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Cold Combat

Starting at level 3, your training has awaken the power of ice in your body to hinder your enemies, granting the
next benefits:
Freezing Strikes: you can make your unarmed strikes deal cold damage instead of bludgeoning damage.
Ice Shot: 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 add your
Dexterity modifier to its attack and damage rolls. It's damage is cold and its damage die is is a
d4.
Clinging Ice: Every time you deal cold damage to a creature with your Freezing Strikes or you Ice Shot, that
creature's walking speed (if any) is reduced by an amount of feet equal to the extra movement speed granted to
you by the Unarmored Movement feature of the Monk class.
Numbing Coldness
At level 6, if you reduce a creature's walking speed to 0, that creature becomes incapacitated until the start of
your next turn or until it takes any damage that is not cold damage. Additionally, if a creature is resistant or
immune to cold damage, the damage from your Freezing Strikes and your Ice Shot can ignore that resistance or
immunity.

Frost Slide
Also at level 6, as a bonus action, you spend 1 ki point and move in a straight line along the floor an amount of
feet up to the extra movement granted by your Unarmored Movement. This movement doesn't provoke
opportunity attacks. Any creature in that line must make a Dexterity saving throw, taking 2 rolls of your
Martial Arts die as cold damage and being knocked prone on a failure, or half as much on a success and not
being prone.

Frozen After Image


At level 11, when a creature hits you with an attack, you can spend 2 ki points as a reaction to create a body
double made of ice and swap places with it, reducing all damage from that attack to 0 and trying to cover the
attacker with ice, that creature must make a Dexterity saving throw or become Paralyzed until the end of your
next turn or until it takes any damage that is not cold damage.

Coldness Increased
From level 11, when you use your Ice Shot as an action, you can use it again as a bonus action. Additionally,
the damage from your Frost Slide increases to 3 rolls of your Martial Arts die.

Aura of Frost
At level 17, you've learned to manifest the ultimate cold in an area surrounding you. As an action you can
spend 3 ki points to create a 30 foot aura centered in you that last for 1 minute, it has the following effects:
 You have invulnerability to cold damage.
 The whole area is treated as difficult terrain for all other creatures.
 Concentration is impossible for all creatures inside the aura and all forms of teleportation are rendered
useless.
 Incapacitated creatures inside the aura have vulnerability to cold damage, also they automatically fail
all Dexterity saving throws.
When you create the aura you can pick a number of creatures up to your Proficiency Bonus to be unnaffected
by it.

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