Base Class: Monk
The Way Of The Brewmaster
The way of the Brewmaster teaches its students to control their drunken state to avoid and dampen attacks made against them. A Brewmaster sways, tottering on unsteady feet to disorient the combatant. While often looked down upon by other teachings of Monastic Traditions the way of the brewmaster prooves very formidable in combat, however less so in wisdom.
I wanted to make a monk technique similar to that of the brewmaster monk in WoW. The goal is to make the monk more of a tank that dodges attacks are brushes off the attacks made against it. I took inspirations and copied ideas from the class in WoW, The homebrew Brewmaster class found on the dandwiki and the playtest monastic tradition Way of the Drunken Master. Please provide me with some feedback on this class as I am still unsure of some things.
Things I might change:
- - Instead of -2 to wisdom and intelligence make it disadvantage the same goes for the +2 to Constitution and Charisma
- I do not know how I feel about giving AC but I want the feeling of when the monk is drunk he is more fluid and can dodge things even more so than the base monk at the cost of losing the wisdom armour buff. I like the idea that your dodging attacks due to your instincts opposed to your training.
- Any scaling eg. the damage from breath of fire or the Temporary hitpoints gained throughout the adventure
Drunken Technique
When you choose this tradition at 3rd level, you gain access to the Drunk condition. Drinking alcoholic beverages cause the monk to enter a drunken state. Once a character is drunk, they gain the condition for a number of hours equal to 6 - their Constitution modifier (minimum 1).In the drunken state, the monk will suffer -2 to wisdom and intelligence. However, the monk will gain + 2 to charisma and constitution. upon entering a drunken state, the monk gains temporary hit points equal to 1d4 + the constitution modifier + half the monk level (Rounded down). While in a drunken state the monk gains 2 AC from the unarmored ability but will no longer gain AC from your wisdom modifier. The monk still benefits from proficiency bonus's while in a drunken state.
Out of combat, the monk can expand one Ki Point and drink water to remove the drunken condition or convert the water to an alcoholic beverage. The monk can also drink alcohol instead of water to combat passive exhaustion. The Drunk condition can only be removed by waiting the appropriate time or using a ki point while drinking water.
The brewmaster can use a bonus action to drink an alcoholic beverage.
Tipsy Sway
At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
Drunken Technique level 10
upon reaching level 10 the monk now rolls 1d8 for temporary hitpoints instead of 1d4. Increases AC while drunk by 3 Instead of by 2
Breath Of Fire
Starting at 11th level, the monk can make an action expanding 2 ki to take a sip of alcohol and spit it in a 5ft cone in front of them igniting it as it sprays. Creatures caught in the cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus + 1 if you are in a drunken state. The creature takes 4d6 on a failed save and half as much on a successful one. the damage increases at 16th level, it becomes 5d6.
Legendary Brewer
At 17th level, you make a single flask containing your Brewmaster's Stout that only you can ever hold onto. Anyone else attempting to hold it automatically returns it to your possession, even against their will unless they are a brewmaster of equal or higher level. As a bonus action, you can drink 1 serving from this flask. The flask contains 5 servings and is refilled after a long rest
Drunken Technique Level 16
upon reaching level 16 the monk now rolls 1d12 for temporary hitpoints instead of 1d8. Increases AC while drunk by 4 Instead of by 3







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