Base Class: Monk
Monks of the Way of the Freezing Soul temper their minds and bodies in the frozen wastelands to the South of Retia. They endure the harsh environment until their bodies can naturally stand up to it, then hone their spiritual control over the elements until ice and snow bend to their will. They can manifest weapons of ice at will, taking the form of dangerous scythes which act as an extension of them.
Frost Reaper
3rd-level Way of the Freezing Soul feature Combat scythes count as Monk weapons for you and are considered to have the finesse property.
You also gain the following benefits:
Harvesting Strike. Any time a feature or action would allow you to make an unarmed strike you can attack with a combat scythe instead.
Ice Scythe. By spending 1 Ki point as a bonus action you can condense moisture and water around you into a combat scythe made of refined ice, which deals cold damage instead of slashing. The scythe has an enhancement bonus equal to half your proficiency bonus (rounded down). The scythe vanishes when you complete a Short or Long Rest.
Oversharpen. When you attack with your ice scythe you can choose to do so with advantage, manipulating the Ki within it to sharpen it to the point of being deadly but brittle. If this attack hits, the scythe adds a number of extra damage dice to its damage roll equal to its enhancement bonus. After this attack concludes the scythe breaks.
Tundra Borne
Tundra Borne 3rd-level Way of the Freezing Soul feature Having tempered your body in freezing conditions,
you have the following benefits:
You are resistant to cold damage.
You have advantage on saving throws made to resist the negative effects of freezing conditions.
You can move normally on snow and ice that would otherwise be considered difficult terrain.
Snow Bandages
6th-level Way of the Freezing Soul feature When you complete a Short Rest, roll each hit die you used a second time (not accounting for your Constitution modifier) - you gain a number of temporary hit points equal to the result, represented by patches of ice and snow covering and sealing your wounds. The sum of these temporary hit points and your remaining hit points cannot exceed your maximum hit points: if you regain hit points and the sum would be higher than your maximum, the temporary hit points are reduced to accommodate.
Binding Blizzard
11th-level Way of the Freezing Soul feature As an action you can spend Ki points equal to or lower than up to half your Monk level (rounded down), minimum 2, to generate a wave of snow and ice that takes one of two shapes:
A 20-foot-radius sphere centered on yourself, in which you can target a number of creatures equal to 2 + the Ki points you spend.
A 5-foot-wide line originating from you with a length equal to 10 feet x the Ki points you spend, which targets everything within it.
Each target caught within this wave of frost must make a Constitution saving throw, taking a number of d10s of cold damage equal to your proficiency bonus on a failed save, or half as much damage on a success. Additionally, any creature that fails has its movement speed reduced to 0 until the start of your next turn.
Rime Coffin
17th-level Way of the Freezing Soul feature When you hit a creature with a Monk weapon or unarmed strike on your turn you can spend 3 Ki points to manifest a layer of freezing ice on their body. The target must succeed a Constitution saving throw or be coated in it. A creatured coated in ice this way is reduced to half their movement speed, can take one action or bonus action on their turn but not both, and takes cold damage at the start of each of their turns equal to one of your Martial Arts die plus your Wisdom modifier. A creature trapped in this ice may repeat the saving throw at the end of each of their turns, ending the effect on a success. If they take fire damage from any source they repeat the save with advantage immediately
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