Monk
Base Class: Monk

These monks find inner peace at the bottom of a bottle, using everything around them as a weapon, including their opponents. They movements appear wild and unpredictable, allowing them to effectively dodge, distract, and strike the opponents that underestimate them. These monks often act emotionally and intuitively rather than with a careful plan.

Way of the Bottle monks excel at grappling and throwing techniques, moving their opponents around the battlefield and disabling them. They thrive when fighting groups of enemies by redirecting their attacks and darting through the battlefield. Unfortunately, their propensity for property damage often results in them being banned from their favorite drinking establishments.

Bar Brawler

3rd-level Way of the Bottle feature

You are a master of barroom brawls. You are proficient with improvised weapons. When you hit a Large or smaller creature with an unarmed strike, you can immediately grapple them. You can use this ability for free a number of times equal to your proficiency bonus, after which you must spend 1 ki point to activate it. You regain all expended uses on a short or long rest.

Callused Creature

3rd-level Way of the Bottle feature

Your skin is hardened from years of hard work. You can cast the Barkskin spell at-will, targeting yourself.

Tipsy Tosser

6th-level Way of the Bottle feature

You are adept at moving your foes around the battlefield. When you make an unarmed strike against a Large or smaller creature that you have grappled, you can choose to throw them up to your Strength score (rounded up), dealing an additional 1d6 damage per 5 feet thrown.

Tavern Tactician

6th-level Way of the Bottle feature

Your training allows you to topple even gigantic foes. When you hit a Huge or smaller creature with an unarmed strike or an improvised weapon on your turn, you can use your reaction to knock the creature prone.

Alcoholic Aim

11th-level Way of the Bottle feature

Your training allows you to perfectly aim your tosses to disable your foes. Whenever you throw a creature (such as with the Tipsy Tosser feature), the creature must make a Dexterity saving throw or land prone.

Rabble Rouser

11th-level Way of the Bottle feature

You excel at property damage. You deal double damage to objects and structures.

Drunken Dodge

11th-level Way of the Bottle feature

You are able to artfully deflect your foes attacks, forcing them to hit nearby allies. When a creature makes a melee attack against you, but before damage is dealt you can use a reaction to redirect the attack to one creature or object of your choice, other than the attacker, that you can see within 5 feet of you. This ability can be used regardless of whether the attack would hit and the new target is hit if the original attack roll meets or exceeds the new target's armor class. If the target strikes a wall or object with a Damage Threshold and fails to break through, they may take damage at the discretion of the DM.

Liquid Courage

17th-level Way of the Bottle feature

You always keep a flask on you with your most potent brew. As a bonus action, you can drink the brew to gain temporary hit points equal to your Monk level. While you have these temporary hit points, you have advantage on Strength checks and saving throws and disadvantage on Dexterity and Charisma saving throws. You can use this ability once and regain all expended uses on a short or long rest.

Firewater Flurry

17th-level Way of the Bottle feature

Your speed is legendary, allowing you to rapidly strike down your foes in a drunken fury. You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Way Of The Bottle Image

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