Half-Cold Half-Hot (5e Class)

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Half-Cold Half-Hot[edit]

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"[edit]

Before you go Plus Ultra....[edit]

There are a few requirements before you can get your Half-Cold Half-Hot Quirk. You must meet the following requirements:

-Have a minimum Constitution and Dexterity of 14

-Can not be a Construct, Undead, or Elemental.

The Cool and Collected User of the Half-Cold Half-Hot Quirk: Shoto Todoroki

Creating a Half-Cold Half-Hot[edit]

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.

Class Features

As a Half-Cold Half-Hot you gain the following class features.

Hit Points

Hit Dice: 1d8 per Half-Cold Half-Hot level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Half-Cold Half-Hot level after 1st


Armor: Light armor
Weapons: Simple Weapons
Saving Throws: Dexterity, Constitution
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.

Table: The Half-Cold Half-Hot

Level Proficiency
Features Ice points Fire points
1st +2 Fire and Ice Points 2 2
2nd +2 Passive Resistance 3 3
3rd +2 Temperature 4 4
4th +2 Ability Score Improvement 5 5
5th +3 Elemental Blast 6 6
6th +3 Temperature feature 7 7
7th +3 Hot & Cold Resistance 8 8
8th +3 Ability Score Improvement 9 9
9th +4 Temperature feature 10 10
10th +4 Ice Surfing 11 11
11th +4 Temperature feature 12 12
12th +4 Ability Score Improvement 13 13
13th +5 Extra Attack 14 14
14th +5 Temperature feature 15 15
15th +5 Flashfreeze Heatwave 16 16
16th +5 Ability Score Improvement 17 17
17th +6 Fire Flight 18 18
18th +6 Temperature feature 19 19
19th +6 Ability Score Improvement 20 20
20th +6 Dual Hero: Shoto 21 21

Fire and Ice Points[edit]

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 - As an action, you expend 1 ice point to cover up to a 30 foot radius area around you in ice. This area becomes difficult terrain and creatures caught within this area must make Dexterity saving throw against your fire/ice DC. If the creature fails, they fall prone. If they succeed, they maintain their balance. You are immune to the effects of this terrain. The ice will melt after 1 minute or it can be melted by your heat as a bonus action.

Icy Touch - As an action, you expend 1 ice point and touch a creature of your size or smaller. The creature must make a Dexterity saving throw against your fire/ice DC. If the creature succeeds, nothing happens. On a failure, they are restrained by ice that forms along one of their appendages. The creature can attempt to break the ice as an action by making a Strength saving throw against your fire/ice DC at the start of each of their turns. You can melt the ice as a bonus action.

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.

Passive Resistance[edit]

At 2nd level, your body is able to regulate itself to an extreme degree. So long as you have one fire/ice point, you have advantage against the effects of extreme heat/cold.


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, 11th, 14th, and 18th level.

Ability Score Increase[edit]

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.

Elemental Blast[edit]

At 5th level, you can directly manifest your quirk's destructive power. As an action for 1 fire/ice point, you can make a ranged attack (range 45/90) against 1 creature. On a hit, they take 2d8 + your Dexterity modifier Fire/Cold damage.

Hot & Cold Resistance[edit]

At 7th level, you become accustomed to the heat of flames and the chill of ice. You now have resistance to both cold and fire damage.

Ice Surfing[edit]

At 10th 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.

Extra Attack[edit]

At 13th level, when you take the attack action, you may attack twice instead of once.

Flashfreeze Heatwave[edit]

At 15th 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.

Fire Flight[edit]

At 17th level, you can propel yourself using your flames. As an action for 3 Fire Points, you can grant yourself a flying speed of 30 feet until the beginning of your next turn.

Dual Hero: Shoto[edit]

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. You may add your Dexterity modifier to your maximum Fire Points.

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 11th 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 14th 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. You may add your Constitution modifier to your maximum Ice Points.

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 11th 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 14th 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.

(one vote)

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