Luck Of The Drunkard Image

You can call on the favour of a quick drink to help you in a pinch. As an action (or as a bonus action by sending one ki point), you can take a swig of alcohol. Roll a d10. The number you roll will determine the effect of this drink.

You can do this a number of times equal to your proficiency modifier. You regain all uses of this feat when you finish a long rest.

Once you roll an effect, that effect cannot apply to you again until you finish a long rest.

1: On your next turn, you lose your action, and instead spend it vomiting up your drink.
2: One creature within 30 ft. of you takes advantage of your grogginess. Until that creature is unconscious, your current ki points are reduced by 1.
3: You immediately vomit on the ground. You must make a DC 14 Constitution saving throw. On a failure, you take 2d4 poison damage.
4: You crack your knuckles a bit too hard. Until the end of your next turn, you have disadvantage on attack rolls.
5: On your next turn, you must attempt to perfectly recreate the action and bonus action of the last friendly creature who came before you in the initiative order, excluding attacks.
6: On your next turn, you must attempt to perfectly recreate the action and bonus action of the last friendly creature who came before you in the initiative order, including attacks.
7: You crack your knuckles and send a shiver down your enemies' spine. You have advantage on all Charisma (Intimidation) checks made until the end of your next turn.
8: You vomit in the face of a creature within 10 ft. of you that you can see. They must make a DC 14 Constitution saving throw. On a failure, they take 2d4 poison damage.
9: Roll one of your martial arts die, you gain temporary hit points equal to the number rolled.
10: You may perform Flurry of Blows on your next turn without spending a ki point.

Luck Of The Drunkard Image

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