Base Class: Monk
Craft brews and fight with drunken prowess.
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. 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.
Bonus Proficiencies
3rd-Level Way of The Drunken Warrior.
You gain proficiency with Brewers Supplies and the Performance skill, or another skill of your choice if you're already proficient in Performance.
Additionally, you gain proficiency with Improvised weapons, and all Improvised weapons count as monk weapons for you, even if they have the two-handed or heavy property.
Mystical Brews
3rd-Level Way of The Drunken Master feature
Whenever you complete a Short or Long rest with Brewer's Supplies on your person, you can produce a number of mystical brews equal to 1 + your Wisdom modifier, the types of brews you can create are listed below. If a brew has a level listed, you must reach that level in monk in order to create it.
Using Brews. As a Bonus Action, you can cause yourself or an ally within 5 feet of yourself to consume one of your created mystical brews, granting the drinker the brews benefits, if a brew has a duration, it lasts for the duration or until they are Incapacitated, drop to 0 hit points, or they use a Bonus Action to purge the alcohol, you can drink one of your crafted brews as part of Flurry of Blows.
Brew Options. The following brews are available to you.
Blue Lightning (11th-Level only). The drinker gains an extra Reaction, which can only be used to make an Opportunity attack, the drinker can only take one Reaction per turn. This lasts for 1 hour.
Bottled Rage (11th-Level only). The drinker gains advantage on all Strength checks and saving throws, as well as any melee attack rolls it makes, but suffers a penalty to its AC equal to half of your Wisdom modifier rounded down (minimum of 1) for 1 hour.
Dwarven Ale. The drinker gains Resistance to Poison damage and advantage on saves to avoid and end the Poisoned condition for 1 hour.
Fireball in a Cup. The drinker gains Resistance to Cold damage and has advantage on saving throws made against extreme cold for 1 hour.
Heavenly Spirit. The drinker gains Resistance to Psychic damage and advantage on saving throws to avoid or end the Charmed condition for 1 hour..
Mead of Speed (6th-Level only). The drinkers speed increases by 10 feet and any opportunity attacks made against them are made at disadvantage for 1 hour.
Liquid Courage. The drinker gains advantage on saving throws to avoid and end the Frightened condition for 1 hour.
Luck in A Bottle (11th-Level only). Once per turn when the drinker makes an attack roll or saving throw, it can roll a d6 and add it to the result. This lasts for 1 hour.
Refreshing Dip. The drinker regains a number of hit points equal to one roll of your Martial Arts die + your Wisdom modifier (minimum of +1), the number of hit points regained by this drink increases to two rolls of your martial arts die at 6th-level and three rolls of your martial arts die when you reach 11th-level.
Steadfast Stout. The drinker gains a +1 bonus to its AC and any Dexterity saving throw it makes for 1 hour., a creature can only benefit from one instance of this brew at a time.
Snowcone. The drinker gains Resistance to Fire damage and advantage on saving throws made against extreme heat for 1 hour..
Wyrm Whisky (6th-level only). When the drinker takes the Attack action on its turn within 2 hours, it can replace one attack with an exhale of alcoholic energy in a 30 foot cone, each creature in the radius must succeed on a Constitution saving throw against your Focus save DC. On a failed save a creature takes Acid damage equal to two rolls of your Martial Arts die + your Wisdom modifier and is Poisoned until the start of your next turn, on a successful save a creature takes half damage and suffers no additional effects. At 17th-level the damage dealt by this cone increases to four rolls of your Martial Arts die.
Tipsy Sway
3rd-Level Way of The Drunken Master feature
Whenever you use Flurry of Blows, you can move up to 10 feet without provoking opportunity attacks as part of the same Bonus Action, you can make this movement before or after you land an unarmed strike as part of Flurry of Blows
Drunken Techniques
6th-Level Way of The Drunken Master feature
You move in sudden, unexpected ways, gaining 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 use your Reaction and spend 1 Focus Point to cause the attack to either the attacker or a creature within the attacks range.
Trash Talk. At the start of each of your turns, you can spend 1 Focus Point to trash talk one creature you can see within 30 feet, forcing it to make a Charisma saving throw against your Ki save DC, on a failed save the target becomes Taunted until the start of your next turn. While a creature is Taunted this way, it suffers disadvantage on attack rolls made against creatures other than yourself. If the creature attempts to attack a creature other than you, you can use your Reaction to make one unarmed strike against the attacker.
Master Brewer
11th-Level Way of The Drunken Master feature
You've further honed your brew making abilities, gaining the following benefits.
Brewed Resilience. When you or an ally drinks one of your Mystic Brews, they gain a number of temporary hit points equal to your Monk level, which last for the duration of the brew.
Drunken Body. When you roll Initiative, you can place yourself under the effects of one of your Mystic Brews for one hour, as if you had drunk the chosen brew.
Intoxicated Madness
17th-Level Way of The Drunken Master feature
You mastered the art of the drunken master. Whenever you or an ally drink a brew from your Mystic Brews feature, you can cause the drinker to gain the benefits of the haste spell, as well as not provoking opportunity attacks for the brews duration or for 1 hour, as well as gaining an additional benefit depending of the drunken brew, as shown bellow.
Once you use this feature, you cannot do so again until you complete a Long Rest, unless you expend 3 Focus Points points to activate this feature again.
Previous Versions
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