Monastic Tradition: Drunken Master (Revised)

by Frootbat

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Monk: 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.

Ferocious Fool

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 and improvised weapons, which count as monk weapons for you.

Additionally, you learn the vicous mockery cantrip. Your spellcasting ability for this cantrip is Wisdom, and it uses your martial arts die in place of the d4s normally used.

Drunken Technique

At 3rd 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, your walking speed increases by 10 feet until the end of the current turn and you have advantage on each unarmed strike made as part of that bonus action.

Tipsy Sway

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

  • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
  • 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.
  • Taunting Technique. Once per turn when you make an unarmed strike, you can replace it with a casting of vicous mockery.

Drunkard's Brew

Starting at 11th level, you combine your drunken stance with potent brewery to greatly increase your skill. Over the course of a long rest, you can use your brewer's supplies to make a number of monastic brews equal to your proficiency bonus. As a bonus action, a creature can consume a brew and become emboldened for 1 minute. While emboldened, a creature can add 1d4 to any attack roll, damage roll, ability check or saving throw it makes.

Intoxicated Frenzy

At 17th level, your unpredictable onslaught grows even stronger, along with your brews. You gain the followiung benefits:

  • Bar-room Blitz. 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.
  • Humiliating Redirection. When you use Redirect Attack, you can cause the attack to hit the original attacker.
  • True Drunkard. The d4's used by Drunkard's Brew become d6's.
 

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