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.
Level 3: 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 are also proficient with improvised weapons, and you may treat any improvised weapon you use as if it were a monk weapon.
Level 3: Drunken Style
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
In addition, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain a +2 bonus to your AC until the end of your next turn.
Level 6: 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 you use your Deflect Attacks ability, you no longer need to spend a focus point to redirect the attack. In addition, you can redirect the attack even if you do not reduce the damage to 0, but doing so requires you to spend 1 focus point.
Level 11: Drunkard's Luck
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, you can spend 1 focus point to cancel the disadvantage for that roll.
Level 17: Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks. When you use your Flurry of Blows, you can make up to two additional attacks with it.
Previous Versions
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