Way of the Drunken Fist, Variant (5e Subclass)

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Way of the Drunken Fist “Few master the balance of chaos and control in combat—fewer still do so while half-drunk.” Monks who follow the Way of the Drunken Fist turn intoxication into an art form. Their movements are erratic and unpredictable, appearing foolish to the untrained eye—but behind every stagger and stumble is a calculated strike. These monks channel alcohol not just as a vice, but as a weapon, a shield, and a conduit of inner power.

Drunken Flow 3rd-level Way of the Drunken Fist feature

Starting when you choose this tradition at 3rd level, your fighting style begins to reflect your unorthodox state of mind and body. You gain the following features:

Drunken Stagger As a bonus action, you can enter a special drunken fighting stance for 1 minute, provided you are considered intoxicated (see below). While in this stance, you gain: +2 bonus to AC Advantage on Dexterity saving throws Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to resist or escape being grappled or restrained You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.

Intoxicated State You are considered intoxicated if you have consumed alcohol within the past hour or are otherwise under the influence (DM’s discretion). You may begin the day intoxicated if it fits your character concept. Brewmaster’s Touch You gain proficiency with brewer’s supplies. If you are already proficient, you gain expertise (double proficiency) instead.


Ale Brew 6th-level Way of the Drunken Fist feature You can use an action to magically brew a small alcoholic drink (such as a shot, flask of ale, or brew in a gourd). You may have up to three brewed drinks prepared at a time. As a bonus action, a creature can consume one of your brews and gains: 1d4 temporary hit points Advantage on Constitution saving throws for 10 minutes You can brew new drinks during a short or long rest, or use an action in combat to brew one.


Hangover Curse Way of the Drunken Fist feature If you have not consumed alcohol within the past 12 hours, you suffer the following penalties due to withdrawal: Disadvantage on Wisdom (Perception) checks -2 penalty to attack rolls You cannot use ki features You can end this effect by consuming alcohol as an action. Dual Personality


Way of the Drunken Fist feature Your body and mind have become divided between two states: one empowered by alcohol, and one debilitated by sobriety. While sober, you suffer the following effects: You cannot use any ki features You lose the benefits of Martial Arts and Unarmored Movement You have disadvantage on all attack rolls While intoxicated, you gain the following additional benefits: Resistance to psychic damage Immunity to the frightened condition