Base Class: Monk
This Subclass is for monks, whom come from or reside within icy winter like environments. In a Distant Region of Ice and Snow, a Monastery exists to the furthest regions of the world, to the North poles, South Poles, or atop mountains, so large the air is thin, and the rocks are covered with heavy thick snow and ice. The Way of Frost in these monetarists are to adapt and master the very environment around you. It can be brought upon by a monk being born with a frozen soul and harnessing it with time and effort.
Way of Frost
Beginning at 3rd Level, you are able to touch the very environment. As long as you are not in a place of permanent extreme heat. you can spend 1 ki, and gain the following benefits for 1 minute.
- Freezing Touch: Spending 1 ki, you can chill something to the point of becoming frozen, if that target is a creature they must succeed a constitution saving throw or take 1d8 cold damage per ki point spent.
- Frost Armor: You gain resistance to cold and fire damage for the next minute and gain +2 to your AC.
In addition, you learn the frostbite cantrip.
Frost Step
Beginning at 6th level, you have learned to move swiftly within a single breath. You may Frost Step as a bonus action, Becoming enveloped by cold fog, allowing you to instantly move up to 60 feet, however the direction you move leaves behind a frozen ground which extinguishes fire, and ices the ground making it difficult terrain. You have advantage on the first melee attack before the end of the turn.
Absolute zero
At 11th level you have learned to assault others with the frozen energy of your own soul. When you make a melee attack you can spend 2 ki points to freeze a target solid. They must succeed on a constitution saving throw or take 2d10 cold damage and become incapacitated through being frozen solid for 1 minute. On a success they take half damage and are not incapacitated. They can repeat their save at the end of their turn.
Frozen cry
At 17th level you gain a mastery over your inborn ice, you can spend an action to consume yourself in ice. When you do so you gain the frost tear form, in this form you gain the following benefits for 1 minute.
- You are immune to cold damage
- You cast off a field of cold that does 3d8 cold damage to anyone that ends their turn in 10ft of you
- You can not be restricted through physical contract
- Any melee attacks on you take 1d8 cold damage in return
The transformation deals 1d4 necrotic at the end and the transformation makes a loud sound that reveals your location to any enemies.
Previous Versions
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10/23/2020 3:59:46 PM
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