Base Class: Monk
The Way of the Cup and Jug is a monastic transition typically disparaged by members of more traditional Monk orders, though they are so often mistaken for vagrants and drunken louts that these so-called “drunken masters” are often disregarded as mere rumor. In reality, a drunken master is an enlightened warrior who finds his strength in revelry, and at the bottom of his cups. Followers of the Way of the Cup and Jug believe that to deny mortal joys and vice is to deny their own mortality, and so seek to better themselves through experiencing joy in all its forms. Their unique philosophy and training creates Monks whose Ki interacts with alcohol in unique ways. A drunken master uses alcohol as a part of combat, intoxication is not a detriment but instead a part of a deadly stumbling technique opponents find infuriating to meet in a melee. Holding their wine cups and whatever else they can find a use for, drunken masters are infuriatingly impossible to predict, while the alcohol in their systems empowers their Ki like oil on a fire, even going so far as to heal their physical injuries.
Drink Like a Demon
Starting at 3rd level, you gain the ability to harness the effects of alcohol to enhance your combat abilities. By consuming a small amount of alcoholic beverage as a bonus action, you can enter a state of controlled inebriation, which lasts for 10 rounds. While in this state, you gain the following benefits:
- Drunken Stagger: Your movements become unpredictable, making it harder for enemies to strike you. You gain a +2 bonus to your Armor Class.
- Dizzying Strikes: Your attacks gain an unpredictable quality, disorienting your foes. Once per turn, when you hit a creature with a melee attack using Dexterity, you can impose disadvantage on the next attack roll the target makes before the start of your next turn.
- Resilient Stance: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Tavern Titan
Your improvised weapons gain the following example features:
- Broken bottle: when a target takes damage from this improvised weapon, it must make a Constitution Saving Throw equal to the DC of your Ki feature Save DC or take an additional 1d4 bleeding damage at the start of its next turn.
- Keg lid (or similar object): this improvised weapon functions as a shield, providing +2 to AC until you take physical damage, at which point it breaks. This weapon has the thrown property.
- Stool (or ladder, or similar object): this improvised weapon increases your reach by a minimum of 5 Ft., this reach may be longer if a taller object of similar build is used, and provides Advantage on Grapple attempts.
- Barrel (or table or similar object): these large improvised weapons are considered two-handed weapons and deal an additional 1d6 bludgeoning damage.
Other types of improvised weapons may provide unique benefits similar to those listed above at the DM’s discretion.
Intoxicated Ki
When you use your Drink Like a Demon feature to imbibe alcohol, you regain a number of Ki Points equal to 1d4+Wis. You may regain Ki in this way a number of times equal to your proficiency bonus. This die becomes a D6 at 6th level, and a D8 at 11th level. Additionally, you learn a number of Drunken Techniques that may only be used during your drunken state. You learn 3 Drunken Techniques when you earn this feature at level 3, and an additional 2 at 6th, 11th, and 17th level.
Alcoholic Ignition
Spend 4 Ki Points to ignite some of the alcohol in your body. Your Unarmed Strikes deal an additional 1d8 fire damage for 1 minute.
Belch of Flame
You spend 8 Ki Points to spew forth a cone of flaming alcohol in a 30 foot cone. Targets must succeed a Dexterity Saving Throw or take 6d8 fire damage and become wreathed in flaming alcohol until they spend an action to staunch the flames. Targets who succeed their Saving Throw take half damage and are not burned.
Corkscrew Rush
Spend 3 Ki Points to immediately take the Dash Action and perform a melee attack against one creature within range at the end of the movement. Attacks of opportunity against you are made with disadvantage.
Disruptive Nature
You spend 7 Ki Points to lash out with the full force of the chaotic Ki in your body when you see a spell being cast. The caster must succeed a Concentration Check or fall under the effects of Counter Spell.
Drunkard’s Disarray
Smashing bottles and barrels of liquor on the ground at your feet, the area within 15 feet of you becomes heavily obscured and you gain the benefit of the Disengage Action.
Drunkard’s Intuition
You gain blind sight out to 15 feet.
Drunken Frenzy
Spend 6 Ki Points to enter a state of intoxicated rage for 1 minute. You gain the following benefits:
- Your movement speed increases by 10 feet.
- You can make an additional attack when you make the Attack Action on your turn.
