Base Class: Monk
Monks of the Way of the Drunken Fist are masters of misdirection, staggering footwork, and deceptive combat. What appears to be clumsy movement is, in truth, a carefully practiced flow of feints, counters, and unpredictable strikes. These monks often walk the line between brilliance and absurdity, blending performance, intoxication, and martial precision into a unique and bewildering fighting style.
Drunken Fist Technique
You learn to blend offense and defense into a swaying, unpredictable fighting style.
- Erratic Strikes. Once per long rest, you can make one unarmed strike as part of your Dodge or Disengage action.
- Tipsy Recovery. When you are prone, standing up costs only 10 feet of movement, rather than half your speed.
Bonus Proficiencies
Your training incorporates performance, improvisation, and drink.
- You gain proficiency in the Performance skill if you don’t already have it.
- You gain proficiency with improvised monk weapons, such as cups, bottles, and jars.
- At 6th level, you also gain proficiency with brewer’s supplies if you don’t already have it.
- Additionally, larger improvised weapons such as kegs and barrels count as monk weapons for you.
Hollow Body
You master evasive movements that bait enemies into mistakes.
When a creature misses you with a melee attack, you can spend 1 ki point to use your reaction to perform one of the following techniques:
- Drunkard Sipping from a Bottle.
Take one beverage or potion from your inventory. You may drink it or spit it at a creature within 5 feet of you. - Drunken Quarrel Between Buddies.
Redirect the attack to hit another creature of your choice (other than the attacker) within 5 feet of you that you can see. - Mocker Pointing a Finger.
Make one unarmed strike against the attacker. On a hit, the target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the end of its next turn. - Cripple Tripping with One Leg.
Make one unarmed strike against the attacker. On a hit, the target must succeed on a Dexterity saving throw or fall prone. - Drunkard Helping a Convive.
You attempt to grapple the attacker. You may use your Charisma (Performance) instead of Strength (Athletics) for this check, and the target makes its contest with disadvantage.
Wine Belly
Your body processes alcohol in extraordinary ways, strengthening both body and mind.
When you drink an alcoholic beverage, you can roll your Martial Arts die and add your Wisdom modifier, choosing one of the following effects:
- Regain a number of hit points equal to the total.
- Gain temporary hit points equal to the total.
Additionally, you may choose one of the following:
- Regain 1d4 ki points, or
- Spend 3 ki points to gain Inspiration.
Temporary hit points and Inspiration gained this way last until you finish a short or long rest.
You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Drunken Master
You become a true master of drunken combat, turning missed attacks into opportunities.
The first time each round that you use a Hollow Body feature in response to a missed attack, you can do so without using your reaction.
Additionally:
- You can still use Hollow Body only once per enemy attack.
- The total number of Hollow Body uses per round cannot exceed your Dexterity modifier (minimum of 1).
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