Way of the Arctic Monk

by ElderArthur

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Arctic Monk (Monk Subclass)

Who needs the Four Elements when you can be chillin' with the stone cold Cool Fu, witches?

That's what I'm talkin' about.
The Way of the Arctic Monk.
Feel the shiver down your spine...

Frost Strike

The initiating strike ability gained at 3rd level builds on the Frostbite cantrip. The enhanced strike is gained at 5th level.

Initiating strike: (1 Ki) on hit, target is "Frosty" unless saves CON vs. DC (lasts at least to end of Monk's next turn).

Frosty effects: Disadvantage on melee attacks, reduced AC (-2), and Speed -10 (no less than 1/2)

Enhanced strike (replaces learning Stunning Strike): Hitting a creature already Frosty, spend (1+ Ki), with these effects:

  • add +1d10 cold damage per Ki spent
  • target must make another CON saving throw, if failed, target will continue to be Frosty for 1 minute, and if the monk spent 3+ Ki, the creature is "Iced".
  • if the save score was less than the DC + spent Ki, target remains Frosty until at least end of monk's next turn.

Iced: (as condition Stunned) target is incapacitated, cannot move, speech is impaired, attack rolls to hit target have advantage, target automatically fails all STR & DEX saving throws (except vs. this effect).

At the end of each of its turns, the target can break Iced / Frosty effect with a successful STR or CON saving throw. (Except within "until at least" clause above.) Creatures with Resistance to Cold, will have advantage on all saving throws.

Ice Patch

Starting at 3rd level, the monk can spend (1 Ki) to create a slick ice on the ground in an area centered on a point within range (apply as Grease 1st level conjuration). For 1 minute, this 10x10 ft patch becomes difficult terrain except for the monk (or arctic natives, arctic terrain rangers, etc.) When the ice appears, each creature standing in its area must make a DEX saving throw or fall prone (same for any creature that enters or ends its turn within the area).

Frost Armor

Starting at 6th level, (building on Armor of Agathys) the monk can use a Bonus Action and spend (2 Ki) to initiate this defense, which lasts up to 1 hour. The monk appears as if coated in "spectral frost", which shatters when taking damage. The monk gains 10 temporary HP (increases to 15 HP at 9th level, 20 HP at 13th level and 25 HP at 17th level). Reducing temporary HP to 0 ends the effects, which are:

  • Monk gains Resistance to Cold damage
  • Monk can choose unarmed attacks to deal cold damage.
  • Melee attackers within 5 ft take cold damage equal to the number of temporary HP reduced by their attack, and become Frosty unless succeeding in a CON saving throw.

Ice Slide

At 11th level, (building on Step of the Wind) the monk can spend (4 Ki) to swiftly move as if skating along a growing sheet of ice (Speed becomes 60.) Each space moved through this turn becomes an Ice Patch (see 3rd level) for 1 minute. Can use Bonus Action as Dash (add additional Speed move.)

Sub Zero

At 17th level, the monk is a minion of ice, gaining immunity to cold damage and the ability to us (6 Ki) to cast Cone of Cold (5th level evocation). Additionally, on Frost Strikes using 3+ Ki on a target that is already Frosty, targets that fail the CON save are reduced to 0 HP in one shot (frozen).

 

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