Base Class: Monk
Warriors of the Drunken Fist are never ones to turn down a good libation. Training in the art of the Tipsy Sway, Drunken Fist have honed their abilities to utilize the effects of alcohol to their advantage by taking their unassuming appearance as a threat to redirect combat in their favor as the true controllers of the battlefield from controlling where attacks go to giving a boost to themselves or their comrades.
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 a creature that you can see, within the attacker's reach, including the attacker themself. A creature takes the damage as if they were hit with the attacker’s attack. The damage of the redirected attack can not exceed four times your proficiency bonus, unless the attack was a critical miss.
At level 8, after using this reaction, you enter a Redirection Stance until the start of your next turn. While in this stance, you can spend another ki to redirect one attack as a free action (ending the stance). You can not use your Deflect Attack feature while in this stance.
At level 13, your Redirection Stance does not end early until you have deflected three attacks. You spend 1 ki for each of the redirect attacks
Good Brew
During a short or long rest, you can produce alcohol with wondrous properties. You can produce an amount of brews equal to your wisdom modifier. Each of the types of brews below provide a unique effect when you or another creature uses a bonus action to drink them. The good brews last until you make more good brews. You also gain proficiency with brewer’s supplies if you don’t already have it.
You can only make certain brews when you reach a specific monk level, as listed below.
Hearty Stout - Gain temp hp equal to 1 roll of your martial arts die + wisdom modifier.
Strong Squirrel Sour- gives advantage on strength checks for 1 hour.
Bottle of Spiders Brandy - gives advantage to saves against being frightened for 1 hour.
Dwarven Brown Ale - Gives advantage on saving throws against poison and resistance against poison damage for 1 hour.
Fireball (level 6) - Gives you resistance to cold damage for 1 hour.
Minty McGullicuties Shnapps (level 6) - Gives resistance to fire damage for 1 hour.
Jello Shot (level 11) - Increases drinker’s AC by 1 for 1 hour. You may only benefit from 1 from one jello shot at a time.
1000 Proof Tincture (level 17)- The first time you take damage after drinking this, you instead take 0 damage. This effect ends after you take your first instance of damage or if you take a short or long rest.
Tipsy Sway
Starting at 6th level, 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.
Drunken Immortal. If you spend a focus point on your turn (or use an ability that normally uses focus points but have the Ki master ability) you can spend an additional focus point to raise your AC by 2 until the beginning of your next turn. You can use this ability once per a turn.
At level 11 you can increase your AC by 3, and at level 17 you can increase it by 4.
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.
Drunkard’s Luck
Starting at 11th level, you always 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 on the roll, you can spend 2 focus points to cancel the disadvantage for that roll.
Hammered Hero
When you drink one of your good brews that lasts 1 hour, for you it instead lasts 8 hours. Also when you drink your hearty stout, roll 3 martial arts die instead of one.If you are under the effect of any one of your good brews or any other alcohol, you gain the following benefits.
- Critical hits against you instead become normal hits, unless you are incapacitated.
- When you redirect an attack at a creature the movement speed of the creature struck becomes 0 until the end of your next turn.
- Your Trashed Talker ability costs 0 ki.
They are Light Weights
When you use Empty Body you can choose to not become invisible. Instead you can choose to release a vile smelling miasma laced with your ki from your mouth. Choose up to 10 creatures you can see within 30 feet of you to make a constitution saving throw against a DC equal to 8 + Prof. Bonus + Wis Mod . On a success, nothing happens. On a failure they feel sickly drunk. They have disadvantage on attack rolls and abilities checks for 1 minute. At the end of each of the affected creatures' turns, they can make another constitution saving throw. On a success, the effect ends.