Monk
Base Class: Monk

Monks of the Way of the Freezing Fist unleash the coldness within their soul. The cold can be a very fierce and harsh force, and harnessing its power it can be effective for combat. Whether you're a hermit protecting the sacred lands of a tundra or mountain, or a cold-blooded assassin with an even colder heart, your martial mastery of ice will allow you to take on any opponent who tries to give you the cold shoulder.

Freezing Touch

At 3rd level, you can use the power of the cold to freeze all you. touch. You gain the following benefits:
•When you make an Attack action with your Martial Arts feature, you can spend 1 ki point to cause your attacks to deal cold damage instead of bludgeoning damage. At the end of your turn, any creature that you've made an attack against has their movement speed reduced by 5 feet for every successful hit you made against them.
•You can touch any liquid within a 5-foot cube of space and instantly freeze it. You can spend additional ki points to increase the maximum size of liquid you can freeze, increasing by 5 cubic feet for every ki point spent.

Freezing Technique

At 6th level, you gain the following attack options when using your Martial Arts feature:

Freezing Ray: You can spend 2 ki points to unleash a 15-foot cone of freezing-cold air. All creatures in within range must make a Dexterity saving throw. On a failed save, any targets within range take 2d6 cold damage, and their speed is decreased by 10 feet until the end of your next turn. You can spend additional ki points to increase its damage by 1d6, and reduce all targets' speed by an additional 10 feet, per additional ki point spent.

Ice Ball: You can spend 2 ki points to unleash a sphere of freezing energy. Make an attack roll against one creature you can see within 30 feet of you. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet. You can spend additional ki points to increase the damage of this attack by 1d6, and increase its range by 5 feet, per additional ki point spent.

Freeze Bomb: You can spend 2 ki points to hurl a sphere of freezing energy with a range of 60 feet. Choose a point you can see within range. All creatures in a 10-foot radius must make a Dexterity saving throw. On a failed save, a target takes 2d6 cold damage, and its speed is reduced by 10 feet until the end of your next turn. On a successful save, a target takes only half as much damage, and its speed isn't reduced. You can spend additional ki points to increase the range and radius of this attack by 10 feet per additional ki point spent.

Winter Warrior

At 11th level, you gain the following benefits:

•You gain resistance to cold damage.

•As an action or bonus action, you can create a weapon you have proficiency with or a shield out of ice. When you do so, you spend a number of ki points equal to the cost of creating the weapon;
•1 ki point to create a Club, 4 Darts, a Dagger, a Light Hammer, or a Sickle,
•2 ki points to create a Greatclub, a Handaxe, a Javelin, a Mace, a Quarterstaff, a Shield, a Shortsword or a Spear.
When you are wielding your weapons created using this feature, they last for up to 1 hour, or they disappear when you finish a short or long rest. If you are hit by an attack that deals fire damage, you must make a DC 10 Dexterity saving throw to prevent your weapons from melting. On a successful save, your weapons stay with you. On a failed save, they instantly melt, and you cannot use your Freezing Touch feature to recreate any melted weapons.

Cold to the Touch

At 17th level, you gain the ability to protect yourself using the power of ice. As an action, you can spend 10 ki points to cover your body in a suit of armor made of ice. While wearing this armor, you gain the following benefits:
•You AC becomes 13 + your Dexterity modifier + your Wisdom modifier.
•You are immune to cold damage.
•Whenever a creature you can see tries to attack you, they must make a Constitution saving throw. Whether they hit or miss, they take 1d6 cold damage on a failed save, and their speed decreases by 10 feet until the end of your next turn. On a successful save, they take no damage, and their speed isn't reduced.
•When you make an unarmed attack using your Martial Arts feature, your attacks deal additional cold damage equal to your Wisdom modifier (minimum of 1).
This armor lasts for up to 10 minutes, or until you dismiss it as a bonus action, or until you finish a short or long rest.

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