Base Class: Fighter
A drunken master bases his entire way of fighting on doing so while under the influence.
Therefore he always has a buzz going and must spend a bonus action drinking an alcoholic drink before battle.
If he doesn't he has disadvantage on attack rolls, skill checks and saving throws.
Having a continues buzz costs around 1 bottle of heavy liquor each day.
The drunken master can instinctively find fellow drunkards in every populated area with more then fifty residents.
These are his people and if he is willing to share a drink or two he can often get information from them.
Towards these people the drunken master effectively has the insight skill, if he already has that skill his bonus is doubled.
Drunken master features : As per fighter with a few exceptions and additions named below.
For starters a drunken master can not use heavy armor, has a -2 on his charisma but gets evasion at first level.
The drunken master has no use for weapons in the classic sense of the word.
Therefore he can not use anything that is normally seen and treated as a weapon.
Instead he uses what he has in his hand or is within arm's reach at the time.
That means that any improvised weapon a drunken master wields is counted as a weapon he is proficient with, letting him add his full proficiency bonus as per the normal fighter table. Unless specifically made for the purpose a simple rock or branch does not count as a normal weapon.
Saving Throws : Dexterity, Constitution
Skills : Acrobatics, Athletics and 1 of choice from : Animal Handling, History, Insight, Intimidation,
Perception, and Survival.
At first level choose one of the three following fighting styles.
1 : Unarmed combat
You gain a +1 to hit when unarmed and your unarmed attacks deal more damage. 1d4 at level 1/
1d6 at level 3/ 1d8 at level 6/ 1d10 at level 9/ 1d12 at level 12/ 2d8 at level 15 & 2d10 at level 18.
2 : Improved improvised melee weapon
This fighting style adds +2 to hit with any improvised melee weapon.
3 : Improved improvised throwing weapon
This fighting style adds +2 to hit with any improvised throwing weapon.
After this when you are allowed to take another fighting style you can choose one of the two left or take
one from the standard fighting styles.
Drunken master archetype
No such thing as prone.
As a drunken master laying on the ground does not mean you are prone, it's just another fighting position. A drunken master can not be prone, except for when he isn't inebriated.
Furthermore add +1 damage to every attack as per the fighting style chosen at level 1.
Drunken master archetype feature
Hitting where it hurts.
You have learned things about where to hit your opponent best increasing the critical multiplier for unarmed,
improvised melee and improvised ranged weapons from 2x to 3x and adds 1 more damage to every drunken master
combat style the character is proficient in.
Drunken master archetype feature
Partial critical defense.
You have learned how to guide your opponents attack somewhat, guiding it towards what he thinks is a weak spot.
This results in the ability to ignore 1 critical hit from an opponent after damage calculation and treat it as
a miss. Only after a short or long rest this ability can be used again.
Drunken master archetype feature
Drunken master sneak attack.
Once per combat you can make a sneak attack from lying position, even when the opponent is looking right at you.
Use the rogue's level related sneak attack damage bonus when calculating damage.
Drunken master archetype feature
Breath weapon.
You can regurgitate any strong liquor you consumed in the last 4 hours and expel it with force lighting it with
any source of open flame. Most commonly used for this is a 1-handed flint and tinderbox.
The burst of fire is 15 feet long and cone-shaped doing 1d6 damage for every 2 levels of the Drunken master.
To do it again you must wait 4 hours while drinking in normal pace. (Normal for a drunken master)
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