Base Class: Monk
Monks of the Drunken Flow train while being poisoned by alcohol, loosening their body while unpredictably swaying and stumbling. This allows them to easily dodge enemy's attacks while catching their opponents of guard with their own. Using this style, monks use natural movement and momentum to their advantage, often using enemy's attacks against themselves or using the weight of anything they get their hands on to damage their foes. Masters control the toxins in their body to both maintain the state of Drunken Flow and attack with the toxins themselves.
Additional Proficiencies
Monks begin their training by learning first the poison they will take in, brewing their own alcohol.
In place of specific weapon training, Monks of the Drunken Flow train to able to use anything and everything to their advantage, becoming proficient with improvised weapons, which also count as monk weapons.
Drunken Flow
By intoxicating themselves and manipulating their Ki, Monks of the Drunken Flow enter an unpredictable state of motion of sways and stumbles without the negative effects of the toxin. This allows them to nimbly dodge attacks, while catching opponents off guard with their own.
Use 1 Ki point to drink an alcohol of your choice to enter the Drunken Flow for one minute. While in Drunken Flow you are considered Poisoned and you gain the following benefits:
You ignore disadvantage imposed from the poisoned condition.
+1 to AC
+1 to Attack and Damage Rolls made with unarmed strikes or improvised weapons
These bonuses are increased to +2 at level 9, and +3 at level 15.
At the end of the minute, an additional ki point may be used to extend the time by one minute. At the end of the minute you maintain the poisoned condition until you take a short rest. You may reenter Drunken Flow even if you are already poisoned.
Master of Momentum
At 6th level, you are now experienced at exploiting enemies momentum and turning it against them.
Standing from prone now only requires 5ft of movement instead of half of your speed.
When an enemy makes a melee attack against you and misses, you may use your reaction and one Ki point to do one of the following:
You cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
You attempt to knock the attacker to the ground. On a failed Dex save the target is knocked prone and their speed is reduced to 0 until their next turn, on a success the target is unaffected.
You sway and fall out of the way and gain the benefit of the disengage action while moving up to half of your speed away from the enemy.
Toxin Control
Beginning at 11th level, you are able to manipulate the toxins in you body. While in Drunken Flow, you can do the following:
Drunkard's Breath: As an action you may spend 2 ki point to spew alcohol in a 15' cone and ignite it. Any creatures in the cone makes a dexterity saving throw, taking 1d6 per fire damage on a failed save and half on success. You may spend additional ki to add extra fire damage (1d6 per ki point used)
Drunkard's Fire: As part of your attack action, you may spend 1 ki point to engulf your hands and feet in burning alcohol. Your unarmed attacks gain the reach quality and deal fire damage instead of their original damage type. When you hit with an unarmed attack, you may spend 1 ki point to deal an extra 1d10 fire damage. The flames last for 1 minute.
Drunken Mastery
At 17th level, you are now able to enter the Drunken Flow state at will without spending ki. The state no longer has a time limit and you are no longer considered poisoned while in the Flow state.
Also as part of a successful unarmed strike you may spend 3 ki to cause toxins to spread through the targets body. The target must then make a CON save, on a fail they become poisoned and take 10d10 poison damage. At the end of the creatures turn they take half of the damage they took from this ability on the previous turn, this is repeated until the damage is reduced to 1, they becomes unconscious, or the poisoned condition is removed. On a success they take half damage, are not poisoned, and do not take the additional damage on proceeding turns..







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