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Jtl
2019-12-03, 05:13 PM
Way of the Drunken Master Rework


Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency with brewer's supplies if you don't already have it. You also gain a +1 bonus to constitution saving throws, as your training has inured you to the effects of poisons and other harmful substances.

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.

Also, Standing up from prone only requires 5 ft of movement, and whenever an enemy moves so that you are within their Melee range, you may use your reaction to move up to ten feet in an any direction without provoking opportunity attacks. If the opponent does not have enough movement left to reach you, they cannot attack you with melee weapons for that turn.

Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

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 ft of you or within the attackers reach.

Saving Graze
When you miss with an attack, you learn to correct the course of your blow at the last moment to deal a glancing jab. Once per turn, after failing to hit with an attack, you can deal your opponent damage equal to your dexterity modifier. This damage is of the same type as the weapon or fist used to make the attack.

Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll. You also gain 3 drunkard’s points. Before you make an ability check, attack roll, or saving throw, you may spend a drunkard point to gain advantage on that roll. You regain all drunkard’s points at the end of a short rest.

Intoxicated Mastery
At 17th level, you gain the ability to move with such unpredictable grace that you become a nightmare for your enemies to target or pin down. Once per short rest, you may use an action to focus your mind and body in perfect harmony. You gain the benefits of a dodge action for a minute. Once while this effect lasts, you may use a reaction when you are hit by an attack to cause the attack to miss instead. You also gain the ability to spend 2 ki points as an action to cast Freedom of Movement on yourself.

Amechra
2019-12-04, 04:08 PM
Wait, why are you buffing one of the best Monk subclasses?