Base Class: Monk
Between the stresses of dealing with people and dealing with the occasional fight to the death, anyone would need an outlet to take a load off. While a normal monk may seek enlightenment through meditation and philosophy, the monk who follows the Way of the Drunken Hand relies on the most well-shared tradition of all: drowning one's woes in a cold drink. This monk knows all the ins and outs of a good brew, and is well learned on how to utilize the power of the drink to increase their prowess in battle... at the cost of a sober mind, of course. A spectator may mistake the intoxicated monk as nothing more than a drunken fool, but they are not to be underestimated, this monk has more experience being intoxicated than most adventurers have experience in combat.
Drunken Fool
Beginning at 3rd level, you can convert the effects of alcohol into a combative boon.
Once per turn, as a bonus action, and provided you have alcohol on hand, you may imbibe a large quantity of liquor, gaining the effect drunken. While under the drunken effect, you gain disadvantage on EVERY check or save taken, and your CHA and INT modifiers are reduced by 4 subtracted by your CON modifier . However an additional bonus is given to your STR DEX and CON related throws, equal to your WIS + Proficiency bonus. This bonus is not applied when attempting to remove the drunken status effect. Additionally, your AC and Attack roles are increased by your proficiency bonus. If you are hit with a physical attack, you take an additional roll of the largest damage die.
Adept Metabolism
Beginning at 3rd level, your stout stomach allows your body to metabolize alcohol quickly.
Once per turn when under the drunk condition, you may attempt to remove said condition. A CON save of 12 or higher must be rolled, or else you must either return to your drunken state or deal acid damage to yourself. This damage starts at 1d4, but increases by another d4 at level 5, 7, 9, 11, 15, and 18.
Drunken Stumbling
At 6th level, your movements become unpredictable, even to yourself.
When under the effects of drunken, you may use 2 ki points instead of 1 when executing Step of the Wind, doing so will allow you to Disengage and Dash at the same time.
Redirect Blow
Starting at level 6, your drunken flailing occasionally pays off.
Whenever an enemy misses their melee attack, you may spend 1 ki point to redirect it at an enemy within 10 feet, rerolling the attack.
Tipsy Joker
At level 6, your slurred speech gains some confidence.
While under the effect of Drunken, and outside of combat, the disadvantage for CHA is removed, and the negative modifier becomes a positive modifier, however your INT modifier is reduced and aditional 2.
Iron Will
Beginning at 11th level, you've become numb to pain, and resistant to toxins.
Your perception of health shifts. While under the effects of Poisoned, you instead gain advantage on your attack roles, and Exhaustion's effects apply one level of exhaustion later than they normally would. While under the effects of Drunken, damage taken is reduced by 1d6 + your CON modifier.
Heavy Drinker
Starting at level 17, you have a problem.
Once per short rest, you can spend 3 ki points to imbibe a massive amount of alcohol, acquiring the status effect Extremely Drunk. While Extremely Drunk, you gain all advantages and disadvantages of Drunken, however, your damage rolls are doubled, and DEX rolls are without disadvantage. The CON save to recover is increased by 5, and damage dice from failure are also doubled. Every 60 feet of movement per turn requires a DEX saving throw of 15, which must be passed in order to not trip and go prone, dealing 1d4 damage.
Previous Versions
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