Base Class: Monk
A friend helped me to create this Subclass as tribute to several older and newer Kungfu movies, anime, and a mild amount of real life lore. Im also giving huge Credit Jagerisdead on this site. You created a stunning subclass that pays far more to the respect of the Immortals, Truly, Bravo! I was attempting to figure out a brewing mechanic to work within, They absolutely nailed it. This subclass is supposed to be focused on being able to effectively Tank. As monks aren't equipped like this... It may seem a bit heavy. Changes in numbers may occur as its real table tested, but this should be its final form. *cross fingers*
In lands far off, there are legends of those who consume a chosen beverage to become Immortal. In our time, in these Lands of mountains and jungle, while long lived no longer, Village, Town, and Spiritual leaders take the title of Immortal to represent their community in their government. They train over many years to earn their skills, to be blind voted via peers for positions. This is my Maudlin Monk
The Way of the Drunken Immortal is one generally looked down upon, and not one normally chosen by most monks or leaders. As it requires the practitioner to inundate themselves with alcohol. At the same time, they follow a strict, intense physical regiment. Free time is given, and Diet is overlooked as a means to push the Trainee to think about how best to repair themselves. This type of conditioning guides the Monk to observe the cycle of renewal that All must go through during suffering and pain.
As they become closer to the cycle, they are able to feel the spiritual ties and webs that connects everything. This leads to a levity and general feeling of euphoria within the Monk. They enjoy Life to its fullest, often becoming wanderers in search of new experiences and challenges. They care deeply for others and strive to help when able. Yet they also believe in a type of Karma, sometimes withholding judgement for later.
Their decisions are often met with fierce rebuttals due to the perception of Drunkenness, when in fact, they are far more cognizant than they appear. The Monk gains a degree of control over their body's metabolism. They are able to burn off the alcohol when practicing their arts. Alcohol begins to affect them Differently.
Immortal Attunement
This Subclass may be taken at level 1 should your DM agree, if so, you must take your first 3 levels in monk. All level 3 bonuses in this subclass are available, except Ki maximum. Ki max is equal to your level till you reach 3rd character level.
You Feel the Passion of Life, in everything and everyone around you. Yet you must be wise enough not to become swept in its current.
Brewing Proficiencies (Requires further monk levels for higher strength)
Monks begin their training by learning first how to brew their own alcohol, giving proficiency in Brewer's Supplies*. At 3rd level, you begin by learning the following process.
*Brewer's Supplies are used to craft various alcoholic drinks based on their strength, with stronger drinks giving greater benefits in combat. This is calculated using the Drunken Strength (DS) rating, representing your progression in the art of brewing: you learn to brew low-strength beverages (DS1) at 3rd level, mid-strength (DS2) at level 6, high-strength (DS3) at level 11, and pure-strength brews (DS4) at level 17. All alcohol which was brewed by anyone other than you is considered DS1. DS4 brews also provide additional magical or physical benefits at the discretion of the Player and DM.
To brew any beverage, you must first own a set of Brewer's Supplies and acquire the specific materials required. At the start of the brewing process, make a Wisdom (Brewing) check DC 10 + DS of the brew. On a total success, a keg of alcohol is brewed at full strength. On a failure, the keg of alcohol is weaker than intended (-1DS). The brewing process takes 7 days in-game to complete. A keg weighs 100lb and is 2x1ft. A keg is good for 2 weeks and makes ~ 117 brews.
Drunken-Ki. Upon taking this Subclass your Ki is replaced with Drunken-Ki (D-K). D-K may be used for all Ki consuming abilities for the same amounts (1 Ki = 1 D-K). You earn additional D-K when reaching higher monk levels. @lvl 3 D-K max is 5. @lvl 6 D-K max is 10, @lvl 11 D-K max is 15, @lvl 17 D-K max is 20.
- D-K restores per normal Ki rules.
- You are considered Drunk while you have Ki, Sober when at 0, and Blackout when over the max.
Drunken Symbiosis. You are not poisoned from alcohol. You have advantage against frighten effects and become immune to this effect at 10th level. If an effect frightens and has an additional effect, you have advantage on the saving throw, and if at 10th level, still have advantage but are immune only to the frighten portion of any total effects.
