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 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 1d6 cold damage in addition to the attack's damage. When you reach 11th level in this class, the extra damage increases to 2d6.
Should you choose to remove the bracers before the minute is complete, they melt immediately.
Chilling Personality
Also at 3rd level, you have learned how to be be cold, calculating, deceptive, and even scary to some as a result of your training. You gain proficiency in Deception, Intimidation, Insight, or Persuasion checks (your choice).
Flurry Strikes
Starting at 6th level, when you hit a creature with both of your attacks granted by Flurry of Blows it falls under the following effects until the end of your next turn:
- Its speed is halved
- It suffers a -2 penalty to AC and Dexterity saves
- It can't use reactions
- It can only use an action or bonus action, not both
A creature affected by this feature can make Constitution saving throw at the end of its turn. On a success, the effect ends. Creatures that are immune to cold damage make this save with advantage.
Mountainous Resilience
Also at 6th 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.
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 each creature on the ground in a 25 foot cube originating from you must make a Dexterity saving throw or take 2d6 cold damage. Additionally, the area becomes difficult terrain to all creatures except you until the start of your next turn.
You can increase the effect of this feature by spending ki points. When you spend ki points this way you may choose to coat yourself in a protective layer of ice to gain temporary hit points equal to your Wisdom modifier as part of the action. 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 creatures, excluding yourself, within 5 feet of the target must make a Dexterity saving throw or take the same damage the original target would take before any reductions.
- When you would suffer a critical hit you may choose to attempt to calmly parry the attack as a reaction. When you do so, the damage from the attack is reduced by 2d12 + your Dexterity modifier + your monk level. If you reduce the damage to 0 you gain a Ki point, up to your maximum.
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