Way of Icy Veins (5e Subclass)
Way of Icy Veins[edit]
Monk Subclass
While all monks practice some form of bodily regulation to focus their inner power, those monks that follow the way of icy veins hone that control to an icicle’s point. Through continuous practice over years, if not decades, they learn to lower their core temperature at will and freeze their flesh into armor, eventually allowing them to form actual ice to use as armor. While this change doesn’t grant them the stunning speeds most often associated with their class, they more than make up this with advanced defensive techniques to block hits as much as dodge them while draining their enemies of their own fire.
- Deep Freeze
Starting at 3rd level, you can slow your bodily processes down enough to mimic a corpse for a limited time. You can cast feign death on yourself as a ritual without spell components. When cast using this feature, the duration of feign death can be increased by up to a number of hours equal to your proficiency bonus + 1.
- Glacial Guard
Starting at 3rd level, certain movements coat your limbs and torso with icy armor. After you use Patient Defense or your reaction, you gain temporary hit pointss equal to a roll of your martial arts die. When you expend a Focus Point as part of Patient Defense or your reaction, increase the temporary hit pointss you gain to 2 rolls of your martial arts die. When you take damage, you can use your reaction to reduce the damage taken by your monk level
Starting at 10th level, increase the number of temporary hit points you gain after you use Patient Defense or your reaction to 2 rolls of your martial arts die, or 4 rolls when you expend a Focus Point.
- Slow but Steady
Starting at 3rd level, the chill permeating your being makes you tougher yet slower. Your movement speed is no longer increased by Unarmored Movement. Instead, reduce all damage you take by up to your proficiency bonus and any other feature which reduces the damage your take further reduces it by your Wisdom modifier while you aren't wearing armor or wielding a shield (minimum 1). You also gain resistance to cold damage and advantage on saving throws against being knocked prone due to slippery surfaces like ice or grease.
- Iceboxer
Starting at 6th level, your fists are freezing to the touch. Whenever you deal damage with your Unarmed Strike, it can deal your choice of cold damage, force damage, or its normal damage type. After you score a critical hit with an unarmed strike against a creature, it has disadvantage on its next attack roll before the start of your next turn.
Additionally, your successful opportunity attacks halve the target’s movement speed until the end of the turn. After you score a critical hit with an opportunity attack, you regain the use your reaction.
- Snowing Strike
Starting at 6th level, your stuns takes on a frozen aspect. When a creature fails a saving throw against your Stunning Strike, it takes cold damage equal to 2 rolls of your martial arts die and has disadvantage on attack rolls until the start of your next turn. When a creature succeeds on a saving throw against your Stunning Strike, it takes cold damage equal to a roll of your martial arts die and has disadvantage on its next attack roll before the start of your next turn.
- Frozen Body
Starting at 11th level, your sluggish system does not process physiological maladies in the same way as normal beings. Your Self-Restoration feature can now remove the following conditions: paralyzed, petrified, and stunned. After you remove a condition with Self-Restoration, you gain temporary hit points equal to a roll of your marital arts die.
- Frosted Vanguard
Starting at 11th level, even the mightiest of physical attacks might harmlessly bounce off your chilled skin, letting you take some of them for your allies. You can add a bonus equal to your Wisdom modifier to your Strength, Dexterity, and Constitution saving throws. Additionally, your Evasion feature now affects all Strength, Dexterity, and Constitution saving throws you make.
When you make a Strength, Dexterity, and Constitution saving throw, you can use your reaction to gain disadvantage on the saving throw and give all other creatures making the same saving throw advantage on it. When you use this reaction, you can expend 1 Focus Point to gain advantage instead of disadvantage.
- Heat Death
Starting 17th level, you can sap the heat off others while aiding in your defense. . When you use Patient Defense you can target a creature you can see within 5 feet of you. The creature’s movement speed is halved and opportunity attacks against it have advantage for 1 minute. At the end of its turns, the creature can make a Constitution saving throw against your focus save DC, ending this effect on a success or taking cold damage equal to a roll of your martial arts die on a failure. When you expend a Focus Point using Patient Defense, you gain advantage and the target gains disadvantage on Constitution saving throws until the start of your next turn.
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