Drunken Master

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.

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, and your walking speed increases by 10 feet until the end of the current turn.

Liquid Spirit

At 3rd level, you learn how to take advantage of alcohol’s ability to dull your conscious mind and instead allow your subconscious mind to guide you. Through this process, you are able to more rapidly and instinctively tap into greater amounts of Ki, though it comes at a price.

Once per long rest, as a bonus action you may consume one ‘drink’ of alcohol to replenish one point of ki, up to your level maximum (ie, you may not exceed 3 total ki at 3rd level). A drink is one beer/one shot/one glass of wine. You may consume a number of drinks equal to your threshold (half your level, rounded down) before experiencing any penalties. Each drink beyond your threshold requires a constitution saving throw (DC 15). A successful save means you experience no ill effects.

Each failed save produces the following effects (cumulative):

-5 ft Movement, Disadvantage on Persuasion and Deception; Advantage against Frightened -5 ft Movement, Disadvantage on Ability Checks; gain 1d8 temporary hit points, No spellcasting (if you are able to spellcast) -5 ft Movement, Disadvantage on Saving Throws; Cannot dash or move more than 10' in the same direction -5 ft Movement, Disadvantage on Attack Rolls; Resistance against bludgeoning, psychic, and force damage Lose Conciousness

One level of inebriation wears off per hour, provided you do not consume additional alcohol. Because of the somewhat magical nature of drinking in this way, the level 10 monk ability Purity of Body does not cancel the effects of alcohol in this scenario.

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.

Distilled Spirits

Starting at 6th level, and every level afterwards until finished, learn one additional technique.

Slippery Stride By flailing in unpredictable ways that throw your body weight erratically, you can escape many binds. Expend 1 ki point to escape any grappled condition as a bonus action. Expend 2 ki points to escape any restrained condition as a bonus action.

Drunken Heap: By surging your entire body weight into a grapple attack, you catch your enemies off balance. Expend 1 ki point to gain advantage on a grapple attack.

Improvised Terrain Obstacles in your path become guideposts as you use the environment, including your allies and enemies, to travel in haphazard, erratic paths. Spend 1 ki point and for the duration of your turn you gain the following benefits:

Difficult terrain does not slow your travel

If moving stealthily you may move at a normal pace

You may travel through spaces occupied by creatures one size larger than you or smaller (though they may still take opportunity attacks on you) as you stumble, roll, and glide past them

Vertical travel (e.g. jumping on top of a cart) does not require an acrobatics check so long as the jump is less than or equal to your normal jumping distance (includes Step of the Wind jumping distance). For purposes of calculating movement, this is lateral travel (i.e. one square, 5 feet of movement -- the vertical distance does not count towards your movement)

Shared Experience Your drunken state transfers into the ki of an enemy. After you land an unarmed strike you can channel your ki into the enemy in order slow them down. Spend 1 ki point to lower their speed by half on their next turn.

Circular Balance Your constant state of motion allows you to react effortlessly to your enemies. Spend 1 ki point to use your reaction to make a single unarmed attack against a melee attacker who just attempted to attack you, regardless of their success.

Bottoms Up After a successful unarmed strike, spend 1 ki to distract your enemy and force them to fumble with things in their hands. The target must make a successful Dexterity saving throw or drop an object of your choice it is holding. The object lands at their feet.

Distracting Presence After a successful unarmed strike, spend 1 ki to confuse your enemy. The enemy has disadvantage on its next attack against you before the end of your next turn.