Way of the Blizzard (5e Subclass)
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Way of Frost
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.
Beginning at 3rd Level, you learn to use your ki to freeze air around you. You can spend 1 ki point to generate the following effects.
- Frozen Ground: As an action, you can send a gust of frost air to a point within 60 feet, condensing the moisture in the air on that point. A portion of the ground freezes,generating the same effects of the grease spell, and the DC is equal to you ki save DC. You are not affected by the effects of this feature.
- Freezing Touch: You can chill something to the point of becoming frozen. As a bonus action, you can make a ranged spell attack against a creature you can see within 30 feet, using your Wisdom modifier as your spellcasting ability. If that target is a creature, it takes 1d8 cold damage per ki point spent. If it is an object, it becomes vulnerable to bludgeoning damage until the end of your next turn.
- Frost Armor: You freeze the air around your body, creating a armor of ice. For 1 minute, you gain immunity to cold damage, resistance to fire damage and a bonus of +2 to your AC.
Beginning at 6th level, you have learned to move swiftly within a single breath. As a bonus action, you become enveloped by cold fog, allowing you to instantly move up to 60 feet to a frozen place. You then have advantage on the first melee attack you make before the end of the turn. However the direction you move, you leave behind a 5-foot square of frozen ground, extinguishing fire in the area and make the ground difficult terrain. The frozen ground melts after 1 minute.
Starting at 11th level, you become one with ice. As as action while on top of a frozen surface or in an arctic environment, you can become completely invisible, and undetectable as you make no sound. You have advantage on the first attack you make while invisible, becoming visible after this attack. You spend up to 3 ki points, and add 2d6 to your attack damage per ki point spent. The damage is cold, and the creature must make a Constitution saving throw against your ki save DC, or will be paralyzed until the end of its next turn.
Beginning at 17th level you may spend 8 ki to cast ice storm at 8th level as an action. You use your Wisdom as your spellcasting ability. Along with its normal effects, if you cast it in an arctic terrain, the cold damage is doubled.
In addition whenever you use your Flurry of Blows, the unarmed strikes granted by this feature deal additional cold damage equal to your Wisdom modifier.