Way of the Frozen Fist

Monks of the Way of the Frozen Fist are taught the techniques of the freezing mountain, harnessing it's resilience and its affinity for the cold. They often train in unrelenting conditions to push their bodies beyond their normal limits in an attempt to be prepared for any threat that comes their way. As a result of their training these monks tend to be cold and calcualating individuals, emulating the icy nature of their ki.

Ice Bracers

Starting at 3rd level, you are able to form bracers made of ice. You may spend 1 ki point to create the bracers as a bonus action. The bracers last 1 minute or until you shatter them and while wearing the bracers you have a +1 bonus to 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. When you reach 11th level in this class, the extra damage increases to 2d8.

Should you choose to remove the bracers before the minute is complete, they melt immediately.

Mountainous Resilience

Also at 3rd level, you become resistant to the harsh conditions of the mountain and no longer require cold weather gear no matter how bad the weather may get. You also gain resistance to cold damage.

Flurry Strikes

Starting at 6th level, when you hit a creature with both of your attacks granted by Flurry of Blows it must make a Constitution saving throw. Creatures that are resistant to cold damage make this save with advantage and creatures that are immune to cold damage automatically succeed on this save. Should a creature fail this save it falls under the following effects until the end of your next turn:

  • Its speed is halved
  • It has disadvantage on Dexterity saving throws
  • It can't take reactions

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 you cause each creature on the ground in a 25 foot cube originating from you must make a Dexterity saving throw or take 2d6 cold damage and be knocked prone. Additionally, the area becomes difficult terrain to all grounded creatures except you until the start of your next turn.

You can increase the effect of this feature by spending ki points as part of the action. When you spend ki points in this way you may choose to coat yourself in a protective layer of ice and gain temporary hit points equal to your Wisdom modifier. For each point you spend, to a maximum of 3, the cold damage increases by 2d6 and the temporary hit points increase by 1d4.





Ice Gauntlets

Starting 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 other creatures, excluding yourself, within 5 feet of the target must make a Dexterity saving throw or take the shatter damage.
  • When you would suffer a critical hit you may choose to attempt to parry the attack as a reaction. When you do so, the damage from the attack is reduced by 2d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0 you gain a Ki point, up to your maximum. Should you reduce the damage to 0 three times wth this feature, the gauntlets become too damaged to function and melt at the start of your next turn.