Base Class: Monk
The Way of the Drunken Master focuses on mimicking the movements of drunkards. Using the unpredictable movements in combination with practiced techniques to provide an unorthodox yet effective fighting style. A monk trains in this fighting style while sober which is then enhanced greatly when alcohol has been drunken.
Drunken Strike
Drunken Strike
Beginning at 3rd level, your drunken strikes forgo accuracy for power. You can take a -1 penalty to each attack roll for your unarmed strikes. If the attack hits, you add +2 to the attack’s damage.
Drunken State. You instead take a -2 penalty to each attack roll for your unarmed strikes. If the attack hits, you add +4 to the attack’s damage.
Tipsy Sway
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You 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, that you can see within 5 feet of you.
Drunken State
tarting when you choose this tradition at 3rd level, you become accustomed to imbibing alcohol that you are able to swiftly drink from the gourd you carry. You can take a swig from the gourd as an action or bonus action. If you’re able to make multiple attacks with the Attack action, you can replaces one of them with a swig. Once you have drunken, you gain assess to the drunken state of the Drunken Master features. The drunken state lasts for 3 rounds per swig taken.
Drunken Hardiness
Beginning at 6th level, you learn to dull your senses so you are able ignore some damage of certain attacks. As a reaction, you can spend 1 ki point to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Drunken State. You instead gain resistance to all damage for until the start of your next turn.
Drunken Footwork
Beginning at 11th level, mimicking the stumbling, erratic movements of a drunkard makes your movement hard to predict and thus making yourself difficult to be targeted. At the start of each of your turns, you can choose to decrease your speed by 10 feet to gain a +1 bonus to your AC until the start of your next turn.
Drunken State. You can instead gain a +2 bonus to your AC but your speed decreases by 20 feet.
Eight Drunken Immortals
Beginning at 17th level, you imitate a single move of each character of the Drunken Eight Immortals – combining unpredictable footwork with full body strikes. Using your action and bonus action, you can spend 4 ki points to strike a target with flurry of eight drunken strikes. Make eight unarmed strike attack rolls against a single target. After the last attack roll is resolved, must succeed a DC 10 Acrobatics check or fall prone.
Drunken State. The Drunken Strike feature’s penalty and bonus is increased for this attack. Adding drunken strike to these attacks will give you a -3 penalty to each attack roll for your unarmed strike. If the attack hits, you add +6 to the attack’s damage.
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