Base Class: Monk
Monks have trained for centuries to find a balance between alcoholic intoxication and their combat style. You are one of those monks embracing the power of imbibing. In doing so, you accept that there is much give and take to this special art. Intoxication causes your mind to become clouded, but this allows you to focus more clearly on the combat at hand. Such intoxication also can provide other somatic benefits to monks who continue to train in this way.
Alcoholic Proficient
Your knowledge of alcohol and decision to incorporate it into your monk training grant you special skills related to this craft.
When you pick this tradition at 3rd level you gain the following benefits:
- You gain proficiency in Brewer's Supplies if you don't already have it.
- Any time you make an Intelligence or History check related to any alcoholic beverage, you can roll a dice of the same type as your Martial Arts dice and add that to the roll.
Drunken Fighting Style
Starting at 3rd level when you choose this Monastic Tradition: By allowing yourself to become intoxicated, your combat capabilities will increase; however, there is a take to this give in that the alcohol clouds your mind and causes your mental skills to suffer. While you are intoxicated, you gain the following effects:
- All of your melee attacks have advantage, but all of your ranged attacks from farther than 5ft have disadvantage.
- You have disadvantage on all ability checks except Athletics and Acrobatics which you have advantage on.
- You gain advantage on Strength and Dexterity Saving throws, but Disadvantage on Intelligence and Charisma Saving throws.
- Your AC increases by 2, but your Initiative decreases by 4 (if initiative order has already been determined, subtract 4 from your original initiative value and adjust your placement accordingly).
Controlled Intoxication
Starting at 6th level when you choose this Monastic Tradition: As a bonus action while you are not intoxicated, you can spend 3 Ki points to create an effect similar to that of intoxication. This effects lasts a number of rounds equal to your proficiency bonus. Alternatively, you can use your bonus action to spend 1 Ki point to end any intoxication affecting you.
Go with the Flow
Starting at 11th level when you choose this Monastic Tradition: The staggering movements in your intoxicated state allow you to flow through combat more easily. After you use your Flurry of Blows, you can immediately move an amount of feet equal to half of your unarmored moment (rounded up to the nearest 5ft) in any direction and the creatures you attacked do not get an attack of opportunity against you.
Hearty Imbiber
Starting at 17th level when you choose this Monastic Tradition: Using the power of your Ki, you can convert the alcohol you consume into healing. By spending Ki points when you drink a serving of alcohol, you heal an amount of d4’s equal to the amount of Ki points you spend.
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