Base Class: Monk
Most drunken fighting styles rely on the combatant's unpredictable movements to avoid or redirect attacks. Those of the Way of the Swaying Paw developed their drunken fighting art
to protect their homestead from individuals who would disturb their casual brewing and drinking traditions with bad intentions.
They've encompassed their use to a state of ebriety to gain a particular sensibility as well as intricate control over their inner Ki and that of their opponents. They harness this magical energy's flow to push their body beyond their physical limits as well as to seamlessly manipulate their opponent's.
Bonus Proficiencies
In this path, you study body anatomy, brewing and creativity to fully make use of your techniques. You gain proficiency in two of the following skills: Performance, Medicine, Nature, Athletics and Acrobatics.
Additionally, you gain proficiency with the Brewer's Supplies and Improvised weapons, which count as Monk weapons to you
Swaying Paw Technique
When you choose this tradition at 3rd level, you learn to intricately read and manipulate your opponent's Ki flow as you sway and bump into it, letting you seamlessly hinder and guide it's body and positioning through your ostensibly erratic swings, staggers and lurches.
Whenever you target a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target, weather the attack hits or not:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must succeed on a Wisdom saving throw or you can move the creature along with you for up to half your speed.
- It must succeed on a Strength saving throw or have it's speed reduced to 0 and can’t benefit from any bonus to its speed until the end of your next turn.
Body Control
Starting at 6th level, you lean on your opponent's bodies more instinctively as you move around.
Ground Work. Being prone no longer grants creatures within 5 feet of you advantage on their attacks against you. While you're prone, you can stand up by spending 5 feet of movement rather than half your speed.
Flexibility and Control. You can move through and willingly end your movement in a creature's space regardless of it's size. While you do so, you cannot unwillingly provide cover for the creature. When an attack against you misses as you move through or share a creature's space, you can spend 1 ki point as a reaction to make it hit that creature instead.
Leaning Wobble
At 11th level, you truly use of your opponent's bodies to your advantage through a combination of acrobatic clutches and extremely close combat maneuvers. While you share a creature's space, your attacks against it have advantage and attacks against you have disadvantage.
Tipsy Throw
Starting at 17th level, the mastery of ki enhances your techniques, letting you use this magical energy to push and throw your enemies with overwhelming force.
Whenever you share a creature's space, you can spend 3 Ki points as an attack to project it up to 60 feet away from you in a direction you choose. An unwilling target must succeed on a Dexterity saving throw against your ki save DC or take 5d10 + your Dexterity modifier as magical bludgeoning damage and fall prone at the end of the throw. On a successful save, it takes half as much damage and doesn't fall prone.
If the thrown target is thrown onto another creature, it must also perform a Dexterity saving throw and suffer the according effects.







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