Base Class: Monk
A branch of the elemental monastic tradition where Instead of training themselves in the use of multiple elements. They choose to shift their focus to the mastery of one individual element. Sacrificing the versatility of multiple elements for increased potency and control over the selective element of their choosing. Warriors of Frost focus more on defensive applications of their practiced element. Coating themselves in impenetrable layers of frost while effortlessly manifesting frozen tools and structures at will to seamlessly control the flow of battle in their favor. These monks can typically be found in colder climates such as mountain tops or snowy plains, practicing their abilities and perfecting their techniques. Warriors of Frost tend to have a cold and calculating personality, moving swiftly yet methodically with a sense of purpose.
Frost Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with Frost energy. The energy lasts for 10 minutes, until you use an action to deactivate it or are Incapacitated. While this feature is active, you have resistance to cold damage and gain the following benefits.
Frigid Arsenal. Once per turn as a free action you can choose to manifest weapons you are proficient with made from ice so long as you have the free hands to hold them with. Whenever you hit a creature with the weapons you create as well as your Unarmed Strikes, you can choose to deal cold damage instead instead of its original damage type.
Rime Shield. A thin layer of frost builds to surround your body, forming a defensive coating of ice around you. At the start of each of your turns you gain your Martial Arts die + your Monk level in temporary Hitpoints.
Activate Frost Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with Frost energy. The energy lasts for 10 minutes, until you use an action to deactivate it or are Incapacitated. While this feature is active, you have resistance to cold damage and gain the following benefits.
Frigid Arsenal. Once per turn as a free action you can choose to manifest weapons you are proficient with made from ice so long as you have the free hands to hold them with. Whenever you hit a creature with the weapons you create as well as your Unarmed Strikes, you can choose to deal cold damage instead instead of its original damage type.
Rime Shield. A thin layer of frost builds to surround your body, forming a defensive coating of ice around you. At the start of each of your turns you gain your Martial Arts die + your Monk level in temporary Hitpoints.
Frost Attunement
At the start of your turn, you can expend 1 Focus Point to imbue yourself with Frost energy. The energy lasts for 10 minutes, until you use an action to deactivate it or are Incapacitated. While this feature is active, you have resistance to cold damage and gain the following benefits.
Frigid Arsenal. Once per turn as a free action you can choose to manifest weapons you are proficient with made from ice so long as you have the free hands to hold them with. Whenever you hit a creature with the weapons you create as well as your Unarmed Strikes, you can choose to deal cold damage instead instead of its original damage type.
Rime Shield. A thin layer of frost builds to surround your body, forming a defensive coating of ice around you. At the start of each of your turns you gain your Martial Arts die + your Monk level in temporary Hitpoints.
Ice Manipulation
You gain the ability to create and manipulate an area of ice and snow from a point you can touch. You can manipulate it in one of the following ways:
Shape Ice. As an action, you create or alter the shape of ice or snow within your reach. As an action you can magically manipulate it into any form or shape you want, as long as it is no larger than a 15 ft cube.
Freezing Touch. When you take the Attack action, you can spend 1 Focus Point to replace one of your attacks to encase a foe in ice of your making. Make a melee spell attack using your Wisdom modifier. On a hit the target takes cold damage equal to one roll of your martial arts die and becomes Restrained in the ice. The target can use its action to attempt to break free, making a Strength check against your save DC. Additionally, any source of damage besides Psychic that would target the Restrained creature targets the ice instead. Counting the ice as a 5-foot-square.
Any ice you create counts as difficult terrain for anyone other than you and begins to dissipate after 10 minutes, fully disappearing 1 hour after its creation. Each 5-foot-square of ice has an AC of 5 and 15 hit points and is vulnerable to Fire damage and immune to Poison and Psychic damage.
Creeping Cold
While your Frost Attunement is active, you gain the ability to utilize your ice subconsciously. Causing frost to form over friends and foes alike with minimal effort. Sometimes before even realizing yourself. Granting you the following benefits.
Cold Retaliation. You gain resistance to Cold damage. When a creature damages your frost armor with a Melee attack, you can choose to have it take cold damage equal to half the damage dealt, rounding down.
Reflexive Ice Manipulation. When you or a creature within 15 feet of you is targeted by an attack or spell that you can see, you can expend 2 focus points to use your reaction and utilize your Ice Manipulation feature in an attempt to defend against it.
Stride of the Elements
While your Frost Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Stride of the Elements
While your Frost Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.
Frozen Epitome
While your Frost Attunement is active, you also gain the following benefits.
Cold Immunity. You gain Immunity to Cold damage. When a creature damages your frost armor with a Melee attack, you can choose to have it take cold damage equal to the full damage dealt instead of half.
Chilling Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes cold damage equal to one roll of your Martial Arts die and loses half of its movement until the end of its next turn when you enter a space within 5 feet of it. A creature can take this damage only once per turn.
Empowered Freezing Strikes. Your Freezing Strikes damage is increased to two rolls of your Martial Arts die instead of one. Additionally, attempting to restrain a creature in ice after an attack no longer costs a Focus Point.
Frozen Epitome
While your Frost Attunement is active, you also gain the following benefits.
Cold Immunity. You gain Immunity to Cold damage. When a creature damages your frost armor with a Melee attack, you can choose to have it take cold damage equal to the full damage dealt instead of half.
Chilling Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes cold damage equal to one roll of your Martial Arts die and loses half of its movement until the end of its next turn when you enter a space within 5 feet of it. A creature can take this damage only once per turn.
Empowered Freezing Strikes. Your Freezing Strikes damage is increased to two rolls of your Martial Arts die instead of one. Additionally, attempting to restrain a creature in ice after an attack no longer costs a Focus Point.