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Way of the Blizzard

A Monastic Tradition for Monks

Monks of the Way of the Blizzard understand the bitter cruelty that comes with the winter winds. The followers of this way of life learn to withstand the harshness of the mountains and tundra, and are taught the importance of power. The warriors that emerge from these temples embody the frigid bite of the arctic, specializing in debilitating their opponents and bringing low the most haughty and arrogant of foes before slaying them.

Way of the Blizzard Features
Monk Level Spells
3rd Frozen Fist, White Tiger Stance
6th Chill to the Bone
11th White Dragon Stance
17th Stance Control, Roar of the Arctic

Frozen Fist

When you take this Monastic Tradition at 3rd level, you gain resistance to cold damage. Additionally, you learn the ray of frost cantrip and can cast it at will. When cast this way, you can use the spell as either a ranged or melee attack. Wisdom is your spellcasting ability. The damage for this spell increases to 2d8 when you reach 11th level.

White Tiger Stance

When you take this Monastic Tradition at 3rd level, you are able to channel the harsh bite of the cold polar winds into your martial arts. As a bonus action, you can spend 1 ki point to enter a special stance. While in this stance, you gain the following features:

  • Bitterly cold winds fill a 10-foot radius sphere that is centered on you and moves with you. This area becomes difficult terrain for creatures other than you. A creature other than you that enters this area for the first time or starts its turn there takes 1d6 cold damage. Flying creatures must also make a Dexterity saving throw or be knocked prone.
  • When you make an unarmed strike, you can conjure a blade of ice, dealing piercing damage instead of bludgeoning. Additionally, melee weapon attacks that you make deal damage equal to your proficiency bonus.

At the start of each of your turns, you must spend one additional ki point to maintain your stance, or it ends. Your stance also ends if you fall unconscious or die.

Your stance grants additional benefits as you gain monk levels. At 6th level, any solid terrain touched by the frigid winds becomes frozen, remaining as difficult terrain until your stance ends, and creatures that are friendly to you are unaffected by your stance’s effects. At 11th level, the radius of the winds created by the stance increases to 20 feet.

Chill to the Bone

At 6th level, your attunement to arctic winds allows you to encase your foes in solid ice. Once per turn when you hit a creature with a weapon attack while in your White Tiger Stance, you can force that creature to make a Constitution saving throw. On a failure, the creature becomes frozen, causing it to be restrained until you exit the White Tiger Stance. The target of this attack has a penalty to its saving throw equal to the number of attacks it was hit by this turn prior to the attack that triggered this ability. At the end of each of its turns, a creature can attempt a Strength saving throw to break free of the ice, ending its restraint on a success. Once a creature succeeds its saving throw or breaks free, it cannot be frozen this way again for 24 hours.

White Dragon Stance

At 11th level, you are able to deepen your stance to increase your enemies’ suffering. When you enter your White Tiger Stance, or as a bonus action while in your White Tiger Stance, you can spend 1 ki point to transition into the White Dragon Stance. While in this stance, you gain the following benefits, in addition to the benefits of your White Tiger Stance:

  • You have immunity to cold damage
  • You have a flying speed equal to your walking speed, but it can only be used in short bursts. You fall if you end your turn in midair with nothing else keeping you aloft. Ice binds your arms and legs to the surfaces they touch, preventing you from being moved against your will or knocked prone. Additionally, you can cling to walls and ceilings without falling.
  • Damage dealt to creatures within your stance’s range increases to 2d6

At the start of each of your turns, you must pay 1 ki point to maintain this stance, in addition to the ki point required to maintain the White Tiger Stance (2 ki points total). This stance ends if your White Tiger Stance ends.

Aaron Jolliffe | Way of the Blizzard

Stance Control

At 17th level, you can command the winds that are created by your stances. When you take a stance, and at the start of each of your turns while in a stance, you can change your stance’s area of effect to fill a 20-foot sphere centered on you, a 50-foot cone in front of you, or a 5-foot x 120-foot line in front of you.

Roar of the Arctic

At 17th level, you are able to unleash large bursts of icy power. As an action, you can spend 3 ki points to release a frigid blast. Each creature within 20 feet of you (or within your stance’s area if it is not a sphere) must make a Constitution saving throw, taking 4d8 cold damage on a failure, or half as much on a success.

If you are in White Tiger Stance, this damage increases to 6d8, and a creature that fails its saving throw is restrained for a number of rounds equal to half your Wisdom modifier (rounded up, minimum of 1).

If you are in White Dragon Stance, the cold damage increases to 8d8, and a creature that fails its saving throw is pushed back to the edge of your stance’s affected area before it is restrained.

Credits

  • Written and designed by Aaron Jolliffe
  • Created using GM Binder
  • Photo by Thomas Kelley on Unsplash

Ray of Frost (Way of the Blizzard)

Spell Type


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target, or a melee spell attack if the target is within 5 feet of you. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 11th level (2d8).

Aaron Jolliffe | Way of the Blizzard