Base Class: Monk
Traditionally, the style of martial arts known as the drunken fist is meant to only mimic the movements of a drunk person. The style often involves playing the fool and hiding the strength of fist in a dance of drunken subterfuge, keeping the muscles as soft as possible until the moment to strike and then attacking swiftly catching opponents off guard. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
Of course there are other schools of thought, one being that the best way to play a fool is to be one, and the best way to feign inebriation is drinking wine . This is the Way of the Truly Inebriated Fist. Unlike other monastic traditions, you will not find them meditating inside monasteries or living secluded lives of peace and tranquility, you will instead find them passed out outside of the nearest tavern face down in the mud. They have replaced tapping into the magical properties of ki through meditation and have found a way to channel ki instead through the tranquility that comes from the emptiness of mind that is found at the bottom of a bottle of gnomish mushroom wine.
Because of their chosen lifestyle, they rarely have money and are never taken seriously due to the smells that they have accumulated in their travels. They can be a powerful asset or a dangerous liability.
Drunken Ki
Starting at level 3, replace Ki points with Drink points. The drunken master adds one Flask containing five "Drink" charges. Unlike Ki points these don't replenish between long rests but must be refilled, one liter of liquor equals five charges. These can be refilled at any time and it takes an action to refill the flask assuming the drunken master has the proper materials. Anything that before cost ki points, now costs the same number of drink points.
*This is a magical drunkenness and cannot be undone by any magical spells or class effects. It is a permanent state of being.
The number of drink points stacks and is only reset to 0 at the end of a long rest. Keep track of the number of Drink Points spent and at the end of each combat turn make a constitution saving throw (see the saving throw chart below) and on a failed save the drunken master immediately passes out and is unconscious for the duration of a long rest and cannot be awakened by any magical means or effects. When the drunken master passes out in this method, reset the Drink Points to 0.
If a drunken master's Drink Points are above his Constitution saving throw modifier, then a failed Constitution save means his hit points are dropped to -1 and he must start making death saving throws. If he is revived, then he becomes unconscious for the duration of a long rest and cannot be awakened by any magical means or effects and his Drink points are set to 0.
A drunken master may use one action to spend as many Drink Points as he chooses, without taking the temporary effects of any feature. In addition, any time he drinks even if its outside of combat this is added to the Drink Points spent (with 1 Liter being about five Drink Points).
| Level | Saving Throw |
|---|---|
| 3 | The Constitution saving throw is 5 times the Drink Points |
| 6 | The Constitution saving throw is 4 times the Drink Points |
| 11 | The Constitution saving throw is 3 times the Drink Points |
| 17 | The Constitution saving throw is 2 times the Drink Points |
Drunken Fist Abilities
Starting when you choose this tradition at 3rd level, you can use your Drink Points to duplicate the effects of certain spells. As an action, you can spend 1 Drink Point to cast the following spells. True Strike, Calm Emotions, Vicious Mockery, Compelled Duel, and Heroism.
Powerful Fist Followed by Trip and Fall
Starting at the 6th level, once per long rest the drunken master may spend a drink point and replace any one of his skill checks, attack rolls, or saving throws with a natural 20, after the roll but before the effect/outcome is known. After this, the DM may choose to replace any two of the drunken masters skill checks, attack rolls, or saving throws (with the exception of the Drunken Ki constitution saving throw) with a natural 1. If the DM doesn't use both replacements before the next long rest, the DM loses this ability until the next time Powerful Fist Followed by Trip and Fall is used.
The Wino's Swagger
Beginning at 11th level, the drunken master's alcoholism has gotten so bad that some enemies won't consider him a threat. At the end of a long rest, gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + half the number of Drink Points spent + your proficiency bonus.
Fists of the Eight Drunken Gods
At 17th level, the drunken master becomes more deadly the closer he is to death. Anytime your Constitution Saving Throw Modifier is less than Drink Points spent, the following effects take place.
- You gain advantage on all attacks.
- Any attack made against you has disadvantage.
- Damage for attacks is doubled.
- Damage taken is halved (does not stack).
- At the beginning of each turn roll a d20. Even numbers are added to your speed, odd numbers are subtracted from your speed (the dice number corresponds to feet).
- You become temporarily proficient with improvised weapons.
- You are no longer slowed down by difficult terrain.
- When another creature attacks you, you can use your reaction to add your proficiency bonus to your AC for that attack.







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