Half-Cold Half-Hot (5e Class)
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Welcome to the Half-Cold Half-Hot Quirk! A super cool quirk that lets you emit fire and ice out of different sides of your body. Are you ready to have your enemies chill out?
Just call me "The Hand Crusher"
Before you go Plus Ultra....
There are a few requirements before you can get your Half-Cold Half-Hot Quirk. You must meet the following requirements:
-Can not be a Construct, Undead, or Elemental.
|Shoto Todoroki by Jeez Art|
Creating a Half-Cold Half-Hot
- Quick Build
You can make a Half-Cold Half-Hot quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.
As a Half-Cold Half-Hot you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Nature, Perception, Stealth, Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- a simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Ice points||Fire points|
|1st||+2||Elemental Blast, Fire and Ice||2||2|
|4th||+2||Ability Score Improvement||5||5|
|8th||+3||Ability Score Improvement||9||9|
|10th||+4||Hot and Cold Resistance||11||11|
|11th||+4||Elemental Blast Improvement||12||12|
|12th||+4||Ability Score Improvement||13||13|
|16th||+5||Ability Score Improvement||17||17|
|19th||+6||Ability Score Improvement||20||20|
|20th||+6||Dual Hero: Shoto||21||21|
Fire and Ice
At 1st 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 Fire/Ice points column of the Half-Cold Half-Hot table. You regain your maximum fire and ice points at the end of a long rest.
You use these points to fuel your various fire and ice abilities. You start knowing four such abilities Freezing Ground, Icy Touch, Burning Defense, 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.
- Freezing Ground
You can cover the ground in a layer of ice. As an action, you can spend 2 ice points to choose a point on the ground you can see within 60 feet. You cover an area of 10-foot square centered on the chosen point, turning it into difficult terrain.
When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
The ice melts after 1 minute. Causing fire damage in the area reduces the duration of the ice in one round per dice of damage rolled.
- Icy Touch
When you take the Attack action, you can forgo one of your attacks to touch the creature, and spend 2 ice points to cause ice to crawl over the target's body, restraining its limbs. The target must succeed on a Strength saving throw, or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the ice breaks.
While restrained by the ice, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by the ice or one that can touch a creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
- Burning Defense
As a bonus action, you expend 1 fire point and gain the following benefits. You cover half your body in fire and increase your AC by 2 for 5 minutes. You can dismiss this fire as a bonus action.
- Heating Grasp
As a bonus action, you expend 1 fire point and heat up the weapon you are holding. Your next attack with that weapon deals an additional 1d4 fire damage.
At 1st level, you can directly manifest your quirk's destructive power. When you take the Attack action, you can forgo any of your attacks to make a ranged attack against a creature within 60 feet. On a hit, you cause 1d8 + your Charisma modifier. The damage type is either cold or fire.
At 11th level, once per turn when you take the Attack action, you can make a single Elemental Blast attack without taking an action.
At 2nd level, your body is able to regulate itself to an extreme degree. You have advantage to the effects of extreme cold or extreme heat.
At 3rd level, you chose a Temperature. Choose between Hot or Cold, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 13th, 15th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, when you take the attack action, you may attack twice instead of once.
At 7th level, you learn to surf along the ground using your ice. You may expend 3 ice points and a bonus action to double your movement speed for 1 round. In addition, any ground you move along becomes icy, similar to your freezing ground ability.
Hot and Cold Resistance
At 10th level, you become accustomed to the heat of flames and the chill of ice. You now have resistance to both cold and fire damage.
At 14th level, you can propel yourself using your flames. You gain a flying speed equal to your movement speed. You must end your movement on the ground, or else you fall.
In addition, any flammable objects within 5 feet of you that aren’t being worn or carried are ignited when you are flying.
At 17th level, you can supercool the air around you before rapidly reheating it to create a massive wave of pressure. As an action for 5 Ice Points and 5 Fire 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.
Dual Hero: Shoto
At 20th level, both sides of your quirk have been highly developed. You gain 2 features from the Temperature you did not choose that have a level requirement of 11 or lower.
A subclass built around your fire and improving the heat of your flame.
- Fire Proficiency
At 3rd level, you focus on improving your fire. Your amount of fire points is doubled.
In addition, once a day, when you finish a short rest, you regain a number of fire points equal to half your level in this class (rounded up).
- Fiery Armor
At 6th level, while you have at least 1 Fire point remaining, your armor class when not wearing armor is equal to 12 + your Dexterity modifier. A shield's benefits still apply.
- Burning Aegis
At 9th level, while Burning Defense is active, ranged attacks made at you have disadvantage, and creatures that miss a melee attack directed at you take 1d4 fire damage.
- Wall of Fire
At 13th level, you gain a fiery, offensive defense. As an action, for 3 fire points, you create a wall of flames with a width of up to 10 feet, a height of up to 120 feet, and a length of up to 120 feet. If a creature is in this range when it is created, they take 2d6 + your Dexterity modifier fire damage and are pushed to the opposite side of the wall that you are on. If a creature attempts to move through the wall, they must attempt a Dexterity saving throw. On a failure, they take 2d6 fire damage and do not move through it. If they succeed, they take 2d6 fire damage and move through it.
- Flashfire Fist - Jet Burn
At 15th level, as an action, for 9 fire points, you launch a blast of fire up to 120ft in front of you. If it successfully hits, it deals 6d10 fire damage. On a hit, the creature must succeed a Dexterity saving throw. On a failure, they fall prone and are pushed 15 feet away from you. On a success, they do not become prone and are pushed 5 feet away from you.
- Fire Mastery
At 18th level, you have reached your fire’s maximum potential. You gain immunity to Fire damage.
A subclass built around your ice and bringing it to even more frigid temperatures.
- Ice Proficiency
At 3rd level, you focus on improving your ice. Your amount of ice points is doubled.
In addition, once a day, when you finish a short rest, you regain a number of ice points equal to half your level in this class (rounded up).
- Icy Resistance
At 6th level, while you have at least 1 ice point remaining, your armor class when not wearing armor is equal to 12 + your Dexterity modifier. A shield's benefits still apply.
- What’s cooler than being cool?
At 9th level, while standing in an area effected by Freezing Ground, you may spend 3 ice points to use Icy Touch on any amount of creatures also standing in the area.
- Ice Wall
At 13th level, you can cover a 120 foot cone originating from yourself in a massive glacier of ice for 9 ice points. It slants upward gradually enough to walk up, though it counts as difficult terrain for any creature but you, reaching 60 feet high at the far edge of the cone. Any creature caught in it is pushed to the far edge of the cone and must succeed a Constitution saving throw or take 4d10 ice damage, or half as much on a successful save.
- Heaven-Piercing Ice Wall
At 15th level, when you use Ice Wall, you can spend any amount of Ice Points. For each point spent, the cone increases by 15 feet, and the height increases by 5 feet. You can choose whether creatures caught within this cone are pushed outside of it or restrained.
- Ice Mastery
At 18th level, your icy powers have no weakness. You gain immunity to Cold damage.