Way of the Frost Soul (5e Subclass)

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Way of the Frost Soul[edit]

Design Note: This subclass is a variant of the Way of the Sun Soul subclass, from Xanathar's Guide to Everything.

Monks who follow the Way of the Frost Soul often have spent their lives in the cold and icy regions of the world, the hostile environment shaping their beings and fighting styles. They learn to produce ice at will, and manipulate it with deadly efficiency.

Crystallized Fists

At 3rd level, you may choose for your unarmed strikes to deal magical cold damage. In addition, you freeze 5-foot cube of water hit by your Crystallized Fists, provided that there are no creatures in it. The water unfreezes in 1 minute.

Frost Bolt

At 3rd level, 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 you add your Dexterity modifier to its attack and damage rolls. Its damage is cold, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Frozen Armaments

At 6th level, immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the ice knife or armor of agathys spell as a bonus action.

You can spend additional ki points to cast these spells as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Glacial Sphere

At 11th level, as an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 cold damage. A creature doesn't need to make the save if the creature is behind total cover.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of your Wisdom modifier, increases the damage by 2d6.


At 17th level, as a bonus action, you create a blizzard in a 30-foot radius around you, creating cold, harsh winds that extinguish non-magical fire.

If a creature within the blizzard radius hits you with a melee attack while this blizzard is active, you can use your reaction to deal cold damage to the creature. The cold damage equals 5 + your Wisdom modifier.

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