Base Class: Monk
In the cold north, beyond Icewind Dale, lays a monastery told to house a clan of Cryomacners. The Quei Khran monastery is told to be built by a great Monk named Trenok Ulin who specialized in the art of controlling the elements. In his studies, he has found many ways and uses to control the ice.
Trenok taught those who are willing to withstand the great cold of the north how to bend the air around them to create their own creations using ice, and water. He ruled the monastery harshly, casting out the weak and only keeping those who can withstand her teachings of the cold.
To join the teachings of the grandmaster one must be able to withstand the harsh environment of the north for 30 minutes and achieve zen.
After the student learned of the ways to deal with the cold they must go through the studies of the air and the way of bending it.
When the student is done with the 10-year studying process, and have achieved the ability to bend the ice around them, they can consider themselves a successful student at the monastery of Quri Khran.
Student of Ice and Cold
Starting at 3rd level, you become connected to the cold reaches of the north more than any simple man.
You gain resistance to Cold damage, and you ignore difficult terrain made by ice or cold climate. You are no longer affected by cold when you and your group are traveling in cold climates.
Additionally, whenever you hit a creature with an unarmed strike you can use a bonus action to spend a ki point to make a slope of Ice below their feet. Doing so forces the enemy to make Dexterity saving throw or be knocked prone.
Controller Of Ice
Also at 3rd level, you can choose what type of teaching you underwent in the monastery of Cryomancers. All monks of the Cryomancer went through the same teachings, but you can choose which type of teachings your character invested more in.
Weapon Maker- You were taught to defend the Monastery using your powers. The grandmaster's teachers taught you how to forge weapons from ice.
Using your bonus action, you can spend a ki point to make weapons made out of pure ice. The weapons can be a longsword a warhammer or two shortswords. You are proficient with Weapons made with this feature, and they are considered a monk weapon to you.
The weapons do cold damage or their usual damage type(your choice) and their damage dice are equal to the weapon's damage die[PHB, P.149]. The weapons brake and melt after 10 minutes of their creation.
Unbreakable- You were taught to withstand all hits directed at you. The grandmaster's teachers taught you how to control ice to protect you from incoming threats. When you're hit by a melee weapon attack you can use your reaction to spend a ki point and surround yourself with ice. When you use this feature you gain +2 to your AC(possibly making the attack miss), and your unarmed strikes now deal cold damage or bludgeoning damage(your choice), but your movement speed decreases by 10 for 1 minute. If you take any kind of fire damage whilst in this form, make a Constitution saving throw. The saving throw is equal to half the damage done, or 10 whichever one is higher. If you fail the saving throw the effect ends.
Grandmaster's Student- You were chosen to be taught by the grandmaster herself. Why you were chosen is up to you and your DM. The grandmaster's teachings are harsh, but they make great results when it comes to combat. The grandmaster's teachings are of using the ice to maintain the lives of those around you. When your party member gets hit with a melee attack, you can use your reaction to spend a ki point to give the attacker disadvantage on the attack, manifesting an icy copy of the party member in their place to take the hit for them. If the attacker missed the party member due to the disadvantage, it instead hits the clone. You can also use this feature on yourself. If the attacked missed due to the disadvantage, the clone shatters, and the attacker takes 2d6 cold damage.
Tundra's Apprentice
Starting at 6th level, you become more experienced in your studies of the icy studies. You can choose one of the following studies, even if you picked a different study beforehand.
Tundra's Blades- As an action, you can expend 2 ki points to imbue a nonmagical weapon or 10 pieces of ammunition with ice, making it more durable and hardy. The weapon deals cold damage or the original damage type of the weapon(your choice) and gains a +1 bonus to damage and attack rolls(maximum of +3). The effect lasts for 10 minutes. If this feature is used on a weapon created by Weapon Maker, only one ki point is spent and the ice weapon would not melt and would stay solid until you finish a short rest.
Frozen Armor- As an action, you can expend 2 ki points to surround yourself with armor of the tundra. When you do so, you gains the following benefits: +1 to AC, resistance from piercing, slashing and bludgeoning damage from nonmagical attacks, and you imbue a cold aura that has a radius of up to 10 ft that deals damage equal to half you monk level(rounded up) Cold damage to creatures you choose. If you are hit by a spell or an attack that deals fire damage which equals to your monk level x 4, the frozen armor melts, making the suit of armor return to its normal state. This effect lasts for 1 minute.
Tundra's Training- You were taught to conjure the tundra to your very hands and attack your foes at range with it. As an action, you spend a 2 ki points to throw an ball of pure ice at the attacker. Make a ranged spell attack. The range of this attack is 120 feet. On a hit, the target takes 3d10 cold damage, and must make a Constitution saving throw or have their arms frozen, giving them disadvantage on attack rolls until the end of your next turn.
Grandmaster's Improvements
Starting at 11th level you've mastered the teachings of the grandmaster, upgrading your studies from the Controller of Ice feature.
Ice Smith- When you use Weapon Maker you can now make additional weapons. These weapons include: a lance, a flail, and a longbow.
You're also proficient with all weapons listed above, and they are considered to be monk weapons for you. Weapons crafted by either this feature or Weapon Maker get a +1 bonus to hit and damage rolls. These weapons can also benefit from Tundra's Blades, and their bonuses to hit and damage stack but max out at a +3.
Unstoppable- When you use Unbreakable you gain the following benefits: You gain immunity to cold damage, you no longer suffer the reduction to your movement speed, every surface of liquid water you touch or walk on instantly freezes and becomes ice, you cannot be pushed or pulled against your will, and you have resistance to fire damage.
Grandmaster's substitute- When you use your Grandmaster's Student feature, you can choose to expend 3 ki points. When you do so, you push your ally 15 ft. backwards and the ice clone's explosion is much more deadly. If the attack missed your ally due to the disadvantage every creature within 10 ft of the clone must make a Dexterity saving throw or take 6d6 cold damage, half as much on a success. Additionally, any creature that fails have their movement speed cut in half and cannot have its speed increased until the end of its next turn. You can also use this feature on yourself.
Teachers of the North
You've perfected your teachings of the grandmaster. Starting at 17th level, You can choose one of the following studies, even if you picked a different study beforehand.
General of the Monastery- All weapons created by your Weapon Maker or Ice Smith features get the following benefits: The weapons crit on a 19 or 20, If the weapons kill an enemy you regain hit points equal to half you monk level(Rounded down)+ Wisdom modifier number of hit points, you cannot be disarmed, and they ignore resistances and immunities to cold damage, and no matter what, the ice weapons can never melt away, unless you choose to make them disappear yourself, using a free action.
Ice wall of the Monastery- You gain the following benefits when you use Unbrakable, at the cost of 1 Ki point each: You are resistant to all damage except Psychic, when you take fire damage you can use your reaction to become immune to the damage of the triggering attack, your unarmed strikes now have a +2 to damage and attack rolls, and you have advantage on Constitution saving throws to maintain the effect of your Unbreakable feature.
Sub-Zero- You are chosen by the monastery to gain the title of 'Sub-Zero' a legendary warrior of the Monistary. As an action, you can expend 5 ki points and freeze the enemy's eyes closed. The enemy must make a Constitution save or it becomes blind for 10 minutes. When it's blinded in this way, it constantly takes damage at the start of its turns equals to your monk level + your Wisdom modifier. The creature can repeat the save at the end of each of it's turns. As a bonus action, You can expand an additional 2 ki points to shatter the ice in its eyes, dealing 8d8 cold damage to it.
Previous Versions
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