Monk
Base Class: Monk

Monks in the Brewmaster's temple are well known for their brewing skills, and also for their happy and fun mood. They are many times mistaken for a careless drunkard, but do not let this fool you, because they are masters in alcoholic driven combat, and execute an elegant dance of attacks, dodges, blocks and redirected blows. This combat prowess is known as the Way of the Brewfist by the other Monastic Traditions, and most of them look down upon these monks.

Way of the Brewfist monks are often underestimated in combat, because they seem to struggle with balance and have unpredictable behavior, but they do this in the most masterful and coinscious way. The temple's brews are made to allow the monks to relax and become uninhibited, and so increasing their focus in meditation and mastering their Ki. Their craftsmanship with the brewing supplies has given them the ability to make many ales and spirits to enhance their combat skills.

Drunk Fighting Style

As a monk of the Way of the Brewfist, you master fighting with a high level of alcohol. You carry a gourd with you at all times, and at 3rd level, you take a drink from it as a bonus action to enhance your fighting abilities. The gourd can be used a number of times equal to your proficiency modifier per long rest. In addition, your drunken mastery allows you to score criticals when you roll a 19 or 20. This bonus increases at 11th level to score a critical on a 18-20, and again at 17th level to score a critical on a 17-20. But sometimes, alcohol does not agree with even the most experienced drinker. You roll a d8 and see if you handle the drink or get a side effect.

 Drunk Master or Drunk Fool

1

Make a Constitution saving throw, DC 15. If you succeed, vomit all over an enemy up to 10ft away. If you fail, you instead vomit on an ally within 10ft. They have disadvantage on the next attack roll.

2

You gain Drunken Inspiration until the end of your next turn.

3

You hiccup uncontrollably until the end of your next turn. You have disadvantage on all attack rolls.

4

You have a moment of drunken clarity. You can have another bonus action this turn.

5

You stumble and fall prone.

6

You start singing. Make a Performance check, DC 14. On a success, gain advantage on the first attack roll made against any hostile creature.

7

You flinch from the strong alcohol in the gourd and lose your senses for a while. Any attack made against you has advantage until you take damage.

8

You burp really loudly and your breath ignites the air in your mouth. You can use your action to spit fire at a nearby enemy until the end of your next turn. The creature makes a Dexterity saving throw, DC 14, and takes 1d8 fire damage on a failed saved.

Tipsy Sway

Starting at 6th level, you perfect the art of drunk fighting, and this allows you to dance in a battle with elegance and mastery, giving you the following benefits:

Leap to your feet: When you are prone, you can spend 5ft of movement to stand up, instead of half your movement speed.

Experienced Drunkard: Once per turn, if you roll a one on an attack roll, you can re-roll that die and keep the new result. If you decide to keep the one, you get advantage on your next attack roll.

Preemptive Strike: When a creature moves within 5ft of you, you can spend one ki point and use your reaction to make an unarmed strike to that creature.

Sweeping Strike: When you spend ki points on an attack, you can roll a martial arts die to strike an enemy next to your main target with the same attack. You must roll to see if you hit the second attack.

Brewmaster

After experiencing many alcoholic beverages across the world, you have the ability to make your own powerful ales. At 11th level, during a long rest you can make three brews to enhance your combat skills. Your mastery in brewing gives you the ability to make an additional brew at 17th level. As a bonus action, you can drink one of these brews and gain their combat enhancement for one minute. Also as a bonus action, you can throw any of your brews into the ground or at an enemy, which makes them vulnerable to fire damage, unless they are immune to it. The brews are as follows:

Rum of Regeneration: You take a swig of the rum and regain half your monk level in ki points.

Ox's Old Fashioned: You gain the durability of the Ox, gaining 2d8 temporary health points. This bonus increases to 3d8 at 17th level.

Feline Flirtini: Your walking speed is doubled and you gain advantage on Persuasion checks.

Bulwark Brew: After you take damage, you can spend two ki points to negate half that damage (rounded up) and gain resistance to that type of damage for the duration of the brew. You can only have one type of damage resistance from this brew. if you spend ki points again, you drop the resistance you currently have.

Alcohol Fueled Frenzy

At 17th level, you become enlightened while drunk fighting. Your attacks are fast as light, and most enemies can't even see from where they are being hit, they only see a drunkard in front of them. After making an attack, your flurry of blows ability becomes empowered, and you can spend up to 5 ki points to make two attacks per ki point spent as a bonus action. These attacks ignore all types of resistances, except total immunity.

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