Monk
Base Class: Monk

You have studied the arts of perfect movement. Momentum and gravity are your tools for making every action nearly effortless. The drunken state that you keeps yourself in allows your body to more Intune with your natural movement and allows you to always be in a relaxed state. Allowing you to avoid what a stiff body would not. Complex thought is a burden that you avoid as simplicity is the key to all mysteries. Or your a really acrobatic alcoholic, whos to say.   

Flow like Liquor

Starting at Level 3. After a target rolls to attack you and you know the roll is you can use your reaction to add your dex bonus to your ac, this bonus lasts only for the one attack. If this causes them to miss an attack you may make a free unarmed strike against them, if you spend a ki point you can make the attacker roll to hit again but against another target within 5 feet of you, they don't need to miss the original attack for you to do this. You gain proficiency in acrobatics, if you already have proficiency you gain expertise

All things can strike

At Level 3 You are proficient in improvise weapons and can have one as your monk weapon otherwise it does 1d4 + modifier for damage. You may use your dex instead of your str and have a throwing range of 20/60 feet. You are proficient in the performance skill, if you are already proficient you now have expertise. You may make an unarmed strike with any part of your body. (striking with the back, head, or even your butt).

 

Party Foul

 When your turn starts and you plan to attack you may roll a performance check against watching creatures insight check to make it seem like the attack is accidental. You can do this every round only if your attacks are unarmed strikes, improvised weapons or gantlets. If you are in a place that serves drinks like a tavern or a party roll with advantage. You also make any deception checks at advantage if the target thinks your drunk   

Relaxed Body

Relaxed Body. You are able to remove all tension in your body. You cannot be nocked prone of you are not willing. If you get up from prone you can choose to use a bonus action to do so and may immediately make an unarmed strike as part of that bonus action. Any time you take the dodge action or bonus action with the monk feature you gain resistance to bludgeoning, slashing and piercing damage until the start of your next turn.  Improvised weapons counts as magical to get past resistances.

Light weight

Starting at 11th level, Your movements are almost supernatural on how you can move with immense speed and grace  little effort, they defy logic to any sober person. Your long and high jump now use you dex and your strength, if at any part of these jumps you pass by a target you may use your full action of attacks before passing it. 

Rabid Shots

when you roll an acrobatics check if the die rolls less then a 10 it becomes a ten. If one if your attack of your attack action is an unarmed strike, improvised weapon or gauntlet you may make a third attack as part of that action. you may make two unarmed strikes as a bonus action (this also applies to the relaxed body ability to get up from prone attack) and fury of blows is now three attacks in total instead of two. 

Intoxicated Enlightment

Upon reaching 17th level, as an action you can spend 3 ki points and consume some alcoholic beverage to become enlighten by intoxication. This last 1 minute.  You have advantage on all attack rolls and ability checks for the durations, when you move you are considered dodging and have the benefits of relaxed body until you stop movement. When you are prone melee attacks don't have advantage against you and when you are prone you don't have half movement. at the end of each turn until you are hit with an attack you are considered to be dodging (you gain the dodging benefits from relaxed body as long as the dodge is active). You may do this once per rest

Way Of The Drunken Sage Image

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