Monk
Base Class: Monk

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 and improvised weapons if you don’t already have it.

Drunken Footing

At the 3rd level, You have practiced years to become an expert in being seen as a drunken fool. When you begin a combat encounter you spend your bonus action to make a Performance check against an enemy's Insight check, if you succeed on this check you can either choose to gain advantage on attack rolls against the fooled creature or you can choose to impose disadvantage on attacks rolls against you. Additionally, 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.

Master of Decit

Starting at 6th level, you have learned to become a master of combat. When you’re prone, your enemies don't gain advantage on attack rolls against you and you don't gain disadvantage on attack rolls. Additionally, you can stand up by spending 5 ft. of movement, rather than half your speed. 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 ft or you can spend 3 ki points as a reaction to redirect it back at the attacker.

 

Steady Vision

At 6th level, you have learned to keep a steady eye on your opponent even when intoxicated. When you are intoxicated you no longer gain disadvantage on attack rolls or ability checks.

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 or a saving throw, you can spend 4 ki points to automatically succeed you can this after a roll but before the dm tells you the effect. You can only use this feature three times per long rest.

Intoxicated Juggernaut

Starting at 17th level, you have become an unstoppable flurry of kicks and punches, when you activate your Drunken Footing you now gain both effects of the stance.

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