Monk
Base Class: Monk

 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.

Level 3: Ferocious Fool

 When you choose this tradition, you gain proficiency in the Performance 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 and improvised weapons, which count as monk weapons for you.

Level 3: Drunken Technique

 You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

 In addition, standing up from prone only requires 5 ft of movement, and whenever a hostile creature starts or ends their turn within 5ft of you, or whenever an enemy misses you with an attack, you can move 5ft without provoking attacks of opportunity. You cannot do this if your speed is 0 or you are incapacitated.

Level 6: Tipsy Sway

 You learn to move in sudden, swaying ways. You gain the following benefits.

 Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 ft of you or within the attackers reach.

 Saving Grace. When you miss with an attack, you learn to correct the course of your blow at the last moment to deal a glancing jab. Once per turn, after failing to hit with a melee attack roll, you can deal damage equal to your Dexterity modifier to the target you missed. This damage is of the same type as the weapon or unarmed strike used to make the attack and cannot trigger secondary effects (Like Stunning Strike or the Hex spell).

Level 11: Drunkards Luck

 You start to 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 disadvantage, you can spend 2 ki points to cancel all sources of disadvantage for that roll. Doing this allows you to roll at Advantage, if you have a source of Advantage.

Level 17: Intoxicated Frenzy

Your unpredictable onslaught grows even stronger. You gain the following benefits:

 Bar-room Blitz. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

 Humiliating Redirection. When you use Redirect Attack, you can cause the attack to hit the original attacker.

Previous Versions

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6/10/2025 11:36:04 PM
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