Monk
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.

Bonus Proficiencies

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 combat training with the precision of a dancer and the antics of a jester.

Drunken Stupor

Starting at 3rd level, you can spend a bonus action to put yourself into a Drunken Stupor. Drunken masters prefer to imbibe copious amounts of alcohol regularly but do not need to do so to use this feature. While in a Drunken Stupor and not weathering any armor you gain the following benefits:

  • Opportunity attacks against you have disadvantage.
  • Opportunity attacks you make gain advantage
  • You can move through the same square as others at full speed as suppose to half
  • You can spend 1 ki to use a Drunken Technique

If you are able to cast spells you cannot cast them while in a Drunken Stupor. Your Drunken Stupor ends after 1 minute, when you go unconscious, or when you spend a bonus action to do so. After using this feature once, additional uses give you a level of exhaustion at the conclusion of each Drunken Stupor. You regain your ability to use Drunken Stupor without gaining exhaustion after a short or long rest.

Drunken Technique

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

  • Tipsy Sway. Whenever you use Flurry of Blows (requires a ki point), you gain the benefit of the Dodge action until the end of the current turn.
  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Starting at 11th level, you can move in sudden, swaying ways. You gain the following benefits.

  • Tipsy Disengage. 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.

Drunkard's Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to change the disadvantage to advantage for that roll.

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 Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

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