The Way of the Ice Pike
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The Way of the Ice Pike
Monks of the Way of the Ice Pike have developed mastery in the use of a magical spear called The Ice Pike. (This monastic tradition is unique to a specific character – Dawndra Norlandr – and a specific magical item – her Ice Pike) .
Background
Dawndra’s Ice Pike is, as far as she knows, a unique item in the Forgotten Realms. When she was discovered as an infant among the wreckage of a sailing vessel along the shores of Norland Isle, she was wrapped in white fur which was pinned closed with what appeared to be a hairpin made of ice, except it never melted. As Dawndra grew older and her brilliant white hair grew longer, the icepin always adorned her as a hairpin. Eventually, she discovered that she had a special attunment to the icepin, she could will it to increase in length. At first just the size of a dagger but later, as she spent her life attuned to the item, she could will it to become an 8 feet long spear. This is when she left her home in the Moonshae Isles and sought out a Monastic temple to train in the use of her Ice Pike.
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
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Long Weapon Proficiency (Level 3)
The Monk gains weapon proficiency with Spears and Pikes. These weapons count as Monk Weapons and gain the Finesse property if wielded with two-hands (Versatile) . The damage dice when wielding a spear, pike or lance is 2x the martial arts die. For example, at level 3 the monks Martial Arts die is 1d4. While wielding a spear with two hands, the martial arts die becomes 2d4. When the Martial Arts die increases to 1d6, the damage done with two-handed spear is 2d6 and so on.
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Sharp Defender (Level 3)
After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.
If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.
Dodge (SRD): When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
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Flurry of Frostbite (Level 3)
Anytime the monk uses Flurry of Blows and succeeds on both attacks, additional Cold damage (Martial Arts Die x2) is automatically applied on the second successful attack. This increases with the monks Martial Die and Monastic Tradition Level. (Level 1: 2d4, Level 6: 2d6, Level 11: 2d8, Level 17: 2d10).
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Creeping Icewound (Level 6)
Ki Cost: 2
You have further mastered the magical properties of the Ice Pike that flow through your ki. Your Ki-Empowered Strikes can inflict a spreading cold damage in the enemy target. Upon any successful unarmed attack, you can expend 2 Ki to inflict a Creeping Icewound. Target must make a Constitution saving throw (Ki save DC). On a failed saving throw the target takes 2d8 cold damage (half as much damage on a save). At the beginning of your next successive turn, target must save or take 4d8 Cold damage, and again on the next turn for 6d8 Cold damage. The effect ends after this.
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Frostvine Protector (Level 6)
Ki Cost: 2
As a bonus action, you can spend 2 ki point to create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Wisdom modifier + your monk level.
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Ardent Defender (Level 6)
When taking the Dodge (or Patient Defense) and you are attacked you gain an extra Reaction (up to 3 total during the current round). If the attack succeeds against you, the damage is halved and you gain an attack of opportunity with advantage against the attacker. Additionally, any attacks made immediately after taking Dodge gain advantage.
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Stunning Spike Strike (Level 11)
When using the Stunning Strike feature, the target now has disadvantage on their constitution saving throw and upon a fail, they are not only stunned but take an additional 2d8 Force Damage.
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Frostvine Aggressor (Level 11)
Ki Cost: 2
Upon any successful Ice Pike attack, you can expend 2 Ki to inflict Frostvine Aggressor to the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.
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FeatName (Level 17)
Feat Description
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FeatName (Level 17)
Feat Description