Monk
Base Class: Monk

Monks of the Way of the Arctic Glacier mastered the cold for use in combat. They learn techniques to create and manifest the cold, transform ki to augment their combat abilities with the gifts of the frozen mountains, and become a conduit of the cold.

Glacial Armaments

Starting when you choose this tradition at 3rd level, you can harness ice to augment your combat prowess. As a bonus action you can spend 1 ki point to form gauntlets and greaves made of ice. These armaments last for 1-minute without the need for concentration. Whenever you make an unarmed attack you can inflict added cold damage equal to your martial arts die.

Frost Trained

Starting when you choose this tradition at 3rd level, you reap the rewards of your training in the frozen mountains. You have advantage on Dexterity (stealth) checks on snowy or watery terrain. You are acclimated to high altitude, including elevations above 20,000 feet and the cold weather.

Cold Snap

Starting at 6 level, you can manipulate your ki to release a cold wave that affects anyone you hit with your unarmed strikes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or it gets its movement speed halve until the end of your next turn and the creature takes an extra 1d4 cold damage.
  • It must succeed on a Constitution saving throw or gets frozen in place (movement becomes 0). It can take all of its action except its movement, it automatically fails on Dexterity saves, and all attacks to this creature have advantage until the end of your next turn.

Save DC = 8 + your proficiency bonus + your Wisdom modifier

Frost Trained Improvement

Starting at 6 level, your training in the mountains had built up your resistance to the cold. You gain the ability to resist the effects of the cold. You can use your reaction a number of times equal to your dexterity modifier per long rest (minimum of one) to gain resistance to cold damage until the end of your next turn.

Ice Stomp

Starting at 11 level, your connection to the cold has become stronger and it allows you to manipulate your ki to create ice from thin air. As an action you can spend 2 ki points to activate this effect. You stomp in front of you creating a 25 ft cone dealing 2d8 cold damage. Creatures caught within need to make a Constitution saving throw. On a failed save a creature gets frozen in place (movement becomes 0), automatically fails Dexterity saves, and all attacks to this creature have advantage until the end of your next turn. On a success, it takes half damage and does not get frozen. This ability creates difficult terrain that lasts until the end of your next turn.

Save DC = 8 + your proficiency bonus + your Wisdom modifier

Sub-Zero

Starting at 17th level, your mastery of transforming your ki into ice becomes unparalleled.  You gain the ability to freeze an area. As an action you can spend 3 ki points to freeze a 15 ft. radius sphere centered on you. All creatures caught in the area of effect must make a Constitution saving throw. On a failed save, all creatures caught take 5d10 cold damage and their maximum HP gets halved. On a successful save, they take 5d10 cold damage.

Save DC = 8 + your proficiency bonus + your Wisdom modifier

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