Monk
Base Class: Monk

Monks who follow the Way of the Frozen Fist take pride in pushing their endurance to the limit, exposing themselves to the unmatched ferocity of winter. Their greatest talent is their ability to draw power from the icy winds, summoning gauntlets of ice that can be used in a variety of unique fighting styles. Due to their prolonged exposure to the cold, Frozen Fist monks also demonstrate unparalleled discipline, able to withstand even the most devastating spells.

Aspect of the Tundra

When you take this subclass at 3rd level, you gain resistance to cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. You also ignore difficult terrain created by ice or snow.

Hands of Winter

Starting at 3rd level, your mastery of your ki allows you summon magical ice around your hands and forearms. As a bonus action, you can spend 1 ki point to summon the Hands of Winter. For 1 minute, your hands and forearms are encased in magical ice, which vanishes early if you are incapacitated or die. While the Hands of Winter are active, you gain the following effects:

  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your unarmed strikes deal extra cold damage equal to your Wisdom modifier.
  • You have a +1 bonus to your AC.

You can use your action and spend 1 ki point to shatter the Hands of Winter, unleashing one of the following magical effects. The Hands of Winter are then destroyed and disappear until they are summoned again:

  • Ice Beam: A barrage of razor-sharp ice forming a line 30 feet long and 5 feet wide launches from your fingertips in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes cold damage equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to four rolls of your Martial Arts die.
  • Frozen Transposition: You become enwreathed in frozen fog and teleport yourself to an unoccupied space that you can see within 60 feet. Immediately after you disappear, ice shards erupt from your former location, and each creature within 10 feet of the space you left must make a Constitution saving throw. A creature takes cold damage equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
  • Snowstorm: A sudden snow squall envelops your body, creating a 20-foot-tall cylinder with a 10-foot radius of snow and sleet centered on your current position. Until the start of your next turn, the area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your Ki save DC or lose concentration.

Calm Amidst the Storm

When you reach 6th level, your mind becomes tempered to the hostility of winter, empowering yourself and your allies to withstand great hardship.

Whenever you or a friendly creature within 10 feet of you must make Constitution saving throw, they do so with advantage. You must be conscious to grant this bonus.

Frozen Mastery

Starting at 11th level, when you have the Hands of Winter summoned, you can encase the rest of your body in a thin layer of magical ice. You gain the following benefits while encased this way:

  • Empowered Frost Strikes: Once on each of your turns when you hit a target with the Hands of Winter, you can deal extra damage to the target equal to your Martial Arts die.
  • Cold Redirection: Whenever you take cold damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 2d10 + your Wisdom modifier (minimum reduction of 1). If you reduce the damage to 0, you can capture the cold magical energy if you have at least one hand free. If you capture cold energy in this way, you can spend 1 ki point to transform the energy into a missile and make a ranged attack with a range of 20/60 feet using that missile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a monk weapon for the attack.

Avatar of Winter

Starting at 17th level, your soul has become entwined with the very heart of winter itself. As a bonus action, you can spend 5 ki points to transform into an Avatar of Winter for 10 minutes. This transformation ends early if you are incapacitated or die.

While you are transformed, you gain the following benefits:

  • Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.
  • You gain a pair of icy arms that hover near your shoulders. You can use these arms to make additional unarmed strikes. The unarmed strikes you make with these arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is cold.
  • Creatures and objects within 5 feet of you become vulnerable to cold damage. If a creature or object has resistance to cold damage, it loses that resistance instead. Creatures and objects immune to cold damage are not affected.
  • Polar Ray: You can use your action to fire a beam of pure ice at a target that you can see within 120 feet of you. Make a ranged weapon attack against the target. You make this attack with proficiency, regardless of your weapon proficiencies, and the ray counts as a monk weapon for the attack. On a hit, the target takes 4d6 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
  • Winter's Triumph: You can use your action to draw a torrent of icy winds to yourself. Each creature within 60 feet of you must succeed on a Strength saving throw or be pulled 15 feet towards your current position.

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