Monk
Base Class: Monk

Monks who follow the Way of Absolute Zero seek to master the ultimate absence of heat, pushing the boundaries of cold to a level where even atomic behavior is disrupted. These monks harness the power of extreme cold not just to freeze their enemies, but to alter the very nature of matter. By achieving a state of inner stillness that mirrors the quietude of absolute zero, they restore balance in a world of chaos, embodying the serenity and power of the coldest depths.

Cold Immunity

Upon choosing this monadstic tradition at 3rd level, you learn to deepen your connection to the absence of heat. Granting you resistance to cold damage and immunity to the Frozen condition.

Heat Drain

Also at 3rd level, when you use Flurry of Blows, each hit drains the heat inside the target, reducing the target's movement speed by 5 feet (including legendary actions) per hit until the end of your next turn. Furthermore, if you use this feature on objects, it can affect them as well. Extinguishing flames, freezing water, and other miscellaneous effects.

Icy Stride

At 6th level, you learn to utilize the absence of heat beyond just combat. You can move through ice and snow without expending extra movement, and you ignore difficult terrain created by ice or snow.

Frigid Strike

Also at 6th level, you learn to further drain an enemies heat. When you use Flurry of Blows, you can spend 1 ki point to slow down your target’s muscle contractions, reducing their Strength score by 4 until the end of your next turn. The target can attempt a Constitution saving throw against your monk save DC at the end of each of its turns to end the effect early.

Deep freeze

At 11th level, your mastery over the absence of heat nears it's peak. When you use Flurry of Blows, each hit reduces the target's movement speed by half instead of just subtracting 5 feet. Additionally, the target suffers a -2 penalty to AC and Dexterity saving throws until the end of your next turn.

Absolute Zero

At 17th level, you gain complete mastery over a targets atomic structure and absolute zero. When you hit a creature with an unarmed strike, you can spend 1 ki point to force the target to make a Constitution saving throw against your monk save DC. On a failed save, the target is affected as if by the slow spell until the end of your next turn. You can choose to spend 3 ki points to push the target to absolute zero, paralyzing and freezing (restraining) them for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.

Way Of Absolute Zero Image

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