Difference between revisions of "Way of Frozen Blood (5A)"
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True contemplation requires accessing one’s real inner self and many practitioners of the martial arts pursue these truths in the isolation offered by nature, traveling high up slopes into the crags and peaks where no others live. These mountain hermits have developed techniques that not only attune their bodies to the frigid chill but utilize it, turning the cold into a weapon all their own. | True contemplation requires accessing one’s real inner self and many practitioners of the martial arts pursue these truths in the isolation offered by nature, traveling high up slopes into the crags and peaks where no others live. These mountain hermits have developed techniques that not only attune their bodies to the frigid chill but utilize it, turning the cold into a weapon all their own. | ||
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+ | Source: En5ider 325. | ||
=== Enduring === | === Enduring === |
Latest revision as of 21:39, 13 October 2022
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This is a Monk monastic tradition for 5A.
True contemplation requires accessing one’s real inner self and many practitioners of the martial arts pursue these truths in the isolation offered by nature, traveling high up slopes into the crags and peaks where no others live. These mountain hermits have developed techniques that not only attune their bodies to the frigid chill but utilize it, turning the cold into a weapon all their own.
Source: En5ider 325.
Enduring
Starting at 3rd level when you choose this monastic tradition, you gain cold resistance and a climb speed of 20 feet.
Frozen Fists
Also at 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows you can spend 1 ki to deal an extra 4 (1d8) cold damage.
Icy Gale
At 6th level, you learn to manipulate the air around you and suck the heat out to create a blast of lethal cold. You can use an action and spend 2 ki to make a ranged weapon attack against a target within 100 feet. On a hit, you deal 5d8 cold damage, and its speed is reduced by half until the start of your next turn. The damage increases to 6d8 at 11th level, 7d8 at 16th level, and 8d8 at 20th level.
Snowtread
Also at 6th level, you master traveling on ice and snow. While within 10 feet of ice or snow you have advantage on Dexterity (Acrobatics) checks. In addition, you ignore difficult terrain that is snowy or icy.
Mountain’s Blessings
Beginning at 11th level, you find oneness upon the slopes. You gain a climbing speed equal to your speed. In addition, you gain immunity to cold damage.
Zero Chill
At 17th level, your understanding of the cold makes you able to endure other energies far beyond mortal limitations. You gain resistance to fire, psychic, and thunder damage. In addition, you have advantage on saving throws made against paralysis and stun.