Base Class: Monk
The Drunken Master's alcohol consumption allows them to push the body past its ordinary limits. They can do all sorts of things when They are drunk that they can't while they are sober. Drunken Masters are often heard invoking the names of deities, especially those responsible for revelry and alcohol. They aren't praying, though.
Sometimes, you suffer or see an event so terrible, all you can do is start drinking. And drink. And drink. And drink. Sometimes, you are the kind of drunk that enjoys a fight. And even more rarely, you are the kind of drunk whose alcohol consumption pushes the body to extraordinary feats. Someday, maybe you will extricate yourself from the bottle, but right now, you go into fights with a noticeable sway and big grin.
| “ | "Listen, you uppity orc-spawned barely-brained lout, I've had a really bad couple of decades, and only two things makes me feel better. One comes in a bottle. The other is fighting. And you, trying to come in here and be the big man, just broke all the bottles. Except the one in my hand... *Dook...dook...dook* ...Ready f'...f'...f'...for yer whippin', m'boy?" | ” |
Playing a Drunken Master.
First, your character didn't get like this because they thought it was fun. Why they are drinking like they are? Why does they go into battle totally ignoring the very real possibility of harm or death? It's a very real possibility that they bitterly hates themselves and their circumstances.
Playing a Drunken Master allows you to be a little silly. Where'd He Go Now is a particular example of this, following the cinematic/cartoonish tradition that the loopy person in the group does strange and inexplicable things. Meanwhile, it's a useful failsafe ability for getting one party member free so he can free the rest, in the event of being captured and thrown in jail.
You want to acquire a magical item that produces endless quantities of booze, similar to a Decanter of Endless Water. I suggest you use the same price as a Decanter, but remove the different levels of production and just say it's a bottle of booze which never goes empty.
Combat: The Drunken Master goes right into the middle of combat, causing all sorts of havoc. If they so chooses, they can be nearly untouchable and damnably hard to hurt seriously.
Resources: Drunken Masters who meet each other often have some sympathy for one another, and will offer shelter for a night if it's in their power to do so. A Drunken Master who decides to go sober may give their flask of endless booze to someone else.
Drunkard's boons
When you choose this tradition at 3rd level, you gain proficiency in an Intelligence, Wisdom, or Charisma Skill of your choice. 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. You also gain proficiency in a musical instrument of your choice.
When you finish a long or a short rest, you will always make sure to refill your flask of endless booze and it is always handy and secure on your person at all times to take a sip when needed.
You know Vicious Mockery cantrip. You learn Hideous Laughter spell and you can cast it by spending 1 ki point. Wisdom is your spell casting ability and saving throw DC is your Ki Save DC.
Drunkard's stance
At 3rd level, you learn how to quickly take a sip from your flask as a bonus action. While doing so you spend a ki point and enter into Drunkard stance which lasts for 10 minutes or until you are incapacitated or until you end it (no action).
While your Drunkard Stance is active, you will have the following benefits.
- You gain +1 to your AC for the duration.
- Your melee attacks deal 1d6 extra damage.
- You gain 10ft. of extra movement.
Drunkard's Tricks
Starting at 6th level, you learn some tricks that can help you both in and out of combat. When you activate your Drunkard's stance, as a part of the same bonus action you can spend an additional ki point to activate one of the below Drunkard's tricks. Once activated, the effect will be active until you loose or end your Drunkard's stance. As long as your Drunkard's stance is active, on your subsequent turns you can spend a ki point to change to a new trick based on the situation. You can have only one trick active at a time.
Painkiller. You are resistant to bludgeoning or piercing or slashing damage for the duration, choose one.
Don't feel anything. You are resistant to one elemental damage type (acid, cold, fire, lightning or thunder) for the duration, choose one.
Dodgy Drunk. All attacks against you are made with disadvantage until you were hit for the first time on a turn. Once you are hit, you will loose this effect and regain it at the start of your next turn for the duration.
Lucky Drunk. Once per turn, if you miss an ability check or an attack roll, you can reroll the dice and must use the new roll for the duration.
Misdirection. If an attack misses to hit you, you can use your reaction to redirect the attack to another creature that is within 5 ft. of you for the duration. This attack automatically hits the other creature.
Liquid Power. You give yourself an enhancement from Enhance ability spell description.
Drunken Savant. You give yourself advantage on saving throws against one condition of your choice.
I did what ?. You can take an additional action on top of your regular action during the Drunkard's stance duration. Once you use this trick, the effect will end. You have to reactivate it to use it again.
Drunkard’s Luck
Starting at 11th level, your Drunkard's stance AC bonus increases to +2 and the extra damage dice increased to d8.
You can now activate and maintain 2 Drunkard's tricks at the same time during your Drunkard's stance. Spend a ki point for each Drunkard's trick to a maximum of 2 ki points.
( Example: 1 ki point for Drunkard's stance + 1 ki point for each Drunkard's trick )
Intoxicated Drunkard
At 17th level, you gain the ability to make an overwhelming number of attacks against your enemies. When you use your Flurry of Blows, you can make up to three additional unarmed strike attacks with it on top of your regular flurry of blows attacks (up to a maximum of five Flurry of Blows attacks). Provided that you spend one ki point for each additional attack.
Example: 1 ki point for flurry of blows + upto 3 ki additional ki points for 3 more unarmed strike attacks.
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