Monk
Base Class: Monk

The Way of the Drunken Master is one of three Monk subclasses released in Xanathar’s Guide to Everything.

Contrary to this Monastic Tradition’s name, these Monks don’t necessarily have to drink.

By mimicking the staggering and unpredictable movements of a drunkard, these Monks keep enemies guessing in combat. They have a knack for infuriating enemies with their antics all the while carefully keeping control

Disguising their athletic prowess as drunken swaying and tumbling, the Drunken Master is able to unleash barrages of attacks while moving effortlessly across the battlefield. Not only can they avoid enemy attacks, but they can even make their enemies attack each other in the confusion!

While most Monks may be famous for a stern and disciplined personality, the Drunken Master is instead a chaotic whirlwind. Just like such a force of nature, you simply can’t help but stare in awe of what it’s capable of.

Role in the party

Like all Monks, the Drunken Master Monk is primarily a melee striker. They’ll want to be right there on the party’s frontlines in combat.

But this is ultimately a very defensive Monastic Tradition. Your damage output isn’t necessarily going to stack up to the other Monk subclass options.

But that’s okay and is certainly no reason to discount the Way of the Drunken Master as just a gimmick! Just like the Drunken Master themselves, there’s more here than initially meets the eye!

Drunken Masters are especially suited to a skirmishing “hit and run” type of playstyle. They’re able to quickly close in on an enemy, unleash their Flurry of Blows, and safely move away. If they don’t drop the enemy, they might be able to get them angry enough to chase after them!

Get enough enemies distracted by your drunken antics, combine that with the Monk’s high Dexterity score and you’ve got a character that’s great at suckering enemies into making tactical mistakes.

Don’t underestimate this subclass’s defensive capabilities. You’re more of a tank than anyone might guess!

Yet even more clever deception from the Drunken Master!

Bonus Proficiencies

When you take the Way of the Drunken Master as your Monastic Tradition at level 3, you immediately get two subclass features.

We kick things off with some bonus proficiencies that add extra flavor to the Drunken Master Monk.

Specifically, you gain proficiency in the Performance (Charisma) skill as well as Brewer’s Supplies.

Performance makes sense considering that the Drunken Master relies heavily on others believing that they are too impaired to actually fight. Realistically, this blurs the line between Performance and Deception though.

Of course, you’re also able to put on a more traditional show if you’d like. The Drunken Master mixes comedy with grace and acrobatics in a way that might get a crowd to take an interest.

All in all, how much use you’ll get out of these proficiencies depends on what type of group you’re in.

If the group enjoys lots of roleplaying interactions with the NPCs in town, you are in a great position to put on some shows or maybe even sell your own craft beer to some local taverns. Otherwise, these features don’t really matter much.

Level 3: Open Hand Technique

Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can’t make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

Level 6: Wholeness of Body

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Fleet Step

When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

Level 17: Quivering Palm

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

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