Monk - Way of the Drunken Master variant

Search GM Binder

Way of the Drunken Master

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.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Deception skill if you don't already have it. Your martial arts technique mixes combat training with art of fooling your surroundings. You also gain proficiency with Improvised Weapons and are monk weapon for you.

Drunken Technique

Starting at 3rd level, your erratic moves frustrate and confuses your enemies. You learn the following techniques

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Infuriating Strike. Before you make an attack with an unarmed strike or a monk weapon, you can choose to take a -5 penalty to the attack roll. If you do so, hit or miss, the target must make a Wisdom saving throw against your Ki save DC. On a failure, that target has disadvantage on any attack roll that isn't against you until the start of your next turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

False Repose. When you're prone, you don't suffer disadvantage on Attack rolls and an Attack roll made against you doesn't have advantage if the attacker is within 5 feet you.

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Drunkard's Dance

At 11th level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current 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.

art from The Drunken Master (1978) movie poster
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.