More Monastic Traditions

Way of the Drunken Fist

Monks of the Way of the Drunk Fist have learned to fool their enemies by acting inebriated. Do not be fooled. These warriors have developed a set of deadly skills that helps them get the upper hand on their enemies.

Drunken Fist Technique

Starting when you choose this tradition at 3rd level, you learn how to fight while appearing impaired. Whenever you are prone, enemies do not have advantage on attacks against you while prone, and you do not have disadvantage on attacks while prone. You can also stand up without using any movement. You also gain proficiency with improvised weapons and you treat them as a monk weapon. Additionally, being intoxicated does not impair your attacks.

Finally, whenever you spend a Ki point, the next attack with advantage against you is rolled normally instead.

Swaying Empty Strike

At 6th level, your training has granted you the ability to strike back at your enemies when their strikes fail. When a creature misses you with a melee attack, you can use your reaction and expend 1 ki point to make an unarmed strike against that creature.

Rage of the Drunken Demon

At 11th level, alcohol gives you unnatural courage and resilience. As an action, you may take a drink of alcohol and spend 2 ki points. For 1 minute, you are immune to being frightened and gain temporary hit points equal to your Wisdom modifier at the start of each of your turns. At the end of this effect, you lose any remaining temporary hit points from this feature. Additionally, you gain 3 bonus damage to your unarmed strikes as long as you are under this effect.

You must finish a long or short rest before you can use this feature again.

Drunken Dragon Blazing Roar

Beginning at 17th level, your drunken powers grant you the ability to breathe fire upon your enemies. As an action, you can spend 6 ki points to breathe fire in a 30-foot cone. Each creature in the area of the exhalation must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

You must have drank alcohol at least 10 minutes prior to using this feature.

Way of the Iron Fist

While the Way of the Open Palm teaches how to use Ki in order to enhance the body and disrupt the enemy, the Way of the Iron Fist shows a different path. Instead of disrupting the enemy, an Iron Fist Monk crushes the enemy. Instead of enhancing the body, an Iron Fist Monk hones their body into the perfect weapon.

Iron Fist Technique

Starting when you choose this tradition at 3rd level, you can manipulate your own ki to empower your strikes. Whenever you perform Flurry of Blows, you gain the ability grant one of the following effects to each and every one of the attacks granted by Flurry of Blows:

Your attack ignores the target's resistance to bludgeon damage.

Roll the damage die twice and pick one of the results as the damage.

If you score a critical hit, you can roll one of the weapon's damage dice one additional time andadd it to the extra damage of the critical hit.

You pick the effects after you roll to hit, but before you know if the attack succeeds or not. You must pick the same effect for all of the attacks.

Iron Body Focus

At 6th level, you gain the ability to enhance your physical capabilities. As an action, you can spend 2 ki points and gain advantage to Strength, Dexterity and Constitution checks for 1 minute.

Iron Heart Surge

Beginning at 11th level you can banish the evil that plagues you. As an action, you can spend 3 ki points to end all curses affecting you. If you are cursed by a cursed magic item, this feature breaks your attunement to the object so it can be removed or discarded.

Strike of Perfect Clarity

At 17th level, you gain the ability to deliver a single, devastating attack. As an action, you can perform an unarmed strike. If it hits, you can spend 4 ki points to deal additional damage. The target must make a Constitution saving throw. If it fails, you deal an additional 100 points to the damage roll. If it succeeds, the attack deals an additional 10d10 points of damage.

You must finish a long or short rest before you can use this feature again.