Monk
Base Class: Monk

Fire and Ice

Some say the world will end in fire,
Some say in ice.
From what I’ve tasted of desire
I hold with those who favor fire.
But if it had to perish twice,
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice.
— Robert Frost

Ki of Ice and Fire

At the 3rd level, you learn two cantrips: Produce Flame and Frostbite. When using one of them, you can spend 1 ki point to use the other as part of the same action.

After using Twin Elements Discipline, you can make one unarmed strike as a bonus action.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier 

Twin Elements Discipline

Starting at 6th level, you have mastered the properties of ice and fire that flow through your ki.

You have resistance to cold and fire damage, and your Ki-Empowered Strikes can apply cold or fire damage and you can choose to use Wisdom for the attack and damage rolls.

Frostfire Protection

At 11th level, as a bonus action, you can spend 1 ki point to create a protective layer of thin and wispy frostfire flakes that wreaths your body for the duration of 1 minute.

Gain temporary hit points equal to your monk level. If a creature hits you with a melee attack while you have these hit points, the creature takes cold and fire damage equals your Wisdom modifier.

Whenever you take this bonus action, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Dichotomous Soul

Beginning at 17th level, you can use your action and spend 2 ki points to create two duplicates right next to you, one made of fire and the other made of ice.
As an action, you can control them in any order you choose in two consecutive turns right after the end of your turn.
 
  • The duplicates last for 1 minute and have Hit Points equal to half of your maximum Hit Points. If either one dies, the other dies too.
  • Duplicates have the same attributes and feats you have but cannot spend ki points.
  • You must finish a short or long rest before you can use this feature again unless you use a bonus action to dismiss both duplicates before they die.
Fire duplicate. Can use Produce Flame and fire Ki-Empowered Strikes. Is immune to fire damage and has vulnerability to cold damage. Sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Ice Duplicate.  Can use Frostbite and cold Ki-Empowered Strikes. Is immune to cold damage and has vulnerability to fire damage. Can walk on water.
 
Ice Cinder Explosion
Any time the duplicates are in melee range of each other you can use your reaction to fuse them, causing a big explosion.
The duplicates sacrifice themselves by fusing into a sphere of spiraling fire and cold energy, causing an explosion. Each creature in a 20-foot radius Sphere around the fusion point must make a Dexterity saving throw. On a failed save, a target takes 4d8 fire damage, 4d6 cold damage, and has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage and is unaffected by the disadvantage.

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