Base Class: Monk
For the monk turned drunken bastard, not the other way around. A combination of the Drunken Master and Open Hand subclasses.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways, though whether it's intentional can be near impossible to discern. You gain proficiency in the Performance skill, as well as with brewer's supplies. You also gain the following benefits.
- 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 cause that attack to hit one creature of your choice, other than the attacker, within 5 feet of you.
Drunkard's Luck
Beginning at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, attack roll, or saving throw and have disadvantage on the roll, you can spend 2 Ki points to cancel the disadvantage for that roll.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.







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