The Way of the Drunken Master

Monks of the way of the drunken master pursue a life of hand-to-hand combat mixed with excessive amounts of drinking. Their unorthodox fighting style and ability to use all manner of common items as deadly weapons makes them a surprising and effective adversary in many situations.

Drunken Penchant

When you choose this monk tradition at 3rd level you become tolerant to the side effects of alcohol, and react favorably to its benefits. You gain the following benefits as long as you consume alcohol at least once per long rest.

You are considered Inebriated, but suffer none of the effects of the condition.

One-handed improvised weapons are considered monk weapons for you. These can be tankards, farm tools, or other weapon-like items your character can wield without becoming encumbered.

You have advantage on Strength, Dexterity, and Constitution checks and saving throws, but have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.

You may also spend 1 ki point at the start of your turn to give yourself one of the following drunken maneuvers.

Sway. Until your next turn you may attempt to redirect a melee attack made against you. If a creature attacks you within your threatened area, you may use your reaction and make a melee attack roll against another target threatened by both you and the creature who attacked you. If you succeed, your first target hits the second one, damaging them as if they had attacked them.

Until your next turn you may attempt to redirect a melee attack made against you. If a creature attacks you within your threatened area, you may use your reaction and make a melee attack roll against another target threatened by both you and the creature who attacked you. If you succeed, your first target hits the second one, damaging them as if they had attacked them. Dip. You may move unhindered through difficult terrain until your next turn.

You may move unhindered through difficult terrain until your next turn. Weave. Your first melee attack against a target attempts to surprise it. If this attack hits, your next attack on the same creature this round gains a +5 bonus to its attack roll.

Unquenchable Thirst

When you reach 6th level, alcohol reacts strangely within your body, empowering your abilities. When you consume a cup or tankards worth of alcohol you may gain one of the following effects per short rest.

You may heal 1d8 + your monk level.

You may restore 2 ki points.

In addition, you may substitute alcohol in place of food or water in order to sustain yourself.

The world is my Keg

Starting at 11th level, You may transform 10 gallons of water into a high quality alcoholic beverage. These 10 gallons may be created a little at a time, but you may only make up to 10 gallons per long rest.

You may use your action to attempt to magically inebriate a large or smaller target within 5 feet. The target makes a DC 15 Constitution saving throw. On a failure the target is Inebriated for 1d4 rounds.

Drunken Clarity

At 17th level you no longer have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws from your Drunken Penchant feature.