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Freljordian Monk


Hit Points

Hit Dice: d8 per Freljordian Monk level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview & Creation

Freljord is cold, brutal, and frozen with ancient tradition. Its animals, old and ageless. They embody the spirits themselves, each individual a greater mass, and those that walk through these spirits, harness their powers become powerful, but at a cost of their humanity. For the spirits of the animals call, in a language you only learn by joining them.

The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 - - Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft Ability Score Improvement
9th +4 1d6 9 +15 ft Unarmored Movement improvement
10th +4 1d6 10 +20 ft Purity of Body
11th +4 1d8 11 +20 ft Monastic Tradition feature
12th +4 1d8 12 +20 ft Ability Score Improvement
13th +5 1d8 13 +20 ft Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft Diamond Soul
15th +5 1d8 15 +25 ft Timeless Body
16th +5 1d8 16 +25 ft Ability Score Improvement
17th +6 1d10 17 +25 ft Monastic Tradition feature
18th +6 1d10 18 +30 ft Empty Body
19th +6 1d10 19 +30 ft Ability Score Improvement
20th +6 1d10 20 +30 ft Perfect Self


Class Features

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

At 1st level, your practice of martial arts gives you master of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.   You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.  

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.   You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.   Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Ki save DC = 8 + your proficiency bonus + your Wisdom modifier  

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.  

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.  

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.  

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.  

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.  

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.  

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.  

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.  

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts


Subclass Options

Of the Volibear


The Bear's Rage

Starting when you choose this path at 3rd level, you gain the ability to enter a bestial rage.
On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor.
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee attack roll add +2 damage of the same type.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   When your rage ends, if you have raged more than two times that day you suffer a level of exhaustion. A long rest removes these.  

Frenzied Maul

At 6th level, you gain the ability to harness the Volibear's wrath.   If you are in the Bear's Rage, all melee attacks you deal against a stunned, paralyzed, prone, unconscious, or restrained creatures heal you. If you are above three quarters health, you heal 1 hit point, if you are bellow half health you heal 1d4 + 1 hit points.  

Call of the Thunder God

Starting at 11th level, when entering combat you instantly enter The Bear's Rage, unless you succeed a DC 13 charisma check. Additionally The Bear's Rage gains the following attributes.
  • Add an additional +1 lightning damage to all melee attack damage rolls. This bonus increase to +2 when under half health, and to +3 when under quarter health.
  • You have resistance to lightning and cold damage.
  • Your rage can not end when under half health, unless you succeed a DC 13 charisma check.

The Thousand Pierced Bear

Starting at 17th level, when under The Bear's Rage, you can not be knocked unconscious. But everytime you would, the Volibear's presence inside you grows. After combat ends where you would have been knocked unconscious, you must succeed a charisma check of DC 10 + twice the number of times you would have fallen. on a fail, the Volibear consumes you.

Of the Frostbringer


Frostbite

Starting when you choose this path at 3rd level, you feel the frigid powers of the Ice Phoenix.
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to freeze one or four of its limbs. The target must succeed on a Constitution or Strength saving throw, where it has advantage if you choose four of its limbs. If it fails it takes half your monk level as cold damage (minimum of one) as well as losing the function of each selected limb for one round.   For every limb that is frozen, the creatures movement speed is reduced by the fraction of its movement speed equal to the number of limbs necessary for movement that are frozen (rounded down). For example a human (movement speed of 30 ft) whose leg is frozen has its movement speed halved to 15 ft, but if both legs are frozen the movement speed would be 0 ft. As well a large hawk would have separate speeds for both flying and walking.  

Bite of the Wind

At 6th level, you have seen the power of the cold, and how it overtakes the slow, an inescapable embrace.
On a incapacitated creature or one that has no movement speed greater than 6 ft, all damage rolls against them deal an additional cold damage equal to your wisdom modifier (minimum of one).  

Glacial Storm

Starting at 11th level, the power of ice and hail, knocking on the landscape endlessly, a sound and feeling you must internalize.
Once per attack action, if an attack misses you can then spend 1 ki points to roll an additional attack, this attack deals half damage, rounded down.   Frostbite now allows you to choose and additional limb for both options.  

Rebirth

Starting at 17th level, the cold gathers and protects you, even holding your mortality in its frozen grasp.
When under half health, you become immune to cold damage. When under quarter health you become resistant to all damage types except fire.   If you fall unconscious, on succeeding your death saves you restore health equal to your monk level if you instead fail, instead of instant death the cold freezes you and you become frozen in the condition right before death. This part of the feature can only be used once per long rest.

Of the Mountain Turtle


The Shell of the Turtle

Starting when you choose this path at 3rd level, you observe the patience and sturdiness of the mountain.
As a bonus action, you focus on the turtle's power to gain half of your monk level as temporary health points once per short rest.

The Stance of the Turtle

You can enter the Stance of the Turtle by spending 1 ki point, gaining the turtles composure and two temporary health points, the next time you successfully hit a creature twice, you gain two more temporary health points, and then ending the effect.  

The Snapping of the Mountain

At 6th level, you have felt the power of the mountain, the majesty of its crown, and how it does not falter even when it strikes.
You can spend 2 ki points to create a massive fissure to appear in any stationary non-sentient object. This crack stretches as wide and as deep as five times your Monk level.   Additionally entering the Stance of the Turtle now gives two additional temporary health points both on entering and successfully hitting a creature twice.  