Drunken Strength. Alcohol gives you strength equal to the brews Drunken Strength (DS) level. Monk Weapons deal additional damage of the type dealt equal your DS level. Drinks lend their level of Strength to you for minutes equal to DS. +1, +2, +3, or +4 damage for equal minutes.
- You are Proficient in improvised weaponry; improvised weapons now count as Monk Weapons.
Drunken Inspiration. Also, as a 3rd level monk, you have a number of Drunken Inspiration die equal to your Wisdom modifier. Die size is equal to your martials art die. You can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after rolling the d20 before deciding to use the Drunken Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost until you Long rest. @7th monk level die are restored on a Short or Long rests.
- Whenever You Drink, You may also use a Drunken Inspiration die to restore D-K equal to the die roll.
- if you took this subclass at level 1, a die restores a single D-K point till 3rd level.
- Whenever you roll a natural 20, land a killing blow, or get into drunken shenanigans, restore one Drunken Inspiration die. (DM discretion for shenanigans, could be as simple as convincing someone to drink who normally wouldn't)
Drunken Charm. Additionally at 3rd level others find your drunken charm infectious. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
- At any point, You may spend 2 D-K and Drink to gain advantage on Charisma checks for 1 minute.
Drunken Revival. Whenever you would be reduced to 0 hit points, you can choose to make a Con Saving throw, DC 5 + the Damage taken. You may choose to reduce the DC by 1 for each D-K point you are willing to spend during this. On a success, You remain at 1 hit point instead. You may Drink after this. You may do this once before needing to Long rest.
Speedy Gulp. As a free reaction, you may Drink once per round. You may also Drink when rolling a critical hit on an attack.
Maudlin Life. (Does not require further monk levels)
- At 5th level Gain an additional Drunken Inspiration die. You gain a greater resilience when under the influence. As a bonus action, You may Spend 2 D-K to Drink and enter a state of Drunken Resilience for one (1) minute, in which you are resistant to bludgeoning, slashing, piercing as well as poison and cold damage.
- At 10th level Gain an additional Drunken Inspiration die. Your inebriation allows you to resist most effects that would alter your view of the world. You have advantage on saving throws against charm effects, and you can use your reaction to make a saving throw with advantage against any ongoing effect that allows a saving throw, at the end of your turn.
- At 16th level Gain an additional Drunken Inspiration die. Restore 1d4 Hit points every time you Drink.
Sober (0 D-K): -3 to initiative; -2 to all d20 rolls, you suffer as though you were Poisoned, 1 & 2 on d20 rolls are critical fails.
Blackout (beyond D-K cap): Same as being sober, however must succeed on a DC 13 Con save, otherwise the effects persist and You are Poisoned till you take a Short or Long Rest, if out of combat must roll from blackout table if your game has such. May take 1d8 per level poison damage and expend all but 1 D-K to automatically succeed. May not spend D-K for any other ability during this time. If you succeed without expending D-K, you recover to half D-K rounded down, if Nat 20, resets to full.
You are only allowed to have 1 saving throw per Long Rest this way. If you are Blackout again you are Incapacitated till the end of your next turn in combat every time you Drink.
If out of combat, you are Incapacitated for time equal to a Long Rest and/or must roll from blackout table if your game has such.
An Ally may choose to assist if you are incapacitated in combat, as an action or bonus. You recover with 2 D-K and may react; you do not regain your turn if passed. You do not have to roll blackout table. If you were Incapacitated for time equal to Long Rest, this becomes an actual Long Rest.
- You do not benefit from any other bonuses from alcohol other than provided by this subclass.
Tapping the Seal
Also Starting at 3rd level, Your Ki continues to change, almost disconnected from your body yet flowing uninhibited, you gain the ability to expel and delay your Ki strike at will, and to sense minute changes in local spiritual balance. You gain the following abilities.
- For 3 rounds, enemies dealt damage by Delayed Strike suffer disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. You may Drink as a free reaction when those affected attack.
Wingman. Your movements confuse your enemies. Your spirit pulls towards allies. As a Reaction, if you or an ally within 5ft are hit with a melee attack, you may spend 1 D-K to attempt to deflect the strike. When you do so the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. You may Drink during this maneuver.
