Base Class: Monk
Utilizing the environment to your whim, you take the cold harshness of winter and put it into every strike.
Cold to the Touch
Starting at third level, your unarmed strikes do additional Cold damage. This damage is equal to your proficiency bonus.
Running on Ice
You are able to run across snow and ice as if it was regular terrain. Any cold terrain that would impact movement, such as heavy snow or a Sleet Storm, does not reduce your movement. In addition, you have advantage on any check or saving throw to avoid falling prone.
At 9th level, this effect applies to any vertical movement as part of the Unarmoured Movement Improvement feature.
Winter Absorption
You know the cold, and are able to pull the cold away form some of your nearby allies for their protection. At 11th level, if an ally within 15 feet of you takes Cold damage, you can use your reaction to reduce this damage, taking some of it instead for yourself. The damage is reduced by a roll of your Martial Arts die + your Wisdom modifier + your monk level, which you take instead. Until the end of your next turn, you gain the following benefits:
- You have resistance to Cold damage.
- You have a +1 bonus to all attack rolls and saving throws.
- Your weapon attacks and unarmed strikes do additional Cold damage equal to a roll of your Martial Arts die.
At 17th level, this radius is improved to 30 feet.
Freezing Strike
At 11th level, you have learned how to put Winter's Wrath into every attack. If a creature is stunned by your Stunning Strike feature, the creature is vulnerable to Cold damage until the effect ends.
At 17th level, this is improved further. If the creature has already taken Cold damage since it's last turn, it has disadvantage on the save against your Stunning Strike. This effect is not applied if the creature is resistant to cold damage.
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