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.
Spirit Drinker
Beginning at 3rd level, you choose to learn four alcoholic formulas. Your formula options are detailed at the end of this monastic tradition description. You gain an additional formula at 6th level, 11th level and 17th level.
Additionally, when you gain a new alcoholic formula, you can choose one of the formulas you already know and replace it with a new alcoholic formula.
Alchemists fire
You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.
Peacocks Punch
You become more confident and loose around people. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.
Pressed Apple Cider
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.
Red Bull
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.
Shield Beetle Cider
You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage.
Slippery squid
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.
The Boars Beer
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 17th level.
Side effect. You have disadvantage on Dexterity saving throws.
The Rejuvinating Spiced Rum
At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed is halved.
The Rum o' Regeneration
You regain 1d4 ki points, at level 6 it increases to 1d6, 11th to 1d8 and then at 17th it is 1d10
Side effect. You have disadvantage on death saving throws.
The Running Goats Gin
Your speed increases by 10 feet. At 11th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Dexterity ability checks.
The Weasels Whiskey
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Vultures Vodka
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.
Whisky on the Rocks
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.
The Brewer
At 3rd level, you can concoct a number of spirits equal to your wisdom modifier when you finish a short or long rest using brewers supplies. You also gain proficiency in brewers supplies.
As a bonus action you can consume a single spirit, and the effects and side effects last 1 minute, unless otherwise specified.
Your spirits are linked to your ki and do not work for any other creature. Spirits can also be thrown and set alight much like vials of oil. Over time the spirits lose their potencyand becoming inert if not used before you finish your next long rest.
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 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.
Alcoholism
Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
Your breath also becomes intoxicating, gaining some of the effects of alcohol. You may expend 2 ki points to exhale a cloud of alcoholic breath in a 15ft cone. All creatures in the area must make a constitution saving throw, the DC being 8 + proficiency bonus + wisdom, or be stunned for 1 round. If a creature has no nose or mouth, they automatically succeed.
Intoxicating 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.







Comments