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Drunken Fist

By May 13, 2015September 20th, 2022Monk

Monastic Tradition
Comments from the Finger: Here we have an adaptation of the single most fun monk prestige class from all of d20: the Drunken Master. Hopefully we will get some variant of this one in Next so that player of Monks everywhere can play something fun and silly for a change, but until then we need to make our own. As such, this one has probably been remade dozens of times in dozens of different ways. Here, therefore, is the Finger’s try.

Way of the Drunken Fist

Monks who follow the Way of the Drunken Fist swear off any notion of sobriety when beginning on their path. By wobbling, tripping, and blundering about with expert intention, as if completely inebriated, you can surprise even the most trained enemy and strike them when it’s most unexpected. Moreover, when you do imbibe alcohol, you can perform astounding feats of strength and bravery.

Drink Like a Demon
Starting when you choose this tradition at 3rd level, you have learned to catch your enemies off-guard with a drunken, staggering school of martial arts. You are proficient with improvised weapons and improvised weapons are now considered as monk weapons. In addition, creatures have disadvantage on Opportunity Attacks against you.

For Medicinal Purposes
Beginning at 6th level, you can metabolize alcohol differently. You may take a drink of alcohol and spend 1 Ki as a bonus action to regain hit points equal to 1d4 + your Monk level. You must complete a short or long rest before using this feature again.

Staggering Strike
By 11th level, you have learned how to better take advantage of openings in your opponent’s defenses and strike when they least suspect it. When an attack with Advantage or Disadvantage made by a creature within 5 feet of you misses, you may use your reaction to make an attack on that creature with a monk weapon or improvised weapon.

Belch of Flame
At 17th level, you can ignite the alcohol in your mouth and release it in a spray of flame. As an action, you can take a drink of alcohol and spend 3 ki points to ignite it. You can hold this in your mouth for a number of rounds equal to your Constitution modifier, after which the effect is lost. As a bonus action while the alcohol is held in your mouth, you can spray it in a 20 foot cone. All creatures in this area must make a Dexterity save. Creatures take 6d10 fire damage on a failed save, or half as much on a successful one.

Credit to supreme_slayer for providing a huge amount of mechanical inspiration for this class!

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