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.
Hello, people who are looking at this subclass, I would really appreciate your opinion on this version which I believe is the final and definitive one.
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 Ki of Ice and Fire, 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.
Ki-Empowered Strikes can apply cold or fire damage and when you attack with Ki-Empowered Strikes, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
Additionally, the Elemental Adept feat bonuses are applied to Ki-Empowered Strikes for cold and fire damage.
Frostfire Protection
At 11th level, ice and fire are like your body and soul, you have resistance to cold and fire damage.
Additionally, whenever you utilize Patient Defense, 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.
Any time the duplicates touch each other you can use your reaction and spend 1 ki point 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.
Thanks!
theres a small typo where it says the fire and ice duplicate can make tree instead of three attacks
So, I homebrew a Spell to better fit the ice thematic for the subclass, trading Frostbite for Glacial Globe.
What do you think of this idea?
Todoroki Shouto has inspired a lot of my DND characters. This is epic!!!
I think the Mega Man X is a good idea
I'm glad that you appreciate the work invested here! <3
I was currently creating a "Mega Man X" subclass for Fighter(Warforged). ^^"
But I think I will take a look into druid stuff now.
this is so interesting, I am defiantly going to tell my friends who like monk about this
You are the best at making homebrew subclasses keep up the good work:D
PS: You should do subclasses for other classes
PPS: Can you make some druid stuff if possible
up
A tiefling that, due to continued exposure to alcemy, has developed an abnormal skin tone (IDK just throwing around ideas).
I think this is quite well balanced. Keep it up!
What do you think of this version?
Twin Elements Discipline
Starting at 6th level, you have mastered the properties of ice and fire that flow through your ki.
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, ice and fire are like your body and soul, you have resistance to cold and fire damage.
Additionally, whenever you utilize Patient Defense, 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 to spend 2 ki points to create near you, two duplicates of yourself, one made of fire, and the other ice.
As an action, you can control them in any order you choose in two consecutive turns right after ending yours.
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 10-foot radius and dim light for an additional 10 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.
Hello, any ideas for a juicy backstory? I am having trouble coming up with one for my headcannon pink tiefling
After some playtesting, I'm experimenting with:
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 Wisdom modifier + your monk level. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage and 5 fire damage.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 equal to 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 to spend 4 ki points to create near you, two duplicates of yourself, one made of fire, and the other ice.Beginning at 17th level, you can use your action to spend 3 ki points to create near you, two duplicates of yourself, one made of fire, and the other ice.
As an action, you can control them in any order you choose in two consecutive turns right after ending yours.
You must finish a short or long rest before you can use this feature again unless you use one action to dismiss both duplicates by touching them at the same time. This also recovers 1 ki point for any duplicate that has full hit points.Fire duplicate. Can attack with tree unarmed strikes dealing fire damage or one Produce Flame and one unarmed strike dealing fire damage. The fire duplicate is immune to fire damage and has vulnerability to cold damage. Sheds bright light in a 30-foot radius and dim light for an additional 30 feet.Fire duplicate. Can attack with tree unarmed strikes dealing fire damage or one Produce Flame and one unarmed strike dealing fire damage. The fire duplicate is immune to fire damage and has vulnerability to cold damage. Sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Ice Duplicate. Can attack with tree unarmed strikes dealing cold damage or one Frostbite and one unarmed strike dealing cold damage. The ice duplicate is immune to cold damage and has vulnerability to fire damage.
What do you think?
For this subclass, the first skill gives you two cantrips that you don't spend anything on but you have the option of spending 1 ki point to use both as if they were a single cantrip.
The level 11 skill costs 1 ki point and the skill of level 17 costs 4 ki points
The ki cost comes from your normal ki pool, you have 1 for each monk level, it's the same ki you use to perform Flurry of Blows, Patient Defense, Step of the Wind, Deflect Missiles, or Empty Body.
I'm not entirely sure if that was the answer you were looking for. ^^"
So if one of your traits as a monk lets you cast a spell, like the way of the four elements, how to you have it show that the spell costs ki points, or does the player have to track that for themselves?
hmm, I didn't fully understand the question, can you elaborate on it, please? :)
When you are making the sub class how do you get the spells to spend ki points?
I really like the subclass as a whole, very evocative and a cool concept. The first ability is really sweet, no complaints there. The 6th level ability of resistances to both cold and fire damage may be above the curve for most classes (consider the forge cleric getting fire resistance and +1 AC as a comparison), though it would depend on the campaign. The 11th level ability of gain 20+ hp (on average) and deal 10 damage for 1 ki point, a hit dice, and a bonus action may require playtesting, as it seems too good when compared to other monk abilities at that level. Finally, the capstone is a bit overtuned and has too much going on so simplifying it somehow might be needed, though it's a cool ability.