Monk
Base Class: Monk

The Way of the Drunken Fool 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.

Intoxication

There are 4 levels of intoxication: level 1, 2, 3 and 4. 1 is superficial. Your level of intoxication depends on the strength and quantity of alcohol. Short rest (or waiting 1 hour without drinking) removes one level of intoxication, long rest removes all.

Level 4: You have disadvantage on all saving throws and ability checks, including concentration, unless it’s part of your drunken talents. You are immune to being charmed and poisoned.

Level 3: You lose all your proficiencies (except CHA based proficiencies), but you gain drunken talents.

Level 2: Your charisma mod becomes the value of your wisdom modifier and you are immune to being frightened. At level 2, the DM can have you roll on the DRUNKEN ACCIDENT table at his discretion.

Level 1: You are nicer or meaner to everyone around you (your choice).

Drunken Talents: Pick two skills to be proficient in while drunk and one feat.  At level 8, pick an additional skill. These cannot be part of your typical proficiencies.

Using drunken talents: You use drunken talents just like you would normal ability checks, but afterwards you must make a constitution saving throw. On a pass, you sober up one level. On a fail, you continue to be that level of drunk.

Drunken Ki: Once per short rest, you may spend level(s) of intoxication as you would Ki points, as long as it goes towards a Drunken Master class feature.

Drinking alcohol: You may drink up to 8oz of alcohol at any time, as a bonus action. Alcohol gives you one level of intoxication, unless it's extremely strong. You may choose to drink just enough to continue your current intoxication level instead. You may pre-game.

Dehydration: You must drink water every hour while drunk and conscious or suffer a level of exhaustion. You can drink water in combat as a bonus action, as long as you have it.

Hangovers: When you begin a short or long rest that would remove all levels of intoxication, make a constitution saving throw, subtracting your current level of intoxication from the roll. On a fail, you wake up with a hangover for 4 hours. During this time, you are very grumpy and hungry and become extremely sarcastic and annoying, which affects you at the DMs discretion.

Drunken Accidents

DRUNKEN ACCIDENT TABLE - Roll a d10

1

You get confused and lose your reaction this round.

2

You burp or hiccup really loudly.

3

You have a moment of drunken clarity and gain an additional reaction this round.

4

You start singing your favorite song for no reason. Make a performance check.

5

Make a constitution saving throw, DC 15. On a success, you projectile vomit on the nearest enemy. On a fail, you projectile vomit on the nearest ally, up to 10 ft away. They have disadvantage on their next attack roll or ability check.

6

You tell the creature nearest to you that you love them or insult them (your choice).

7

You stumble and fall prone.

8

You lose control of the volume of your voice and talk really loudly for the next 10 minutes.

9

You start to cry for no reason.

10

You gain Drunken Inspiration until the end of your next turn. You can add a d6 to any roll.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

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

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Comments

Posts Quoted:
Reply
Clear All Quotes