i really like this Gully that is amazing. i may borrow that for a game if you flesh it out more if you dont mind. let me know i would love to see how it turns out.
At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for it: the Way of the Drunken Master.
Way of the Drunken Master
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 but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
Drunken Technique
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 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. As a reaction when an enemy misses you with a melee attack roll, 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. Once you use this feature, you can’t use it again until you finish a short or long rest.
Drunkard’s Luck
Starting at 11th 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 to give yourself advantage on that roll. You must decide to use this feature before rolling.
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.
At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for it: the Way of the Drunken Master.
Way of the Drunken Master
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 but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
Drunken Technique
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 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. As a reaction when an enemy misses you with a melee attack roll, 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. Once you use this feature, you can’t use it again until you finish a short or long rest.
Drunkard’s Luck
Starting at 11th 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 to give yourself advantage on that roll. You must decide to use this feature before rolling.
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.
One thing i've always wondered, but it must come down to player choice. Which would be better fro a drunken master being a little intoxicated or just acting with perform. That plus i also think that as a drunken master i think that they should get an affinity for improvised weaponry. I think that because that's how drunks fight.
i think the idea of being intoxicated is a performance thing, unless you want to add a mechanic where you can take a sip from your gourd so many times /short rest to do a thing such as gain health/ki improve ac for a round or give disadvantage to enemy attack rolls. i wouldn't give them the affinity for improvised weapons because it takes away from the feat tavern brawler, if someone in my group needs to use an improvised weapon, i just treat it as simple melee weapon, typically a club.
I like that it's felxible, the player can decide whether they fight the way they do because they're always drunk, if drinking is necessary for the fighting style, or if the fighting style is just one where the monk uses the motions of a swaying drunk. All of the above are part of the fantasy, so i'm glad the actual path doesn't assume anything about the character.
I think I prefer the IRL version, that doesn't actually involve being drunk, but rather is about mimicing the staggering, unpredictable movements of a drunk to confuse and unbalance the opponent.
But! im stealin all of that for drunks in general, in my games!
I know 5e is still young in its life cycle but are we going to get that back? I love playing a dwarven monk who fights drunk.
Oh wowza, this popped up on the Unearthed Arcana subreddit just the other day, think it might be exactly what you're looking for
Drunken Master Monk Archetype
"Roll for kink."
My homebrews - Naturalcrit
i really like this Gully that is amazing. i may borrow that for a game if you flesh it out more if you dont mind. let me know i would love to see how it turns out.
Monk+intoxication=what could go wrong?
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
...very interesting timing.
https://media.wizards.com/2017/dnd/downloads/UAThreeSubclasses.pdf
Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature. Here is a playtest option for it: the Way of the Drunken Master.
Way of the Drunken Master
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 but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.
Drunken Technique
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 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. As a reaction when an enemy misses you with a melee attack roll, 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. Once you use this feature, you can’t use it again until you finish a short or long rest.
Drunkard’s Luck
Starting at 11th 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 to give yourself advantage on that roll. You must decide to use this feature before rolling.
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.
One thing i've always wondered, but it must come down to player choice. Which would be better fro a drunken master being a little intoxicated or just acting with perform. That plus i also think that as a drunken master i think that they should get an affinity for improvised weaponry. I think that because that's how drunks fight.
i think the idea of being intoxicated is a performance thing, unless you want to add a mechanic where you can take a sip from your gourd so many times /short rest to do a thing such as gain health/ki improve ac for a round or give disadvantage to enemy attack rolls. i wouldn't give them the affinity for improvised weapons because it takes away from the feat tavern brawler, if someone in my group needs to use an improvised weapon, i just treat it as simple melee weapon, typically a club.
I like that it's felxible, the player can decide whether they fight the way they do because they're always drunk, if drinking is necessary for the fighting style, or if the fighting style is just one where the monk uses the motions of a swaying drunk. All of the above are part of the fantasy, so i'm glad the actual path doesn't assume anything about the character.
Here!
First thoughts? Looks fun to me, really like the hard to pin down feel it seems to have. Looking forward to trying it out.
Edit: Made a seperate thread since I didn't see this one, sorry mods thanks for the move.
So you are telling me that a giant monkey can beat the KING OF MONSTERS!? Do you want me to hate you?
I think I prefer the IRL version, that doesn't actually involve being drunk, but rather is about mimicing the staggering, unpredictable movements of a drunk to confuse and unbalance the opponent.
But! im stealin all of that for drunks in general, in my games!
We do bones, motherf***ker!
I don't mean to resurrect a dead thread, but I'm really interested in your Gully Dwarf translation!