Monk
Base Class: Monk

The Way of the Drunken Palm is a mixture of both the Way of the Open Palm and the Way of the Drunken Master, both offensively and defensively, the monk with sway into battle like a... well a Drunk monk.

Drunk Hand Technique

Starting when you choose this tradition at 3rd level, You learn the odd skills of the Drunken Palm, manipulating your own ki or your opponents after you use Flurry of Blows. Those are
For Opponent:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

For you:

  • you gain the benefit of the Disengage action
  • your walking speed increases by 10 feet until the end of the current turn.

Bonus Proficiencies

You also gain proficiency with brewer’s supplies if you don’t already have it.

A good taste of Brew!!

At 6th level, drinking some good ale will heal you! As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again, during that time you must make a special brew that allows you to use this feature.

Tipsy fighting

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Drunk Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. If there's an enemy nearby, you can spend 1 ki point as a reaction to punch a nearby attacker.

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 one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Brew flame!

At level 11, you can make a special brew that, by spending X amount of Ki, able to breathe fire. The effects as follows:

  • Spending 2 Ki points, you breathe a cone of fire, DC 8+ Proficiency Modifier+ Wisdom. The target takes 4d6 fire damage on a fail save. Half as much on a success. 
  • Spending 3 ki points, your flames deal poison damage as well as fire, DC 8+ proficiency Modifier+ Constitution. The target takes 2D10 Poison Damage and is poisoned until the end of your next turn. Half damaged and not poisoned if success.

Drunken Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 8d10 necrotic damage and becomes Stunned

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.