Monk
Base Class: Monk

The only thing stronger is in their flask.

The Way of the Bottle Monk is less about graceful strikes and more about brute strength, raw grappling power, and a staggering tolerance for pain—and booze. These monks focus on manhandling their enemies, hurling them across the battlefield with ease and delivering bone-crunching throws that leave their foes broken and bruised. Improvised fighting is their specialty, whether it's smashing a mug over someone's head or using a hapless enemy as a weapon against their comrades. They control the battlefield with staggering force, ensuring that wherever an enemy lands, it's always with a crunch.

Outside of combat, however, these monks are a bit less reliable. Their deep "appreciation" for alcohol often sees them passed out, belligerent, or otherwise distracted from any non-violent responsibilities. They're lovable in their own gruff way, but when they're not fighting, they're either drinking or recovering from drinking. Still, few can deny their prowess when things get rough—just don't expect them to remember the finer points of diplomacy.

Level 3: Bar Brawler

You are a master of barroom brawls. You are Proficient with Improvised Weapons. When you hit a Large or smaller creature with an Unarmed Strike, you can also Grapple them (no action required).

You can use this ability for free a number of times equal to your Proficiency Bonus, after which you must spend 1 Focus Point to activate it. You regain all expended when you finish a Short or Long Rest.

Level 3: Callused Creature

Your skin is hardened from years of hard work. You learn the Barkskin spell and can cast it without consuming a spell slot. When cast in this way, you may only target yourself.

Level 6: Tipsy Tosser

You are adept at moving your foes around the battlefield. When you make an Unarmed Strike against a Large or smaller creature that you have Grappled, you can spend 1 Focus Point to throw it (no action required) a number of feet equal to five times your Strength modifier (min. 5 feet), dealing an additional 1d6 Bludgeoning damage per 5 feet thrown.

If the creature's path is interrupted by an Object, both the creature and the Object take the additional damage as if the creature was thrown the maximum distance. If a creature is in the path, it can make a Dexterity saving throw to avoid the thrown creature. On a success, the thrown creature continues moving as if its path wasn't interrupted. On a failure, the thrown creature takes 1d6 damage for each 5 feet thrown and the hit creature takes the remaining damage for the maximum distance thrown.

For example, a Monk with 18 Strength (+4 Modifier) could throw a creature up to 20 feet, dealing an additional 4d6 Bludgeoning damage. If it hit a creature after traveling 15 feet, the thrown creature would take 3d6 damage and the hit creature would take 1d6 damage, whereas if the creature traveled only 10 feet before hitting a creature, both the thrown and hit creature would take 2d6 damage. If the thrown creature instead hit a wall after traveling 10 feet, both the thrown creature and the wall would take the full 4d6 Bludgeoning damage.

The DC for the Dexterity saving throw is equal to 8 plus your Proficiency Bonus plus your Wisdom modifier.

Level 6: Rabble Rouser

You excel at property damage. You deal double damage to Objects and Structures.

Level 11: Alcoholic Aim

Your training allows you to perfectly aim your tosses to disable your foes. Whenever you throw a creature (such as with the Tipsy Tosser feature), the creature must make a Dexterity saving throw or land Prone.

The DC for the saving throw is equal to 8 plus your Proficiency Bonus plus your Wisdom modifier.

Level 11: Drunken Dodge

You are able to artfully deflect your foes attacks, forcing them to hit nearby allies. When a creature makes a melee attack against you, but before damage is dealt, you can use a Reaction to redirect the attack to one creature or Object of your choice, other than the attacker, that you can see within 5 feet of you. This ability can be used regardless of whether the attack would hit and the new target is hit if the original attack roll meets or exceeds the new target's Armor Class.

You can use this ability for free a number of times equal to your Proficiency Bonus, after which you must spend 1 Focus Point to activate it. You regain all expended when you finish a Long Rest.

Level 17: Liquid Courage

You always keep a flask on you with your most potent brew. As a Bonus Action, you can drink the brew to gain Temporary Hit Points equal to twice your Monk Level. While you have these Temporary Hit Points, you have Advantage on Strength checks and saving throws and Disadvantage on Dexterity and Charisma saving throws.

You can use this ability once and regain all expended uses when you finish a Short or Long Rest.

Warrior Of The Bottle (2024) Image

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