Monastic Tradition: Way of the Drunken Master

You follow an often-misunderstood tradition that imitates the stumbling movements of a drunkard. Monks of the Drunken Master utilise unpredictable swaying and falling to break traditional rules of engagement and attack from odd angles. While generally viewed as a joke or at best an impractical exhibition style, in the hands of an expert the drunken style is a powerful and mesmerizing form.

Many of the monks that follow this tradition defy the typical image of a monk, abandoning strict asceticism in favour of a more hedonistic and chaotic lifestyle. Drunken Masters are rarely found in temples or monasteries; they are more likely to be found out on the road adventuring, fighting in an arena, or gambling at the nearest tavern.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with Brewer's supplies and improvised weapons. Improvised weapons count as monk weapons for you.

Hollow Body, Sloshing Belly

At 3rd level, you learn to fight from a stumbling but deceptively agile stance known as sloshing. As a bonus action on your turn, you can spend 1 ki point to induce a drunk-like state in yourself and begin sloshing.

While sloshing, you gain the following effects:

When you start sloshing, you gain temporary hit points equal to your Monk level.

You have advantage on Dexterity saves.

Your opportunity attacks have advantage, and opportunity attacks against you have disadvantage.

You have disadvantage on Wisdom saves and checks.

If you are able to cast spells, you can't cast them or concentrate on them while sloshing.

Your sloshing lasts for 5 minutes, and ends early if you are knocked unconscious.

Once you use this feature, you can't use it again until you finish a short or long rest. The number of times you can use this feature increases to two at 6th level, three at 11th level, and four at 17th level.

Drunken Techniques

At 6th level you learn to use your drunken stumbling to make special attacks. You learn two drunken techniques from the list below, and can use them only while sloshing. You learn one additional technique of your choice at 11th and 17th level. Each time you learn a new technique, you can also replace one maneuver you know with a different one.

Crazy Hermit Opens Cask. You kick with both legs, sacrificing position for power. As an action, you can spend 2 ki points to fall prone and force one creature in melee range to make a Dexterity save. On a failed save, the creature takes 5d8 bludgeoning damage, plus an extra 1d8 bludgeoning damage for each additional ki point you spend, and knocks the target prone. On a successful save the creature takes half damage and is not knocked prone.

Down the Hatch. When you hit another creature with a melee attack, you can spend 2 ki points to attempt to strike it in the throat, silencing it. The creature must succeed on a Dexterity saving throw or be silenced for 1 minute. While silenced, the creature cannot speak or make noises using its mouth, and cannot provide the verbal component for spells. At the end of each of its turns, the target can make a Constitution saving throw, ending this effect on a success.

Drunken Lady Flirts With Master. As a bonus action, you spend 1 ki point to make a grapple attempt with advantage.

Gambler Cheats Game. When you hit a creature with an attack using an improvised weapon, you can spend 1 ki point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop one object of your choice at its feet.

Grasshopper Rises Early. While prone you can use your reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of you must succeed on a Dexterity saving throw or be knocked prone. If you would hit a creature that is already prone, it takes damage equal to two of your martial arts die.

Spill the Cup. When an attacker you can see hits you with an attack, you can use your reaction and fall prone to halve the attack's damage against you. This technique can't reduce psychic damage and can't be used if you are already prone.

Teetering Monkey Rush. As an action, you gain the ability to move through the space of other creatures until the end of your turn. When you move through the space of a Large or smaller creature in this manner you may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take damage equal to your martial arts die and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. You may choose to spend ki in this way for each creature you pass through. You cannot end your move in another creature's space.

Down in the Dirt

At 11th level, your practice with stumbling and falling has made you well adapted to fighting from seemingly disadvantageous positions. While prone your melee attacks don't have disadvantage and enemy melee attacks don't have advantage, and standing up costs you 10 feet of movement.

Intoxicate

At 17th level you learn to use your own ki to spread the effects of intoxication to your opponents. As an action, you spend 4 ki points to target up to 3 creatures within 15 feet of you. Each creature must succeed on a Constitution save or be subjected to the effects of the Slow spell for 5 minutes. Affected creatures may use their action to make a Constitution save, ending the effect on a success.