Base Class: Monk
The Way of the Drunken Master 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.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill 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. You also gain proficiency with brewer’s supplies if you don’t already have it.
Drunken Techniques
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called tipsy dice. You also gain the unpredictability of the classic Drunken Technique. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, Advantage on your first attack, and your walking speed increases by 10 feet until the end of the current turn.
Drunken Boxing. You can drink as part of any action or move you take.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You must drink alcohol to use them. If you become poisoned, the condition becomes "Intoxicated" instead, when afflicted by alcohol consumption. Intoxicated does not cause disadvantage to Attacks nor Ability Checks for a Drunken Master.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Tipsy Dice. You have four tipsy dice, which are d8s. A tipsy die is expended when you use it. You regain all of your expended tipsy dice when you finish a short or long rest.
You gain two tipsy die at 7th level and two more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Brewmaster
When you make a Brewer's Kit or Alchemist's Supplies check, you can expend one tipsy die and add the die to the roll.
Coiled Snake (Level 7)
When a creature you can see moves into the reach you have, you can use your reaction to expend one tipsy die and make one attack against the creature. If the attack hits, add the tipsy die to the weapon’s damage roll. You can spend 1 ki point to make another attack without the added damage if another creature enters your reach before the start of your next turn.
Deceptive Lean
When you make a melee weapon attack on your turn, you can expend one tipsy die to increase your reach for that attack by 5 feet. The target must make a Wisdom saving throw. On a failed save, you gain advantage for this attack. If you hit, you add the tipsy die to the attack’s damage roll.
Drunkard's Numbness
When another creature damages you with a melee attack, you can use your reaction and expend one tipsy die to reduce the damage by the number you roll on your tipsy die + your Dexterity modifier.
Drunken Haze
When you’re within 5 feet of a creature on your turn, you can expend one tipsy die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the tipsy die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Evasive Footwork
When you move, you can expend one tipsy die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Blow
When you make a weapon attack roll against a creature, you can expend one tipsy die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Infuriating Dodge
You've learned to taunt your enemies as part of your ridiculous dodging. When you hit a target during Patient Defense, you can expend one tipsy die to goad the target into attacking you. You add the tipsy die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of start of your next turn.
Jester's Distraction
When you hit a creature with a weapon attack, you can expend one tipsy die to maneuver one of your comrades into a more advantageous position. You add the tipsy die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Momentary Grace (Level 7)
You can spend 1 ki point and add one tipsy die to a dexterity save when you are subjected to an effect that allows you take only half damage on a successful save.
Swaying Breeze (Level 7)
When you use Redirect Attack, you can expend one tipsy die to make a melee weapon attack against the attacking creature. If you or the redirected attack hit, you add the tipsy die to each attack's damage roll.
Trip Attack (Level 7)
When you are prone and make a melee weapon attack against a creature no more than one size larger than you, you can spend one tipsy die to attempt to knock the target prone. If you hit, add the tipsy die to the damage roll and the creature must make a Strength saving throw. On a failed save,they become prone.
Tipsy Sway
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.
Redirect Attack. When a creature misses you with a melee attack roll, you can, as a reaction, cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Falling Leaf Rising Tide. Being prone is part of your bag of tricks, as such, you gain Advantage on the first attack made from this position and attacks against you do not gain Advantage due to the prone condition. When a creature attacks you with a melee attack roll while prone, you can, as a reaction, make an opportunity attack against the creature. Some features are restricted while prone.
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 make the roll without disadvantage.
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 |
|---|---|---|---|---|---|
|
4/21/2022 7:00:36 PM
|
11
|
0
|
0.1
|
Coming Soon
|
|
|
4/21/2022 7:22:17 PM
|
7
|
0
|
0.2
|
Coming Soon
|
Comments