Monk
Base Class: Monk

One's soul is bound in frost, a calm wind echoing through the mind. Monks who follow this path value wisdom, patience and empathy. Whilst these monks tend to be peaceful, they can invoke the very wrath of the mountains should one transgress them. The quarterstaff is the most valued weapon to these monks, for it is a symbol of balance between the peace within and the war outside. Patient training with the cold winds conditions one to not only channel the cold as a weapon, but to use it as a shield and even a guide.

Mountain Ki

Training atop cold mountains and the northern winds has infused your ki with the power of the mountains you trained upon. Starting at 3rd level, this unique ki allows you to utilize the power of the mountains to defend yourself. Whenever you are attacked you may use 2 Ki Points and your reaction to increase your AC by your Martial Arts Die. This feature can be used a number of times per long rest equal to your 1 + Wisdom Modifier.

Frozen Weapon

Starting at 3rd level, you may touch a monk weapon and infuse it with your ki as an action, granting it the following benefits

  • You deal additional Cold Damage with all of your attacks with it equal to your martial arts die
  • Whenever you attack with this weapon you can use your Dexterity Modifier for Attack and Damage Rolls instead of Strength.
  • Whenever you use your Flurry of Blows you may make an attack with your Frozen Weapon instead of the 2 unarmed strikes.

You may have up to 1 weapon as your frozen weapon at a time. Your frozen weapon remains your frozen weapon until you make a new weapon your frozen weapon or until you are killed. Making a weapon your frozen weapon while you have a weapon as your frozen weapon will make the original weapon normal again. You may use this feature to make a weapon your frozen weapon 1 + your Wisdom Modifier + Your Proficiency Bonus times and all uses of this feature are replenished upon completion of a short rest.

Cyclonic Rush

Starting at 6th Level, your control of the Mountain Ki allows you to spend your Action and 3 Ki Points to spin your weapon, forming a cyclone in front of you and rush forward 15ft. This rush deals 2d8 Cold Damage to all enemies in a 15ft Line in front of you and 2d8 Bludgeoning Damage to any target you collide with. This attack also activates your martial arts feature.

North Winds Guidence

Starting at 6th Level, whenever you or an ally fail a perception check you may use your Action and 1 Ki Point to re-roll the check and take the higher result, this feature can only be used once per perception check. If you are in a Cold Location or on a Mountain all allies who are in the same location as you have advantage on all perception rolls.

Empowered Frozen Weapon

Also starting at 6th level, your attacks with your Frozen Weapon overcome resistance and immunity to Physical Damage(Piercing, Slashing, Bludgeoning) and Cold Damage.

Cyclone Armor

Starting at 11th Level, you gain the ability to control your ki to a higher extent and gain the ability to influence the outside world further. During your turn as an action you may spend 5 Ki Points to form a 20ft Cyclone around you. This Cyclone lasts for 10 minutes or until you dispel it and it moves with you. Enemies that start there turn in the Cyclone or enter the Cyclone take 3d10 Cold Damage and must make a Wisdom Save against your Ki Save DC. If they succeed the saving throw they take half damage, if they fail the saving throw they take full damage and have there movement speed reduced by 15ft. Your AC is also increased by 3 while this ability is active. You may use this ability a number of times equal to your 1 + Wisdom modifier + your Proficiency Bonus and recover all uses upon a long rest.

Flurry Weapon

Also starting at 11th Level, your frozen weapon grows in prowess. Whenever you use the Flurry of Blows action on your turn you may instead make 2 attacks with your Frozen Weapon instead of one. Additionally when using your Martial Arts Unarmed Attack you may make an attack with your Frozen Weapon instead.

Avatar of the Mountain

Starting at the 17th Level, once per long rest as an action you can use 8 Ki Points and become an Avatar of the Mountain for 10 minutes or until you dispel the form. While you are the avatar of the mountain you gain the following benefits

  • Your Mountain Ki always rolls the highest result
  • You deal an additional 2d10 Cold Damage with every attack
  • You gain resistance to all physical damage types along with Fire, Thunder, Acid, and Poison and you gain immunity to Cold Damage.
  • Your Cyclone Armor is always active and deals 4d10 Cold Damage instead of 3d10 Cold Damage, additionally enemies always fail there saving throw against it
  • Whenever you take the Attack Action on your turn instead of gaining 1 additional attack from the Extra Attack Feature you gain 2.

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