Starting at level 3, your training has awaken the power of ice in your body to hinder your enemies, granting the next benefits:
Freezing Strikes: you can make your unarmed strikes deal cold damage instead of bludgeoning damage.
Ice Shot: You know the Ray of Frost cantrip. Wisdom is your spellcasting ability for this spell.
Clinging Ice: Every time you deal cold damage to a creature with your Freezing Strikes or you Ice Shot, that creature's walking speed (if any) is reduced by an amount of feet equal to the extra movement speed granted to you by the Unamored Movement feature of the Monk class.
Numbing Coldness
At level 6, if you reduce a creature's walking speed to 0, that creature becomes incapacitated until the start of your next turn or until it takes any damage that is not cold damage. Additionally, if a creature is resistant or inmune to cold damage, the damage from your Freezing Strikes and your Ice Shot can ignore that resitance or inmunity.
Frost Slide
Also at level 6, as a bonus action, you spend 1 ki point and move in a straight line along the floor an amount of feet up to the extra movement granted by your Unarmored Movement. This movement doesn't provoke opportunity attacks. Any creature in that line must make a Dexterity saving throw, taking 2 rolls of your Martial Arts die as cold damage and being knocked prone on a failure, or half as much on a success and not being prone.
Frozen After Image
At level 11, when a creature hits you with an attack, you can spend 2 ki points as a reaction to create a body double made of ice and swap places with it, reducing all damage from that attack to 0 and trying to cover the attacker with ice, that creature must make a Dexterity saving throw or become Paralized until the end of your next turn or until it takes any damage that is not cold damage.
Coldness Increased
From level 11, when you use your Ice Shot as an action, you can use it again as a bonus action. Additionally, the damage from your Frost Slide increases to 3 rolls of your Martial Arts die.
Aura of Frost
At level 17, you've learned to manifest the ultimate cold in an area surrounding you. As an action you can spend 3 ki points to create a 30 foot aura centered in you that last for 1 minute, it has the following effects:
You have invulnerability to cold damage.
The whole area is treated as difficult terrain for all other creatures.
Concentration is impossible for all creatures inside the aura and all forms of teleportation are rendered useless.
Incapacitated creatures inside the aura have vulnerability to cold damage, also they automatically fail all Dexterity saving throws.
When you create the aura you can pick a number of creatures up to your Proficiency Bonus to be unnaffected by it.
I made this subclass for one of my players with a simple mindset: 'If I as a DM hate/fear my own creation, then it's good'. And so far, I have mixed feelings, mainly about the lvl 6 features (frost slide was originally meant to be a main action, but moved to BA to allow the main attacks, and numbing coldness, I keep going back and forth with adding a Con save or not, leaning more on not). Also, yes, it was mostly based (or entirely) on Sub-Zero (you can also call the subclass Way of the Lin Kuei)
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Cold Combat
Starting at level 3, your training has awaken the power of ice in your body to hinder your enemies, granting the next benefits:
Numbing Coldness
At level 6, if you reduce a creature's walking speed to 0, that creature becomes incapacitated until the start of your next turn or until it takes any damage that is not cold damage. Additionally, if a creature is resistant or inmune to cold damage, the damage from your Freezing Strikes and your Ice Shot can ignore that resitance or inmunity.
Frost Slide
Also at level 6, as a bonus action, you spend 1 ki point and move in a straight line along the floor an amount of feet up to the extra movement granted by your Unarmored Movement. This movement doesn't provoke opportunity attacks. Any creature in that line must make a Dexterity saving throw, taking 2 rolls of your Martial Arts die as cold damage and being knocked prone on a failure, or half as much on a success and not being prone.
Frozen After Image
At level 11, when a creature hits you with an attack, you can spend 2 ki points as a reaction to create a body double made of ice and swap places with it, reducing all damage from that attack to 0 and trying to cover the attacker with ice, that creature must make a Dexterity saving throw or become Paralized until the end of your next turn or until it takes any damage that is not cold damage.
Coldness Increased
From level 11, when you use your Ice Shot as an action, you can use it again as a bonus action. Additionally, the damage from your Frost Slide increases to 3 rolls of your Martial Arts die.
Aura of Frost
At level 17, you've learned to manifest the ultimate cold in an area surrounding you. As an action you can spend 3 ki points to create a 30 foot aura centered in you that last for 1 minute, it has the following effects:
When you create the aura you can pick a number of creatures up to your Proficiency Bonus to be unnaffected by it.
I made this subclass for one of my players with a simple mindset: 'If I as a DM hate/fear my own creation, then it's good'. And so far, I have mixed feelings, mainly about the lvl 6 features (frost slide was originally meant to be a main action, but moved to BA to allow the main attacks, and numbing coldness, I keep going back and forth with adding a Con save or not, leaning more on not). Also, yes, it was mostly based (or entirely) on Sub-Zero (you can also call the subclass Way of the Lin Kuei)