Monk
Base Class: Monk

A drow dodges back from the slash of a scimitar.  Their attacker smiles, seeing they have no weapons left.  The drow smiles even more as they extend a palm and sprays icy shards directly into their attacker's face.  A halfling woman touches a hand to her wound, coating it with ice and filling herself with newfound vigor.  A grim looking tiefling faces down a group of bandits and with a snap, traps them in shackles made of ice.  An aasimar purposefully swirls her hands in a circle summoning a tremendous blizzard to encircle and protect her party.

 

Monks of The Way of the Glacial Heart have fine tuned the cold and calm focus they practiced in their martial arts and meditation to bring that same energy into battle.  Utilizing this cold and unforgiving element these monks will keep themselves in the fight, protect their allies, and shatter all in their way.  This path does not give one dominion over the frozen tundras, granting resistances or protecting one from its chilling touch.  Monks who follow this way must stay calm and respectful of the power they wield, as it will just as soon freeze them over as it will their enemies.  

Frigid Fists/Frost Over

Frigid Fists:  Starting when you choose this tradition at 3rd level, you can spray chilling shards of frigid ice

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is cold, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.


Frost Over:  On contact, you can chill most surfaces and freeze most liquids.  As an action you can freeze water up to a 5ft. cube, snuff out small fires with a chilling wind, or slow an enemy's speed by 5ft for the next round on a failed con save.  The save is determined by 8+ proficiency+ WIS bonus.

 At level 5 you can spend a full action to ice over the ground around you in 10 ft. radius circle making that area rough terrain for the next minute.  Snow and Ice no longer count as rough terrain for you.

At level 7 you can frost over water as well to create a platform 5 ft thick if needed. 

Frost's Guard

At 6th level, you gain the ability to channel your ki and use your ice to protect yourself.  Immediately after you take the Attack action on your turn, you may spend 2 ki points as an action to activate one of the two features.

  1. Ice grows to cover and coat your or your ally's wounds, numbing the pain and allowing the subject of the spell to stay in the fight.  Cast [spell]False Life[spell] as a 1st level spell.
  2. A frost like armor covers your shoulders and torso, not restricting your movement, but harming those who dare attack you.  Cast [spell]Armor of Agathys[spell] on yourself as a 1st level spell.

You can spend additional ki points to cast these spells as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.


Blizzard Bomb: At 9th level, you gain the ability to channel your ki into an explosion of ice. As an action on your turn, you can spend 4 ki points to cast the spell Fireball. The spell's damage and effect is changed to cold damage. You can spend additional ki points to cast Fireball as a higher-level spell.

Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend

Frigid Shackles

 At 11th level you can explode a sheet of ice from out underneath you, entrapping up to 2 + WIS mod medium creatures you can see within 50 feet.  On a failed dexterity save of 8 + proficiency + WIS mod, these enemies' legs, limbs, and arms are trapped by ice.  The shackles can be simple ice growing up from the ground, encasing an enemy's legs; or it can manifest as literal chains of ice with frozen cuffs latching onto ankles, wrists, and such.  To escape the enemies must make a STR save equal to the previous dex save, or have the shackles melted by any sort of magical fire. 

You may spend 1 ki point to increase the amount of enemies you can try to capture.  The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Once this feature has been used, it cannot be used until a long rest has passed.  

Tundra's Storm

At 17th level you gain your strongest ability.  You summon a mighty and powerful blizzard to surge across the battlefield for the next minute.  The storm occupies a 200 ft diameter circle lowering the speed of all within by 10ft, except for you.  You choose the direction in which the wind blows.  All in the storm are obscured but while allies are within 50 ft of you you and your allies can see unobscured to a distance of 30 ft.  

Until the storm ends, your Frigid Fists attack deal a bonus equal to half your proficiency bonus + WIS bonus.

Once this feature has been used, it cannot be used until a long rest has passed.

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