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.
Though modest, many monks defy the traditional image of a monk and are therefore the lazy cast out - not much to their pain as they prefer the open road, or rather: the nearest tavern. They pick up mercenairy jobs, bounty hunters, and other day-to-day jobs that provide them with the opportunity to train and strengthen their body - mostly, however, their liver.
It is undoubtedly a pathway that offers many powers and possibilities. It does, however, come with a bizarre price: Always in search for a rug that really ties the room together, the monks are obsessively looking for rugs. Once they do, they roll two D20 - if both are a critical success, the monk does everything in their power to get a hold of it. The monk then leaves with the rug to the mountains, opening a coktail bar in the mountains where his new disciples can after a long and ardeous journey learn from a true master the Way of the Nine Drinks.
Drunken Technique
When you choose this tradition at 3rd level, you gain proficiency in Acrobatics if you don’t already have it as well as a Wooden Donkey who you have to tell to shut the **** up! or that the donkey is out of his element! repeatedely during the day (your familiar); your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.
You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Tipsy Sway
At 6th level, your swaying in combat becomes maddeningly unpredictable. If you succeed on a Dexterity save against the Hit Roll, you can dodge a melee attack as a reaction.
Furthermore, as a reaction when an enemy misses you with a melee attack, make Dexterity save against the Hit Roll. If you succeed, you cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Iron Liver
After years of training and excessive alcoholism, i.e., level 6, your liver has adapted to the constant pressure that most alcoholics fall to adapt to. You can instantly induce and stop a state of drunkeness. Roll 5 D10, and subtract the sum from 100. This is your percentage of state of consciousness. If your state of concsciousness falls under 80, you cannot use this ability again until you have had a rest (long or short).
"All in!"
At Level 11, you can call "All in!" before rolling any D20. You then roll a D20 for a 50:50 chance of either a critical fail or critical success. Once you've used this feature, you cannot use it again until you have taken a rest (either short or long).
Drunkard's Luck
Starting at 14th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point in advance to give yourself advantage on that roll or 2 ki points for triple advantage. Even if the second one is lower, you must take this one.
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 attacks), provided that each Flurry of Blows attack targets a different creature this turn.