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
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.
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.
I'm really glad you like it!
If you try it, please come back here and tell us the history!
THIS IS THE BEST EVER!!! also totally makes up for way of the four elements being a disappointment. I'm using this in a homebrew campaign as soon as I get the chance
Wow, thats nice.
fancy
Not a bad Idea, I might even consider using it, pretty balanced class.
Pretty good!
Thanks for the feedback!
At first, I was designing something to be like Sub-Zero or Scorpion but then I thought, why not both? Yea, Todoroki totally fits the role!
About the Frostfire Protection causing 5 cold and 5 fire damage.
The main go for this Feat is to give the monk a way to recover Hit Points and have some extra protection using his bonus action so he can spend his action to control the "elemental clones".
The damage is just an extra touch, and not having to roll dices can speed up the action.
About the power of the 17th level ability.
The monk needs to use his action to control the "elemental clones" otherwise, the clones will be able to attack just when performing a single unarmed attack during opportunity attacks. Also, the clones have half the Hit Points that the monk has and take double damage from the opposite element, and if one dies the ability ends.
One cool idea though is to use Empty Body to become invisible and then use Dichotomous Soul. :D
I was totally getting Todoroki vibes from this as well. Pretty good class overall, and I though the 17th level ability was overpowered, but looking at way of the open hand monk, its definitely not. Their 17th level ability insta kills anything that fails a con save, so youre good. I thought all of the abilities were balanced for the level in which they obtained them, but the one thing i was confused about was why specifically 5 cold and 5 fire when they hit you? Could it instead be changed to a dice? Maybe a d6 or 2d4? Thats just my opinion, but i would actually very much like to use this subclass
Getting Serious Todoroki vibes from this, all in all, good job
Interesting idea