Monk
Base Class: Monk

The Way of the Drunken Master 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.

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 and proficiency with Improvised weapons.

Proficiency with improvised weapons

Gives proficiency with improvised weapons allowing you to fight with whatever is around you, whether that be a chair, table etc.

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. 

  • 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

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.

Attacking While Prone. While prone you do not have disadvantages on attacks; it is just another fighting position, although melee attacks against you. An attack roll against you has advantage if the attacker is within 5 feet, otherwise the attack roll has disadvantage.

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.

Burning liquor

Burning Liquor. You can expend up to 4 ki points to ignite and breathe liquor using a source of flame (for example, torch, tinderbox, etc.) This is a bonus action and covers a 15 ft cone dealing 1d6 for each ki point used.

Burning liquor

Burning Liquor. You can expend up to 4 ki points to ignite and breathe liquor using a source of flame (for example, torch, tinderbox, etc.) This is a bonus action and covers a 15 ft cone dealing 1d6 for each ki point used.

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.

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