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, adpet at putting themselves in tricky situations and making the best out of it.

Way of the Drunken Master

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.

Unpredictable Fighter

You learn to move and fight in a way that confuses enemies around you. As such you gain the following benefits :

- You are proficient with improvised weapons and they are considered monk weapons for you.

- Creatures do not get advantage from flanking when making melee attack rolls against you.

- You have advantage on Charisma (Deception) and Charisma (Performance) checks to pretend you are more injured, inebriated, or otherwise inconvenienced than you actually are

Tipsy Sway

At 6th level, your drunken experiences have taught you to still be competent when falling and even to use this as an advantage.

Prone fighter. You are used to being on the ground. When you are prone, you don't have disadvantage on your attack rolls and creatures within 5 feet of you don't gain advantage on their attack rolls against you. Standing up only costs you 5 feet of movement.

Drunkard's Fall. When a creature makes a melee attack roll against you, you can spend 2 ki point as a reaction to impose disadvantage on their roll and fall prone. If the attack misses you, you can redirect it to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Fire in the Belly

At 11th level, you learn to use the substances you ingest in different ways.

As an action, you can spend 2 ki points to drink a large quantity of alcohol from a bottle you are carrying and spew it out while lighting it on fire.

Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to 3 rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

You can spend additional ki points to increase the damage by an additional Martial Arts die for each ki point spend (up to your Wisdom modifier).

Once you use this feature, if you try to use it again before taking a short rest, after you perform the attack you must make a Wisdom saving throw (DC 10 + total number of ki points used) or be sickened until the end of your next turn.

 

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.

Previous Versions

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7/21/2021 3:27:21 PM
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