The Silence of the Stream

Starting at 11th level, the serenity of a frozen stream, and its lurking danger have caught you, so you must learn.
You gain advantage on all stealth rolls while at least half way submerged in water. You gain resistance to cold damage. Additionally all attack rolls against a creature unaware of your presence, if your roll on the dice is less than ten, you may use ten instead.   Additionally the Stance of the Turtle now gives three additional temporary health points both on entering and successfully hitting a creature twice.  

The Splitting of the Shell

Starting at 17th level, the Mountain Turtle brings forth power, channeling all of the excess energy around you into a single strike.
You gain the ability to strike with all of the Mountain's might, as an action you spend an X amount of ki points to spend all of your temporary health points, forcing a creature to make a Constitution saving check, on a fail you deal 12 plus X damage from spent ki points plus all of the spent temporary health points as force damage, and half of that on a success.

Of the Rime Wolf


Stalking Hound

Starting when you choose this path at 3rd level, you learn the cunning of the pack wolf.
When flanking an creature engaged in combat with an ally, all unarmed melee attack damage rolls you deal against them deal an additional piercing damage equal to your Wisdom modifier.   Additionally when in a group your stealth, survival, or nature checks allow you to add your proficiency to the roll, if you are already proficient in the roll, add proficiency an additional time.  

Will of the Wildclaw

At 6th level, you have felt the pain from a hundred lycan's claws. You must understand their enduring will and temperment.
Once per turn, after a melee attack has been rolled, you can spend 1 ki point to deal additional piercing damage equal to the difference between your roll to hit and the creatures AC.   Flanking attacks you deal, now deal one additional piercing damage.  

Fangs of Frost

At 11th level, the sharpness of blood trickling through frozen teeth, you must learn to pierce even the strongest hides.
Flurry of Blows now makes your melee attacks that successfully hit decrease the creatures AC by one. This effect stacks and lasts until the end of your next turn.  

Of the Fearless Tiger


Tiger's Frenzy

Starting when you choose this path at 3rd level, you learn the unpersuadable fury of the Tiger.
  Your flurry of blows, becomes Tiger's Frenzy, when you use this ability, you deal an additional +2 slashing damage.   You have advantage on all charisma ability checks involving intimidation, as well as advantage on saving throws against being frightened or charmed.  

Tiger's Wrath

At 6th level, you have felt the Tigers eyes, its anger hiding in the rocky shadows. You must understand her rage, before she strikes.
Now, when using the Tiger's Frenzy, you can additionally mark one creature within 60 ft. This creature takes an additional 1 slashing damage, and the marks stack to a maximum of half your Monk level (rounded down).   Your jump distance increases by +5.

Of the Omen Hawk


Herald of Surroundings

Starting when you choose this path at 3rd level, you learn of the vision from a birds eye.
As a bonus action, you can spend 1 ki point, to empower your eyes and mind with the keenness of the Omen Hawk. You gain advantage, on the next perception or investigation, for the next minute. The check must rely on sight to gain advantage.   Additionally Step of the Wind now gives an additional 10 ft of distance, and Deflect Missile now adds your Wisdom modifier to see if you can catch the arrow.  

Herald of Destruction

At 6th level, you have heard the Omen hawks cry. A sound of danger, something that could even kill the hawks.
For an action, you can tap into the Omen hawks vision. All enemies within 30 ft of you must make a Stealth check, if they fail you hear the Omen Hawks cry. You regain the use of this feature after a short rest or long rest.   Additionally if you spend 10 minutes meditating, you can enter a birds eye view. This vision is from 200 ft directly above your character, and can not move. It looks directly down, and requires concentration.

Of the Timber Elk


Lord of the Forest

Starting when you choose this path at 3rd level, you tend the forests trees, and know of the hiding fawns.
For a bonus action, you can spend 1 ki point, to heal a creature by touch, your 1d8 plus wisdom modifier plus your proficiency bonus.   During a short rest, you can enter a meditation that allows you to feel and speak to the forest. You can ask it one simple question, requiring a yes or no answer. The forest will answer in some way. This feat can not be used again until after a long rest.   Additionally, you ignore all difficult terrain when in a forest, and have advantage on survival, perception, investigation, medicine checks that relate to a forest.  

Horns of Splinters

At 6th level, you have felt the trees break, and the forests cries. A pain that must be thwarted.
As an attack action, after you have moved 10 ft in a straight line, you can choose to ram a creature off its feet. If your attack lands, the creature must make a grapple contest. If you succeed, you may launch an enemy 10 ft up, or 10 ft away from you. When they land, they are knocked prone.   Additionally, you regain 1 ki point at the end of every battle that ends in a forest.

Of the Hearth Ram


The First Fire

Starting when you choose this path at 3rd level, the mountains inner heat runs red, a warmth that overtakes the endless cold.
As an action, your body channels the heat of the first fire, creating a flame from the tips of your fingers. This flame gives dim light in a 30ft sphere, and can be placed down. It extinguishes after 10 minutes of no contact with your body, it does no damage to you and feels like a warm liquid. As an action it can be thrown, it is treated like a monk weapon when done so, and you have proficiency with it, its range is 30/60. Targets that are hit, take 1d8 fire damage at the start of each of its turns. The creature can spend one action to put it out, or another creature within in melee distance can.  

Molten Bellows

At 6th level, you have felt the mountains entrails. Its heat threatens to block all else out.
As an action, you can spend 1 ki point, to channel the heat of the fire beneath the mountains, for one minute. All metals you touch, act as if Heat Metal had been casted on them. All unarmed strikes while under this affect deal two additional fire damage.   Additionally, The First Fire's damage increases to 2d8 fire damage, as well you are resistant to fire damage.


Created by

Jyhrowolf.

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