Monk
Base Class: Monk

A rare form of martial art practiced by a few members of the Cobalt Soul. Unlike their studious compatriots, these monks incorporate their affection for inebriating substance into their fighting style. Though unconventional, the unpredictability of their strikes can often turn the tide in the most helpless situation.

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. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Technique

Either as a bonus action, or forgoing an attack from your flurry of blow, You take a swig from your flask, and enter a drunken state, which last for an hour.

When you are in a drunken state, you gain the following effect.

  • Because of your unpredictability, all melee attacks against you have disadvantage, until you take damage. This reset at the start of your turn.
  • When you use patient defense or take the dodge action, you can reduce the damage you take by your wisdom modifier. 
  • Once per turn when you make an attack, you can make it with advantage. You can add your wisdom modifier to the damage roll of that attack.
  • Due to your drunkenness, all ability checks are disadvantaged.

Tipsy Parry

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits, while you are in a drunken state.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to parry the attack, and make an unarmed strike at your attacker.

luck of the swig

Starting at 11th level, you learned how to manage your alcohol more effective. When enter a drunken state, you gain temporary hitpoint equal to your wisdom modifier + proficiency modifier. You can end your drunken state with an action by spending a key point.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against an enemies. When you use your Flurry of Blows and in a drunken state, you can make 4 total attacks with it. If more than or equal to 3 of those attacks misses, you gain a level of exhaustion, which goes away after your drunken states end. 

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