame 60ft as a bonus action.

Frozen Colossus: The block of ice now counts as three-quarters cover. The block of ice can now be slid up to 60ft. Additionally when the block comes in contact with a creature, if the creature fails it's Strength saving throw it now also takes 3 rolls of your martial arts die.

Aura of Fire and Ice

17th-level Way of Fire and Ice feature

 You've mastered the Fire and Ice within your diamond soul.

Once per long rest, you may use your reaction when a creature makes an attack roll or forces you to make a Saving Throw to gain +5 to your Armor Class (Ice) or you gain a +5 to your attack rolls (Fire) until the end of your next turn.

When this reaction is used, apply the following effects for 1 minute depending on which option you choose:
Ice: You conjure a howling blizzard around you in a 10ft radius sphere centered around you. While the blizzard is active, your wounds begin to patch up with the frost. Every turn you gain 2d10+Wis hit points, and you may use your Step of the Wind feature without expending Ki Points. Additionally, you become immune to cold damage, you gain +20ft of movement, and opponents have disadvantage on attack rolls against you.

Fire: You conjure a storm of hellfire around you in a 10ft radius sphere centered around you. When a creature enters this radius, it must make a Dexterity Saving Throw against your Spell Save DC. The creature take 2d10 fire damage on a failed save, and half as much on a success, and anything that isn't being worn or carried catches fire. Additionally, you become immune to fire damage and your attacks gain an additional 2d10 fire damage.

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