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.

You also gain 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.

At 17th level, the Disengage action will count for all Flurry of Blows attacks made on any one turn, however the user will not gain any more than the initial 10 feet movement bonus.

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.

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

Prone Fighting. Any attacks made against you while prone, do not gain advantage.

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.

If used in conjunction with Drunken Technique, the user can take the Disengage action against all targets of the additional Flurry of Blows hits, and allow movement to another target. This action is repeatable up to the amount of additional Flurry of Blows attacks that can be made, or until all movement feet is exhausted. These additional attacks may also be used on the same targets, as log as these attacks are not made consecutively on any one target.

If these actions are taken, the user can not utilize Stunning Strike against these targets.

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