Martial Arts (1d4)
The monk can use Dexterity instead of Strength for their unarmed strikes and monk weapons.
They deal 1d4 damage with these unarmed strikes (this increases as they level up).
Additionally, when they take the Attack action with an unarmed strike or monk weapon, they can make one additional unarmed strike as a bonus action.
This lets them fight swiftly and fluidly, landing quick extra hits in combat.
Ki (2 points)
The monk has a pool of 2 Ki points to spend on special abilities.
They regain all Ki points after a short or long rest.
Ki represents their inner energy and focus, powering their supernatural moves.
Flurry of Blows
Immediately after taking the Attack action on their turn, the monk can spend 1 Ki point to make two unarmed strikes as a bonus action.
This bursts out a rapid flurry of punches or kicks, overwhelming foes with speed and precision.
Patient Defense
The monk can spend 1 Ki point to take the Dodge action as a bonus action on their turn.
While dodging, attacks against the monk are made with disadvantage, and the monk has advantage on Dexterity saving throws.
This defensive move lets them focus completely on evading attacks and surviving dangerous situations.
Step of the Wind
By spending 1 Ki point, the monk can take the Disengage or Dash action as a bonus action on their turn.
Also, their jump distance is doubled for that turn.
This feature allows incredible mobility—escaping foes or closing gaps quickly.
Attacks:
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Drunken Slap (Unarmed Strike): +5 to hit, 1d4+3 bludgeoning
(Flavored as unpredictable flailing and bottle smashing) -
Tavern Chair Toss (Improvised Weapon): +4 to hit, 1d6 bludgeoning
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Ki-Powered “Mire Stumble” Combo (1/Day): If he hits two attacks in one turn, he knocks a player prone by slipping into them.
Description
🍂 Story: The Shack of Otley “Bogsipper” Tharn
Fifty feet behind The Soggy Bottom Tavern, hidden behind a curtain of willow branches and mildew-slick boards, lies the crooked shack of Otley “Bogsipper” Tharn — Ravenmoore’s most celebrated town drunk.
Otley was once a traveling ascetic who wandered into Ravenmoore during the early days of the Godfall. No one knows why he stayed, but some remember he was lucid — even wise — before the Shard was discovered. Now he spends his days arguing with swamp insects and his nights either under the tavern swings or muttering riddles to frogs outside his shack.
Unbeknownst to the town, Otley is (or was) a low-ranking member of the Cult of the Withered Bloom, who worship the decay of divinity and seek to harvest god-shards to hasten entropy. When the shard was unveiled, Otley began drinking harder. On the day of the attack, he vanished.
Players who visit his shack will find:
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A burned cultist robe in the chimney flue.
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A half-finished journal with pages torn out — one remaining page describes "the Bloom whispering from below the bogstone roots."
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A holy symbol made from snail shells — shaped like a blooming eye with weeping petals (the cult symbol).
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A hidden floorboard that squeaks with pressure, but only reveals swamp mold and rat bones — nothing concrete.
If the players find Otley (drunk and rambling), he will refuse to reveal anything about the cult, laughing wildly or falling into prayer-like muttering. If confronted violently or if he senses he’s being followed, he will fight to the death, embracing his fate. His final words, if any, will be cryptic nonsense... or a final drunken haiku.
Drunken Technique (Flurry of Blows = Disengage + +10 ft movement)
When using Flurry of Blows, instead of just making extra attacks, the monk performs a special drunken-style maneuver:
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They gain an extra 10 feet of movement for the turn.
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They automatically take the Disengage action as part of the Flurry of Blows, allowing them to move away from enemies without provoking opportunity attacks.
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They still make the normal number of unarmed strikes granted by Flurry of Blows.
Loot (Upon Death):
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A rotting leather pouch containing 3 silver teeth, 7 copper, and a clay coin with a carved flower blooming from an eye.
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A sealed letter burned at the edges (mostly unreadable) signed: The Rooted Mouth.
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A half-empty bottle labeled “Moonshine of Clarity” (grants +1 to Insight for 1 hour if drunk, then DC 12 CON save or gain Confusion for 10 minutes).
Tactics:
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He moves erratically, dodges like he’s tripping, and taunts the players with swamp riddles mid-fight.
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Uses Flurry of Blows early, retreats to the shack rooftop (via vines), and throws bottles from above.
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If surrounded, he drinks from a filthy gourd (Patient Defense).
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