Way of the Drunken Fist (5e Subclass)

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Way of the Drunken Fist[edit]

"If I was a just a drunk old man...this would be much more embarrassing..." -Wang of the Drunken Fist

The drunken fist is not a fighting style but a combat sense. A complex dance of deception, redirection, movement and controlled strikes.

Drunken Boxing

When you choose this tradition at 3rd level, you gain advantage on Dexterity (Acrobatics), Strength (Athletics) and Charisma (Performance) checks made during combat.

In addition, you can pretend to be drunk to take your opponents by surprise. At the start of your turn, make a Charisma (Performance) check, contested by the target's Wisdom (Insight). If you win, you have advantage on attack rolls against that target until the start of your next turn. If you lose, that target is immune to new attempts for the next 24 hours.

Finally, being drunk doesn't impose disadvantage on your attacks.

Drink Like a Demon

Starting at 3rd level, your control over your chi flow causes the alcohol to behave differently on your body. You can drink a dose of alcohol as a bonus action. Doing so cause the following effects for 1 minute:

  • You gain a bonus to your Strength or Constitution score (choose one) equal to 1 per dose taken, up to a maximum of 25.
  • You gain a penalty to your Dexterity and Wisdom equal to -1 per dose taken.

You can take a number of doses equal to your Constitution modifier. The effect of each dose lasts for 1 minute, and your bonuses and penalties can't be higher than your proficiency bonus.

Improvised Weapons

Always hanging in bars and taverns with bottles of wine and tankards of beer, at 3rd level a monk knows how to use such objects in combat. Improvised weapons are considered monk weapons for you. In addition, you can use a bonus action to equip yourself with an improvised weapon from within 5 feet of you, and when you hit a creature with a improvised weapon, you add your martial arts die to the damage dealt.

Moreover, you can use improvised weapons in tactical ways. Defensively, you can hold an object with a broad or flat surface, such as a table, with two hands. Doing so give you a bonus of +2 to your AC. Offensively, when you hit a creature with an object that has protrusions (such as a chair), you can use your bonus action to make a contested Strength (Athletics) against your Dexterity (Acrobatics), disarming the opponent on a win.

At 6th level, your attacks with improvised weapons ignore resistances and immunitites to non magical damage.

Stumbling Fool

At 6th level, you can use your drunkenness to your advantage, attacking from unexpected angles and being unpredictable in combat. You learn the following techniques:

Stagger. By tripping, stumbling, and staggering, you can make a charge attack that surprises his opponents. When you take the Dash action or use your Step of the Wind feature, you don't provoke opportunity attacks. In addition, if you move at least 20 feet before making a melee attack, you have advantage on that attack.
Swaying Waist. You know how to weave and bob during an attack, making you harder to hit. When you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing it to miss.
Corkscrew Rush. You can leap forward and twist your body in midair, attempting to head-butt your target. When making you take the Dash action or using your Step of the Wind feature, you can try to shove the target as part of the same action. If you are successful, the target is stunned until the end of your next turn. On a failure, you fall prone in a empty space within 5 feet of your target.
For Medicinal Purposes

Starting at 11th level, you can use your ki to convert the alcohol on your body in healing. You can use your bonus action and spend 1 ki point to eliminate one dose of alcohol from your body. If you do so, you regain hit points equal to a roll of your martial arts die + your Wisdom modifier.

If you use your flurry of blows, you can replace one of your attacks by a use of this ability, without spending extra ki.

Breath of Flame

Starting at 17th level, you can ignite some of the alcohol within your body and spew it forth from your mouth. As an action, you can force all creatures in a 15-foot cone to make a Dexterity saving throw. On a failed save, the creatures take 3d12 fire damage, or half as much on a successful one.

Each time you use your breath of flame, it consumes one drink's worth of alcohol from within his body, impacting the effects of your Drunk Like a Demon feature.

If you use your flurry of blows, you can replace one of your attacks by a use of this ability, without spending extra ki.

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