- You gain Advantage on Strength and Dexterity Saving Throws
Have One on Me
Spend 5 Ki Points to grapple a creature within 5 feet of you and force a potent brew infused with your Ki down their throat. Roll 1d8 on the Drunkard’s Brew table to determine the effects of the drink.
- Drunkard’s Brew
1d8 Effect
- 1 Swaying Vulnerability: The target becomes vulnerable to the next damage type it receives before the end of its next turn.
- 2 Stumbling Strike: Target must succeed on a Dexterity saving throw or drop any held items.
- 3 Sudden Inebriation: The target is poisoned until the end of its next turn.
- 4 Euphoric Lethargy: The target gains disadvantage on attack rolls until the end of its next turn.
- 5 Tipsy Resilience: Target gains resistance to a damage type of your choice until the end of its next turn.
- 6 Clumsy Misstep: Target moves 10 feet in a random direction determined by rolling a d8: 1 - north, 2 - northeast, 3 - east, 4 - southeast, 5 - south, 6 - southwest, 7 - west, 8 - northwest.
- 7 Muddled Thoughts: The target must succeed on an Intelligence saving throw or be unable to take reactions until the end of its next turn.
- 8 Drunken Haze: The target's vision becomes heavily obscured until the end of its next turn.
Incite Havoc
As an action, you spend 10 Ki Points to create an aura of chaotic Ki within 60 feet of yourself, affecting multiple creatures. Each hostile creature of your choice within the area must make a Wisdom Saving Throw or be affected by this aura.
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Affected Creatures: An affected creature must use its action to make a melee attack against another creature of your choice that you can see within its reach. If there are no other creatures within its reach, the affected creature takes the Dash action and moves toward the nearest creature to attack it. If you move while this aura is active, it moves with you, and the effect ends for creatures who begin their turn outside its boundaries.
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Duration: The affected creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. Additionally, if an affected creature takes damage from you or one of your allies, it can repeat the saving throw at the end of that turn to end the effect.
Intoxicated Quake
Strike the ground with intense force, spending 6 Ki Points to create a localized earthquake in a 30 foot radius. The effected ground becomes difficult that does not effect you, and creatures within (including you) must succeed a Dexterity Saving Throw or be knocked prone.
Lurch and Crash
Spend 2 Ki Points when you succeed on a melee attack to shove a Large or smaller creature up to 10 feet away from you. The target must succeed on a Strength Saving Throw or be knocked prone. If the target is shoved into another creature as a result, that creature is subjected to the same Saving Throw or also be knocked prone.
Master’s Wrath
Spend 5 Ki Points as a part of your next melee attack to add twice your proficiency bonus to the Attack Roll and damage.
Push-off
You may spend 1 Ki Point when you succeed on a melee attack to immediately gain the benefits of the Disengage Action
Redirected Strikes
When a melee attack misses you, you may spend 2 Ki Points to cause the attack to hit another creature within 5 feet of you as a reaction, using your Martial Arts attack and damage.
Sloshing Strike
Spend 3 Ki Points on a successful melee attack to halve the target’s speed for 1 round.
Tipsy Dodge
You may use your reaction to spend 2 Ki Points when hit by a physical attack to halve the damage you take.
Tipsy Tornado
Spend 3 Ki Points to make 1 melee attack against every creature within range.
Under the Table
Attacks against you do not have Advantage as a result of you being prone. Additionally, you may move up to half or your speed while prone, and may spend 5 feet of movement to stand.
Improved Intoxocation
When using Drink Like a Demon to recover Ki Points, the die rolled is now a D6
Multi-Cup Technique
If you are wielding an improvised weapon in each hand, you add your Dexterity Modifier to the damage of your offhand attacks.
Enlightened Liver
You gain resistance to poison damage and immunity to the poisoned condition.
Absurd Adaptation
By spending 5 Ki points, you become proficient in one skill, tool, or Saving Throw of your choice for 1 hour, and ignore difficult terrain.
Euphoric Intoxication
When using Drink Like a Demon to recover Ki Points, the die rolled is now a D8. Additionally, when using your Drink Like a Demon Feature, you gain the following benefits:
- Your bonus to Armor Class becomes +3
- You can use Dizzying Strikes twice instead of once.
Drunken Mastery
You may use your drunken techniques without spending Ki points a number of times per long rest equal to your Wisdom Modifier.
Previous Versions
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