As part of the same reaction, if an ally is hit within 15ft, for an additional 1 D-K you may cast Step of the Wind to intercept and change the target of the melee attack to you.
If you reduce the damage to 0, you can redirect this attack. If you deflect in this way, spend an additional 1 D-K to redirect the attack with the weapon as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the strike counts as a monk weapon for the attack. Target must be within current melee range.
You gain the benefit of the Disengage action during these movements.
Drunken Tide
- You may trigger Drunken flurry only once per Flurry of Blows.
- If all blows hit, Your Ki inebriates the target. Till the end of your next turn, that enemy suffers as though under the effects of the Slow Spell.
Better out than in! In Life there are moments of tension, and relief. You feel the ebb and flow of Life encompassing you. You learn to channel that flow. As a Bonus Action you may spend 3 D-K to Drink and manipulate your Ki to alter the properties of alcohol as it flows through you.
- After drinking this brew, you feel a quaking in your gut. You release a resounding belch. All targets within 15ft are affected.
- You may choose any number of Friendly targets, you may give any amount of your current Drunken inspiration die to any of those chosen. While they carry a die, they have advantage on saving throws against frighten and charm effects. In addition, You and those chosen receive 1d6 + X temporary hit points.
- Hostile targets must succeed on a Constitution saving throw against your Ki Save or suffer the effects of your Ki. On a failure, they take 1d6 + X thunder damage and for 3 rounds, that enemy suffers as though under the effects of the Bane Spell.
You may Drink as a free reaction when those affected by either attack.
X is equal to the number of Drinks you've had this turn or since the beginning of your last turn.
I got a fire in my belly. As an Action you may spend 3 D-K to Drink a brew and manipulate your Ki to alter the properties of said beverage as it flows through you. As you imbibe, your breath ignites as if you had cast Burning Hands. Add X to the range and damage.
Libations for the Home Brethren
- As an Action, spend 5 D-K to extend your respect to fallen allies. If you do, do not Drink and pour 1 bottle of brew onto the floor/ground as tribute. The brew is consumed.
A spirit acknowledges your gift and aids you for 1 minute. The intangible spirit appears in a space that is a 5ft cube you can see within 60ft. The spirit looks like a fallen friend/ally of your choice. Until the spirit fades, whenever you or an allied creature moves within the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 3d8 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a Bonus action, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to your Wisdom ability modifier + your Proficiency bonus (minimum of thrice). After healing that number of times, the spirit disappears.
You can spend additional ki points to cast this ability at a higher-level. Each additional D-K you spend increases the level by 1. For each level beyond the 1st, the healing increases by 1d8, and add 1 additional time to heal. Whenever the spirit heals or departs you may Drink as a free reaction.
- The Spirit casts Bless when it arrives. The level of Bless is equal to the level of the spirit and lasts for its full duration regardless if the spirit departs.
- When the spirit departs, they create a purifying flash. This flash is a 15ft circle centered on the spirit. Hostile creatures must succeed on Con save against your Ki Save or be Blinded for 1 round. Creatures you choose within the flash gain a bonus to AC equal to Drunken Strength level for 3 rounds.
Drunken Master
Starting at 17th level You learn to modify your existing abilities.
Divergent Fist. Any charges of Delayed Strike that would expire are now saved till your next successful melee hit. They are all expended all at once, DS damage is doubled.
I got a fire in my belly. You may now alter the properties of alcohol even further. You may now choose between fire, cold, poison, thunder, or lightning as a damage type when you use this feature. You may expel this as a 15ft cone or 30ft line hitting all targets, your choice. You are able to transmute alcohol into completely different liquids by touch using an action. (ex. water, milk, oil, blood)
Libations. Your Libatious Spirit now uses the Celestial Spirit stat block. However, utilizes both Defender and Avenger. It's initiative is just after yours. It's previous abilities still remain. Attack rolls are made with your Dexterity Modifier and Proficiency. The spirit heals an additional amount equal to Drunken Strength per die rolled. Increase the healing range of the spirit to 5ft X your Wisdom Modifier. The departure flash now causes 3d8 radiant damage to those that fail the save, half as much to those that succeed.
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