Monk
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.

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.

Wine Belly

At 3rd level, your guts become imbibed with da juice.

You have Advantage on Saving throws and Ability checks related to consuming alcohol.
When you drink an alcoholic beverage, you gain Temporary Hit Points equal to one roll of your Martial Arts Die.

Tipsy Sway

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

Quick Chug. When a creature misses you with an attack roll, you may take a sip of Beverage from your Brewer's Supplies as a free action.

Redirect Attack. When a creature misses you with a melee attack roll, as a reaction you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

You may only activate one effect per turn.

Mighty Belch

Starting at 11th level, your boozy burps are quite terrible.

You let out an obnoxiously loud belch. Each creature in a 20-foot cone must succeed on a DC {{savedc:wis}} CON saving throw or take 6d6 acid damage, and have disadvantage on all attack rolls until the start of your next turn. A creature that succeeds on its saving throw takes half as much damage.

You may use this ability once per Short rest. Uncanny Metabolism resets the use of this feature.

Keg Smash!

At 17th level, your cup runneth over.

You smash a keg of highly concentrated brew that splashes onto all nearby creatures. Each creature of your choice within 30ft must succeed on a DC {{savedc:wis}} WIS saving throw or take 6d8 acid damage, is knocked Prone and Stunned until the start of your next turn. A creature that succeeds on its saving throw takes half as much damage and is not Stunned.

You may use this ability once per long rest.

Drunken Style' Image

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