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Prerequisite: Requires the Drunken Master subclass of Monk
 

While you are slightly drunk, you get the following benefits:

• Through meditation or a state of constant drunkenness one may gain inner power, and as a result may imbibe alcohol to regain a number of Ki points equal to half your monk level. Through his antics the drunken master may take a bonus action to drink while in combat. This action may only be performed once per encounter.

• You gain advantage on melee attack rolls, ability checks and saving throws that you are proficient in, keeping, for the rolls in which you are not proficient, the disadvantage inherent in the drunk (poisoned) condition. From level 6 on, you ignore the disadvantage for rolls that are not proficient.

 Tips for controlling the drunk status:

In order to get slightly drunk, the player must fail a Constitution saving throw based on the difficulty set for the beverage being consumed: weak (DC 5), normal (DC 10) or strong (DC 15). The drink must be ingested in a reasonable amount using a bonus action. If the player has no urgency to get drunk, they can just declare that they will be drinking until they reach this condition and the DM, without the need for a test, will tell you how long it took to do so.

This mild state of inebriation lasts for 1 minute and can be prolonged by using a bonus action to ingest at least one dose of the drink. With each consecutive attempt, the user will become more intoxicated and they will need to make a new Constitution saving throw. If they succeed the new saving throw, the state continues for another minute. If they fail, they fall unconscious, snoring drunkenly until either they suffer damage, a party member uses their action to wake them up, or if the time required for a long rest passes. If the monk wakes up prior to achieving a long rest, they may wake up with a hangover (with the disadvantages of the normal poisoned condition). This hangover will last, in hours, the number of attempts to prolong the drunken state minus the user's Constitution modifier (ex. 3 attempts - CON modifier of 1 = a 2-hour hangover [poisoned state]).

Sleepy Bonk: Before passing out unconscious from alcohol, the drunken master may choose to spend their reaction to perform a critical melee attack on a randomly chosen creature. This creature does not need to be adjacent to the player, but the player must have enough speed to reach the creature. (Consult DM for details)

Using any magic that removes the poisoning condition or dropping to 0 hit points ends the effects of drunkenness, hangover, and rouses the user from alcoholic slumber.

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