Way of the Drunken Reveler (5e Subclass)
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Way of the Drunken Reveler
There are many paths to the blessed state known as enlightenment, and perhaps the strangest belongs to those solitary beings who follow the Way of the Drunken Reveler. To the uninitiated, their zeal for drink and shambling style causes them to appear more like vagrants and wastrels than pilgrims on the road to perfection. But their seemingly ragged style belies a cunning strategic mindset, as they are masters of appearing more inebriated than they actually are. And their debauchery has a component of spiritual exercise, as they seek to eliminate boundaries between themselves and the world around them through wine, love, and song.
- Stumbling Drunk
Starting when you choose this tradition at 3rd level, you can use your bonus action to spend 2 ki points and become (or appear to become) stumbling drunk for one minute. While you're stumbling drunk, or at least pretending to be, you gain the following benefits:
- You may take the disengage action as a bonus action on your turn.
- If you have the prone condition, you don't have disadvantage on your attack rolls and creatures within 5 feet of you don't gain advantage on their attack rolls against you. Standing up only costs you 5 feet of movement.
- When you shove a creature, you may make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. If a creature within 5 feet of you makes a melee attack roll against you and misses, you may use your reaction to spend a ki point and immediately shove them.
- Life of the Party
At 3rd level, you are skilled in the art of revelry. You gain proficiency with either the Performance skill or with brewer's tools and one musical instrument of your choice. You never gain the poisoned condition from consuming alcohol, drugs, or other similar mind-altering substances.
- Fog in the Mind
At 6th level, you've become practiced in the fundamental deceit that lies at the heart of your style. You gain proficiency in the Deception skill, and you gain advantage whenever attempting a Charisma check to pretend you are more injured, inebriated, or otherwise inconvenienced than you actually are. You can do this as a free action once during your turn whenever you drink something or start using your Stumbling Drunk class feature.
- Fire in the Belly
At 11th level, you have become an adept drinker, and have learned to leech mystic sustenance from liquid substance. You may take the use an object action to drink from anything you are holding as a bonus action. When you do this, you can choose to become stumbling drunk as part of this action, spending two ki points as normal. If you are already stumbling drunk, you may remain stumbling drunk for another minute by spending a ki point after drinking something.
When you drink a healing potion, you may double the number of hit points you regain from consuming it, and if you drink something that offers some sort of temporary benefit, it lasts for twice as long.
You may also gain temporary hit points equal to your monk level and regain two expended ki points when you drink something. Once you gain them, you can't do so again until you complete a short or a long rest.
- Drunken Master
At 17th level, you have fully perfected the strange road to enlightenment you have taken, and now reap the rewards thereof. When you are stumbling drunk or pretending to be, and suffer a damage roll that would reduce you to 0 hit points, you may instead use your reaction to suffer no damage and gain the prone condition. Until you move or take any kind of visible action, you appear to be unconscious and incapacitated. Doing this immediately ends your stumbling drunken state.
Additionally, you gain twice as many temporary hit points and ki points when using your Fire in the Belly class feature.