Base Class: Monk
Monks of the Way of the Frozen Fist are taught the techniques of the freezing mountains, harnessing its resilience and its affinity for the cold. They often train in unrelenting conditions to push their bodies and minds beyond their normal limits in an attempt to be prepared for any threat that comes their way. Monks of this path tend to be cold, calculating, deceptive, and even scary to some as a result of their training.
Ice Bracers
Starting at 3rd level, you are able to form bracers made of ice. You may spend 1 ki point to create ice bracers as a bonus action. The bracers last 1 minute and while wearing the bracers you have a +1 bonus to your AC. When you hit a creature with an unarmed strike you can choose to shatter the bracers. if you do so the creature takes an extra 1d8 cold damage, in addition to the attack's damage.
The extra damage increases at certain levels in this class, level 11 (2d8), level 17 (3d8).
If you remove the gauntlets they melt immediately.
Chilling Personality
Also at 3rd level, you gain proficiency in one of the following skills, Deception, Intimidation, Insight, or Perception (your choice).
Flurry Strikes
Starting at 6th level, when you hit a creature with both of your attacks granted from your Flurry of Blows it falls under the effects of an effective Slow spell until the end of your next turn, creatures with cold immunity are immune to this slow effect.
A creature affected by this feature can make a Constitution saving throw against your ki DC at the end of its turn, ending the effect on a success, Creatures that are resistant to cold damage made this with advantage.
Mountainous Resilience
Also at 6th level, you gain resistance to cold damage.
Deep Freeze
Starting at 11th level, you can stomp the ground causing the area in front of you to become slick with freezing ice. As an action each creature on the ground in a 25 ft cube originating from you must make a Dexterity saving throw (DC {{savedc:wis}}) or take 2d6 cold damage and fall Prone, on a success they take half damage and don't fall Prone. Additionally, the area becomes difficult terrain and water freezes over until the end of your next turn.
You can increase the effect of this feature by spending up to 3 ki points. When you spend ki points this way you gain temporary hit points equal to your Wisdom modifier x the number of ki points spent. Also the cold damage increases by 2d6 for each ki point spent.
Ice Gauntlets
At 17th level, when you use your Ice Bracers feature you may spend 2 extra ki points to have them instead take the form of Ice Gauntlets which last 10 minutes. The gauntlets function the same as the bracers with the following added benefits.
- At the start of your turn if you have more than 0 hit points you may choose to gain temporary hit points equal to your Wisdom modifier.
- When you shatter your ice gauntlets all creatures, excluding yourself, within 5 feet of the target must make a Dexterity saving throw (DC {{savedc:wis}}) or take the 3d8 cold damage, on a failed save they take half damage.
- When you would be hit with a melee attack, you may choose to attempt to calmly parry the attack as a reaction. When you do so, the damage is reduced by 1d12 + your Dexterity modifier + your Monk level. If you reduce this damage to 0 you gain 1 ki point, up to your maximum.
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