Monk
Base Class: Monk

The Way of the Rimewalker is a monastic tradition born from the brutal, frozen wilderness of Icewind Dale. These monks believe that winter cannot be conquered through strength alone. Instead, they learn to become like the cold itself: patient, relentless, silent, and impossible to escape.

Through years of training in freezing winds, deep snow, and dangerous blizzards, Rimewalkers learn to channel their inner energy into supernatural frost. Their unarmed strikes can become painfully cold, slowing enemies as ice spreads across armour and skin. They can cross treacherous snow and ice with ease, vanish into swirling flurries, and use freezing winds to evade their opponents.

As their power grows, a Rimewalker can summon a personal whiteout, surrounding themselves with a storm that freezes and hinders nearby enemies. Their presence alone can make the temperature drop, their breath turn to mist, and frost creep across the ground beneath their feet.

The most powerful Rimewalkers can briefly become living embodiments of the endless winter, carried across the battlefield by icy winds while delivering devastating frost-covered strikes.

In Icewind Dale, however, such power can attract unwanted attention. Some Rimewalkers believe their abilities come simply from discipline and survival. Others whisper that the Frostmaiden herself may be watching them—and that surviving the cold may come with a price.

 

🧊 Child of Winter

Your body has become accustomed to the deadly cold of Icewind Dale. You gain resistance to cold damage and are naturally adapted to extreme cold. Nonmagical snow and ice don't cost you extra movement.

Level 3: ❄️ Rime Strike

Once on each of your turns when you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to channel freezing energy through the blow.

The attack deals an additional one Martial Arts die of cold damage, and the target must make a Constitution saving throw against your Focus save DC.

On a failed save, the target's Speed is reduced by 10 feet until the start of your next turn.

👣 Snow Walker

Moving through snow leaves no obvious tracks unless you choose to leave them. You can also safely move across slippery ice without needing to make an ability check simply to keep your balance.

🌨️ Step Through the Blizzard

As a Bonus Action, you can spend 2 Focus Points to surround yourself with swirling snow and freezing wind until the start of your next turn.

While the blizzard surrounds you:

  • Your movement doesn't provoke Opportunity Attacks.
  • You can move through another creature's space, but can't end your turn there.
  • You ignore difficult terrain caused by snow and ice.
  • Ranged attacks against you have Disadvantage if the attacker is more than 10 feet away.
  • You leave no tracks while moving across snow.

🧊 Frozen Counter

- You've learned to punish enemies who fail to strike you.

- When a creature within your reach misses you with a melee attack, you can use your Reaction and spend 1 Focus Point to immediately make one Unarmed Strike against that creature.

- On a hit, you can change the strike's damage to Cold Damage.

- If you use your Rime Strike on this attack, frost spreads across the creature as you counterattack, potentially slowing it before it can escape.

❄️ Rime-Forged Strikes

- Your connection to winter now permanently empowers your attacks.

- Whenever you make an Unarmed Strike, you can choose for it to deal Cold Damage instead of its normal damage type.

- Your fists, feet, or weapon may become covered in frost whenever you do this.

Level 11: 🌨️ Heart of the Whiteout

 

As a Bonus Action, you can spend 3 Focus Points to summon a raging blizzard in a 15-foot radius around yourself for 1 minute. The storm moves with you.

While the Whiteout is active:

  • The area around you is lightly obscured by swirling snow.
  • You ignore difficult terrain caused by snow and ice.
  • You have resistance to cold damage if you don't already have it.
  • You can end the Whiteout at any time (no action required).

🧊 Biting Cold

- When an enemy enters your Whiteout for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your Focus save DC.

- Failed Save: The creature takes 2 Martial Arts dice of Cold Damage, and its Speed is reduced by 10 feet until the start of its next turn.

- Successful Save: It takes half damage and its Speed isn't reduced.

- A creature can only take this damage once per turn.

👊 Blizzard Strikes

While Heart of the Whiteout is active, once on each of your turns when you hit a creature with an Unarmed Strike, you can push it up to 10 feet away from you as a blast of freezing wind erupts from the impact.

If the creature is affected by your Rime Strike, you can instead choose to knock it Prone.

❄️ Become the Blizzar

At 17th level, you have mastered the frozen power of Icewind Dale. For a short time, you can become a living embodiment of the endless winter.

As a Bonus Action, you can spend 5 Focus Points to transform for 1 minute.

While transformed, snow and freezing winds swirl around you, your eyes glow with icy light, and frost spreads across the ground beneath your feet.

You gain the following benefits:

  • Immunity to Cold Damage.
  • You gain a Flying Speed equal to your Walking Speed as freezing winds carry you. You must end your turn on solid ground or fall.
  • You can move across snow, ice, and water without falling or sinking during your turn.
  • You cannot be slowed by magical or nonmagical ice and snow.

Level 17: 👊 Frostbound Strikes

Once on each of your turns when you hit a creature with an Unarmed Strike, the attack deals an additional 2 Martial Arts dice of Cold Damage.

If you use Rime Strike on the same attack, the creature has Disadvantage on its Constitution saving throw against Rime Strike.

Level 17: 🧊 Flash Freeze

When you score a Critical Hit with an Unarmed Strike or reduce a hostile creature to 0 Hit Points, you can immediately use Step of the Wind without spending a Focus Point.

Your movement during this Step of the Wind leaves behind a trail of swirling snow and frost.

 

Level 17: 🌨️ Winter's Wrath

- Once during each use of Avatar of the Endless Winter, you can use your Action to release an explosion of supernatural cold.

- Each creature of your choice within 20 feet must make a Constitution saving throw against your Focus save DC.

- On a failure, a creature takes 4 Martial Arts dice of Cold Damage and is Restrained by ice until the end of your next turn.

- On a success, it takes half damage and isn't Restrained.

- Once you use Avatar of the Endless Winter, you can't use it again until you finish a Long Rest, unless you spend 7 Focus Points to use it again.

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