Monk
Base Class: Monk

The Way of the Drunken Monkey teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Booze Bonuses

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill and the Intimidation if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester... as well as the belligerence of a drunk. You also gain proficiency with Brewer's Supplies if you don’t already have it, and improvised weapons match the damage of your Martial Arts die, and count as monk weapons for you

Bravery of the Bottle

At third level, if you have consumed 2 alcoholic drinks in the last hour before combat, or if you use a bonus action to imbibe one at the start of or during battle, you enter an "inebriated" state. You fight more ferociously and fearlessly, but also recklessly.  You get a +1 to both attack and damage rolls and you have advantage on any constitution or strength ability checks or saving throws while inebriated. This increases to +2 at level 8 and +3 at level 14. You may use an action to expend a Ki point to end the effect at will.

 

However, you have disadvantage on all other saving throws or ability checks.

 

If you make multiple melee attacks in a round (including Flurry of Blows, but not reactions) and miss with all of them, the DM can roll a d12 on the 12 Step table.

12 Step Table

1) Blackout: The liquor overpowers you and you black out. You fall unconscious for d2 rounds if in combat, or one minute if outside combat. You can be awakened by an ally.

2) Beer Goggles: Your last melee attack not only misses the enemy, but strikes a companion if one is within 5 feet of you. If not, you lose your balance and fall prone.

3) Drunk Dial: You are seized by guilt and nostalgia. You must pass a DC 14 Wisdom save, or spend d3 rounds crying and confessing your regrets to some lost love. If you fail, you may reroll the Wisdom save at the end of each of your turns (not at disadvantage) and end the effect on a success.

4) In Your Feelings: You are morose and spiraling. You are vulnerable to psychic damage for the next hour.

5) Hold My Hair: Your stomach rebels. You need to pass a DC 16 Con save. On failure, if an ally is within 10 feet of you, you vomit on them. They must pass a DC 13 Dex save or be blinded until the end of their next turn.

6) Party Foul: Your stomach rebels. If an enemy is within 10 feet of you, you vomit on them. They must pass a DC 14 Dex save or be blinded until the end of their next turn.

7) Whiskey Legs: You must pass a DC 14 Charisma save, or fall victim to the bass line. On a failure, if you have not used your full movement this round, all your movement must be spent dancing in place. If you have used your full movement this round, you spend the next round capering and jiving in your spot. You may still make attacks.

8) Hot In Here: You start to sweat. You must pass a DC 14 Int save, or spend your next turn disrobing until you are completely nude. You may spend half your movement the round after to put on pants, or you may continue to fight nude. An ally may attempt to dissuade you with a contested (no advantage or disadvantage for either party) charisma check.

9) Lash Out: You lose your temper and strike out at the nearest person. Count the number of creatures within 5 feet of you. Assign each one to the side of a digital die. Roll it, and you make a melee attack against that creature. On a hit, you do an extra d6 of bludgeoning damage on top of your normal melee damage. If outside of combat, you attempt to punch a hole in the nearest wall or window. You take a d6 bludgeoning (wall) or slashing (window) damage.

10) But It Was 99¢!: Pisssssss. You lose control of your bladder and piss your pants. No other effect, your shame is punishment enough.

11) In Vino Veritas: The wine has opened your eyes. In combat, the next melee attack against you is at disadvantage, as you anticipate your opponent's actions. Outside of combat, you have advantage on Insight checks but disadvantage on Deception checks for the next 10 minutes.

12) Liquid Courage: Dust yourself off and try again. In combat, you summon a drunk's resilience and may remake all the attacks you missed in the last round. Outside combat, you gain advantage on Intimidation checks for the next hour, and are immune to the fear condition.

HANGOVERS

If you enter the inebriated state inside or outside of battle 3 times before a long rest, the DM may roll on the 12 Steps table to determine an effect you suffer. Every two more times you enter the inebriated state before a long rest, the DM may roll again. The count resets on a long rest.

Unpredictable Form

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. You no longer have disadvantage on melee attacks, and melee attacks against you do not have advantage.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you, or force the attacker to succeed on a DEX or STR save or be knocked prone

Tipsy Sway. When you spend a Ki point to use Flurry of Blows, you gain the benefit of the Disengage action, or you may spend a second Ki point to gain the benefit of the Dodge action.

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/9/2023 1:04:41 AM
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