Base Class: Monk
Drunken Warriors move with the jerky, unpredictable movements typical of someone who is intoxicated. These Monks sway on unsteady feet to appear incompetent and then prove themselves frustrating to engage. Their apparently erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
Warriors of Intoxication often enjoy playing the fool to bring gladness to the downtrodden or to teach humility to the arrogant, but these Monks are maddening, masterful foes in battle.
Level 3: Bonus Proficiencies
You gain proficiency in the Performance skill, or if you already have it, you gain proficiency in one skill of your choice from the skills available to Monks at level 1. 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. Additionally, improvised weapons that lack the two handed and heavy properties are considered Monk weapons for you.
Level 3: Drunken Technique
You have mastered the art of fighting while intoxicated. This subclass’ features (besides the Bonus Proficiencies feature) are only active while you are under the Poisoned condition as a result of drinking alcohol.
When an attack targeting you misses, or when you succeed on a saving throw, you may take a swig of alcohol as a free action.
The thrill of combat counteracts your drunkenness. While you are in combat, you no longer suffer disadvantage from the Poisoned condition as a result of drinking alcohol.
Additionally, outside of combat, you may spend 1 Focus Point as an action to ignore disadvantage from the Poisoned condition as a result of drinking alcohol for one hour.
Receiving the poisoned condition from alcohol: Talk to your DM to establish how much alcohol must be consumed in order to receive the Poisoned condition. Volumes such as a pint of liquor, two pints of wine or four pints of beer may be suitable.
Level 3: Drunken Agility
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.
Level 6: Drunken Mastery
You no longer suffer disadvantage from the Poisoned condition as a result of drinking alcohol.
Level 6: Tipsy Sway
You can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Focus Point as a Reaction to cause one of the following effects:
- 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.
- You quickly roll away to safety. You drop prone and can move up to half your movement speed without provoking opportunity attacks. Melee attacks don't have advantage against you from being prone until the start of your next turn.
Level 11: Drunkard's Riposte
Whenever you take a Reaction that isn't an Opportunity Attack or casting a spell, you can make one Unarmed Strike as part of that Reaction.
Level 17: Drunken Master's Epiphany
You are no longer required to have the Poisoned condition as a result of drinking alcohol to use this subclass’ features.
Level 17: Intoxicated Frenzy
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of six Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Comments