Way of the Drunken Fist

Monastic Tradition for the Monk Class

Drunken Body, Drunken Mind

When you choose this tradition at 3rd level, your body reacts differently to alcohol and its effects. You gain proficiency in Constitution Saving Throws. In addition, when you are considered drunk, apply the following effects to yourself:

You gain proficiency in the Persuasion skill. If you already have proficiency in this skill, you may double the proficiency bonus applied to it.

You are immune to the Frightened condition.

Your Intelligence Score decreases by your proficiency modifier.

You have disadvantage on all Wisdom (Perception) checks, and your Passive Perception score decreases by your proficiency modifier.

Drunken Defense

Starting at 3rd level, when you take the Patient Defense bonus action and a melee attack misses you before the start of your next turn, you may use your reaction to make one melee weapon attack against the target.

Drunken Strike

From 3rd level, you may forego the rapid strikes of other monks to focus your power into one intoxicated attack. You may spend one ki point to use a bonus action to make the next Attack you make a Drunken Strike.

When you make a Drunken Strike, you make a melee weapon attack as normal against a target within 5 ft. with a monk weapon or unarmed. You take a -5 penalty to the attack roll, and if the attack hits, it inflicts 2d12 plus your Strength or Dexterity modifier (your choice) bludgeoning damage to the target.

Choose Your Poison

Starting from 6th level, you are able to choose an alcohol to drink and harness the power of that alcohol. Once per short or long rest, you may use an action to drink a type of alcohol and apply the following benefits to yourself. This effect lasts a number of hours equal to your Constitution modifier.