Base Class: Monk
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.
Intoxicating Flow
When you choose this tradition at 3rd level, if you don't already have it, you gain proficiency in the Performance skill and improvised weapons, which become monk weapons for you. Your martial arts technique mixes combat training with the elusive poise of a dancer and the sharp antics of a jester.
Stagger Technique
At 3rd level, you learn how to twist and turn quickly to confuse your opponent and hit them where it hurts. If you spend at least 10 feet of movement before making a melee attack against a creature that can see or sense you, your reach for this attack is 5 feet greater than normal and you score a critical hit on a roll of 19 or 20. This bonus increases at 11th level (to scoring a critical hit on a roll of 18-20), and again at 17th level (to scoring a critical hit on a 17-20).
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
- Hollow Body. You can move through the space of any creature regardless of their size, but it still count as difficult terrain if it is a hostile creature. Additionally, when your speed is reduced by non-magical means, you can spend 5 feet of movement instead to move without expending extra movement.
- Reversal. When a creature misses you with a melee attack (including special melee attacks like shove and grapple), you can spend your reaction and 1 ki point to cause that attack to hit one creature of your choice, other than the attacker, that you can see within its reach.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. Whenever you make an ability check, an attack roll, or a saving throw and have disadvantage, you cancel the disadvantage for that roll. You can't get advantage on a roll affected by this feature.
Bottled Devil
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry, you can make the attacks against any creature you can see within your movement range and you can make up to three additional attacks with it (up to a total of five Flurry attacks), provided that each Flurry attack targets a different creature from the precedent attack and you have enough movement to reach the creature.
You don't need to take the Attack action before using this feature.
Previous Versions
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8/23/2022 2:31:37 PM
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