Monk
Base Class: Monk

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Drunken Dexterity

When you take this subclass at 3rd level, you embrace being drunk, and the benefits it provides. Due to your practiced control over your drunken stumbling, when you hit with a flurry of blows, you gain the ability to stun and prone the enemy hit if they fail a Dexterity saving throw by tripping them and knocking them on their head, additionally allowing you to swiftly move 5 feet away.

Master of Drinking

You may expend one ki point to enter a drunken state from the 1st level of intoxication.

Numbness of Body

At 6th level, your drunkenness numbs your body, allowing you to shrug off some of the damage you receive. When you become drunk, you gain temporary HP equal to 2x your monk level. This HP disappears when you are no longer drunk. You cannot use this ability again until you finish a short or long rest.

Stupor Flow

Beginning at 11th level, you can take advantage of your drunken stupor to move swiftly while attacking those who get in your way. While drunk, you can expend one ki point to move up to fifteen feet with ease while attacking all nearby creatures with your drunken fists.

 

The Drunken Master

By 17th level, you have mastered the ability to transfer your drunken flow into other creatures. Whenever you successfully deal damage to a creature, you may spend 4 ki. If you do, that creature takes 4d12 poison damage and must make a Con save with a DC of 8 + your Wisdom modifier + your proficiency. If the creature fails the save, it becomes poisoned. At the end of each of that creature’s turns, if it is still poisoned, it must make another Con save. On a successful save, the creature is no longer poisoned. If it fails, it takes 4d12 poison damage.

In addition because you have adapted to being drunk so often, your AC is increased by 3 when drunk.

Drunken Movements

When drunk, your AC rises by 3 as you are able to move both faster and more unpredictably than others would normally be capable of.

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