Base Class: Monk
Tried making the drunken master more like I had him imagined. Would more skilled players consider this too OP?
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.
Bonus Proficiencies
When you choose this tradition at 3rd level, you become proficient with improvised weapons and they count as Monk weapons for you.
You also gain proficiency in the **Performance OR Deception** skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.
You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
At 3rd level, your unpredictable swaying movement allows you to incorporate offense with defense. Once per turn, you can do an unarmed strike as part of the Dodge, Disengage, or Dash action.
When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
The Four Drunken Legends
At 6th level, whether it's through your performance or its the alcohol you can temporarily channel the power of one of the Four Drunken Legends. When you or your allies get attacked by a melee attack from an enemy that is 5ft from you, as a Reaction you can spend 1 Ki point to use one of the four techniques. If the enemy attack hits, you or your ally still takes the damage. You can only use one technique per enemy attack.
**Dancer Lan: the drunk with a sudden waist attack.**
Using the momentum of the attack you attempt to push the enemy away from you. Make one unarmed strike against the enemy. If you hit the target, and it's Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet in a direction of your choosing.
**Miss Ho: the drunken woman flaunting her body.**
You distract the enemy with your rizz, imposing a disadvantage on their melee attack roll. When a creature misses, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
**Angry Tso: the drunkard with powerful throat lock.**
Exploiting the opening created by your enemy's attack you try to lock their movement. Make one unarmed strike against the enemy. If you hit the target, and it's Large or smaller, it must make a Dexterity saving throw. On a Failed safe target is knocked prone and Grappled by you.
**Fat Han: a drunkard holding a pot in his arms.**
With the swiftness of a practiced alcoholic you grab one beverage or potion from your inventory. You can drink it or throw it at a creature that you can see within 20ft of you.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have a disadvantage, you can spend 2 ki points and make the roll at an advantage.
Being Prone does not impose a disadvantage on your attack rolls and enemies don't benefit from the advantage your Prone status would give them while attacking within 5 ft of you
Sip of the Heavenly Wine
While under the influence of alcohol, others are hindered, but you have mastered being drunk. Whether acting or actually being hammered your body feels less pain and reacts to danger almost on its own.
At 17th level, Instead of one, you now have two reactions. You restore the use of both reactions at the start of your turn.
When you take damage you can also use your reaction to spend 4 ki points and gain temporary hit points equal to half the damage you've taken.







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