Way of the Overflowing Gourd (5e Subclass)
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Way of the Overflowing Gourd
Sometimes, a man suffers or sees an event so terrible, all he can do is start drinking. And drink. And drink. And drink. Sometimes, he's the kind of drunk that enjoys a fight. And even more rarely, he's the kind of drunk whose alcohol consumption lets him push his body to extraordinary feats. Someday, maybe he'll extricate himself from the bottle, but right now, he goes into fights with a noticeable sway and big grin.
At 3rd level, your barroom brawls have honed your ability to deal damage with just about anything that’s handy if you've had at least one hard drink in the last hour. You have proficiency with improvised weapons and the Deception skill, and you may treat any improvised weapon you handle as if it has the finesse quality. When attacking with an improvised weapon, it deals 1d6 points of damage plus another 1d6 points for every three class levels you possess.
At 6th level, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll, such as from the Sneak Attack class feature of a rogue, are not affected by this ability.
At 11th level, you roll all attacks made with improvised weapons with advantage.
Upon gaining this class feature, you also gain proficiency with a brewer's supplies.
At 6th level, you are able to defend yourself more effectively while intoxicated. If you've had at least one hard drink in the last hour, you may use an improvised item as a shield. This could be a chair, the top of a keg of mead, or even an actual shield you picked up off the ground. If you receive a critical hit while wielding your improvised shield, you must make a Dexterity saving throw (with a DC determined by the DM) or it breaks and becomes useless as an improvised shield.
You also become immune to the charmed and frightened condition, and have resistance to bludgeoning damage while intoxicated.
In addition, you may now use your Constitution in place of Wisdom for all of your monk abilities.
Fire in the Belly
At 11th level, you have become an adept drinker, and have learned to leech mystic sustenance from the liquid ambrosia you so cravenly desire. You may take the Use an Object action to drink from anything you are holding without taking up an action, but only once per turn. Upon doing so, you can choose to spend 1 ki point to become stumbling drunk for one round per class level as part of this action, even if the drink isn't alcoholic. Upon becoming stumbling drunk, you immediately gain a number of temporary hit points equal to your monk level plus twice your Constitution modifier.
When you drink a healing potion while stumbling drunk, you may maximize the number of hit points you regain by consuming it, and if you drink something that offers some sort of temporary benefit, it lasts for twice as long.
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.