Base Class: Monk
This is a Monastic Tradition built around utility that channels the martial styles of the Eight Immortals using that most vital of resources: alcohol. It is built around switching styles to give yourself a bonus on certain skill checks and a large number of Ki-based abilities.
Out of combat its usefulness is to give the monk at least a certain amount of ability in skill checks that Monks typically perform poorly with. It is built out of short rests, and so doesn't provide them with a large variety of skills to excel in, but it does help to shore up an already MAD class a little bit. Most of the styles are built around giving the Monk either buff or debuff abilities in combat, except for Flower-Basket who has no combat abilities to speak of unless you have a particularly creative player. At level 3 you get Four and and level 11 you get access to all 8.
At level 6 you gain some small abilities based around being prone, something that will likely happen to you more than you think. The most powerful is that standing up only takes 15 movement, something that becomes fairly powerful later on with higher move speeds.
At level 17 you gain 2 reactions (and therefore can change styles 3 times in a round), and you gain bonus unarmed strikes when switching. This gives you a little boost of late game damage but also gives you opportunities for stunning strikes and other on-hit effects.
Drunken Fist
At 3rd level you become proficient in deception and improvised weapons. Improvised weapons are always monk weapons for you.
Channel the Eight Immortals
At third level you learn the power to invoke the Eight Immortals, each of which offers a unique style. At third level you know 4 of their styles. At level 11 you know all of them. You can change which Immortal you are channeling during a short or long rest (and choosing not to channel is also an option). If you have access to alcohol at hand when you roll initiative, you can change style at any time using your reaction for the next minute.
Cauldron-Carrier
While channeling this Immortal you have advantage on Athletics checks. As a Bonus Action, you can spend 1 Ki point to gain Temporary HP equal to twice your Monk Level. The Temporary HP disappears when you change style.
Crucible-Flute
When you channel this Immortal, you add double your Proficiency bonus when playing the Flute, either as a tool or for Perform skill checks. After you use Flurry of Blows, an enemy you choose within 30ft subtracts your Martial Arts die from its next attack roll, skill check, or saving throw until the start of your next turn.
Flower-Basket
When you channel this Immortal you have advantage on Persuasion checks. You can spend a Ki point to cast Disguise Self. The appearance you change to must be of a different (though not necessarily opposite) gender expression.
Immortal Lady
When you channel this Immortal you gain advantage on Sleight of Hand checks. As an action, you can spend 2 Ki points to have all attacks miss you until your next turn.
Imperial-Uncle
When you channel this Immortal you gain advantage on Performance checks. If you are not prone you can spend a Ki point after successfully grappling someone to knock them and yourself prone.
Iron-Crutch
When you channel this Immortal you gain advantage on Medicine checks. If you’ve moved less than 15 feet this turn, you can Spend a Ki point to cast Lesser Restoration, or 2 Ki points to cast Greater Restoration. Your speed is 15.
Mule-Rider
When you channel this Immortal, you gain advantage on Animal Handling checks. If you are not prone, as an Action, you can spend 2 Ki points to immediately make two Unarmed Strikes. Both automatically roll maximum damage, but you fall prone at the end of the action.
Warrior-Sage
While you are channeling this Immortal you have advantage on History and Investigation checks. You can spend Ki point to gain the ability to use the Help action up to 30ft away and also gain the ability to use Help as a bonus action until the end of turn.
Floor Work
At 6th Level you don’t have disadvantage when making melee attacks while prone, and enemies don’t have advantage on melee attacks against you while you are prone.
Additionally, standing up from prone takes 15 ft of movement.
More Style Options
At 11th Level, you gain access to the four Immortal styles you did not pick at 3rd Level.
Whirlwind Fist
At 17th level you have 3 reactions, and when you change style you can make an unarmed strike on anyone in range.







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