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| #1CruzzleMay 23, 2015 12:15:08 | *Please forgive the flavour text.Drunken Master Monastic TraditionKi saving throw: 8 + Proficiency Bonus + Wisdom Modifier
Lvl 3
A black whirlwind of hair reaches towards the earth as Choh throws back his dirty head and drains a bottle of wine in the blink of an eye. His face flushes a deep red, and his coal-black eyes spark with anticipation. The orphaned Rashemi, raised by Shou and taught the way of the monk, sways as unpredictably as an oceanic storm and shows the face he honed for years on the high seas: a face that strikes a supernatural fear into its beholder. When Choh looks at any unfortunate creature with his wild, empty eyes, waves of tangled hair, and inhumanly red face; they know they are looking at the face of a demon.
Drunken Masters are feared and often despised for their erratic movements, alcoholic stink, and indifference to life. Most live for the thrill of a fight, and their lust for conflict can put off even the crassest of Half-Orcs.
Drunken Strike
* Large or smaller creatures hit by Flurry of Blows can be forced to take a Dexterity saving throw. If they fail, they are knocked prone. Drink Like a Demon * As a bonus action, Drunken Masters can expend 1 Ki point and consume one alcoholic beverage as strong, or stronger, as tankard of ale to receive, when unarmoured, --- Proficiency in appropriately sized improvised weapons, these are treated as Monk weapons. --- Advantage on Dexterity checks & Dexterity saving throws. --- The ability to make a free Dex-based Deception + Proficiency check versus Enemy's Insight check. Success grants advantage on first attack. This can occur once per enemy at level 3, twice at level 6, thrice at level 11, and four times at level 17. --- Creatures have disadvantage on attacks of opportunity against you. --- You have proficiency fighting while prone; standing up from prone takes 1/3 movement instead of 1/2 #Cannot cast or concentrate on spells #Disadvantage on ranged attacks, no disadvantage on thrown weapons. --> Lasts one minute, ends if Drunken Master becomes unconscious, is submerged in cold water for a round, or if poison is somehow removed from the body, such as the spell remove poison. --> Drunken Masters can willingly end the drunken state as an action. --> Drunken Masters can enter the state twice per short/long rest at lvl 3, thrice at level 6, four times at level 11, and five times at level 17.
Lvl 6
Black, blue, and bleeding, Choh stumbles into a port inn, slams a doubloon on the table, and demands a tankard of the bar's strongest ale. His hollow eyes fill with joy as the bartender places the frothy mug in front of him. Choh smiles wearily, "Finally, a cure for me ails," and when he drains the brew, the skin around his injuries turns hellishly warm and hellishly red. The salty ocean spray steams off of his dirt-brown robe as the burning-hot sanguine splotches slowly spread and fade into his dusky skin. Choh sits at the bar, enveloped in steam, and when he cools off and the steam dissapates, his injuries have disappeared. He grins crookedly at the bartender, and with another gold coin says, "One more fer good luck!"
Drunken Masters are said to process alcohol differently in their bodies; some stories even describe impossible feats of recovery after a few stiff drinks.
Drunken Quickness
*Standing up from prone while drunk takes 5 move. While sober standing takes 1/3 move. Body of a Demon * Drunken Masters can use a standard action to drink alcohol and regain 2d4 +Monk level Hit Points. --- This bonus can be used to add temporary Hit Points for 1 minute if Hit Points are full. --- If this ability would overheal, the Drunken Master can will it to add the extra Hit Points as temporary Hit Points for one minute. # Temporary Hit Points do not stack. --> You can use 1/3 times your Monk level per short/long rest. --> Healing increases to 3d4 + Monk level at level 12
Lvl 11
Laughing wildly, Choh moves like a dingy caught in a hurricane as his foes attempt to grab his flailing limbs. The Drunken Master transitions seamlessly between standing and prone, and writhes out of the way of anyone trying to take advantage of his seemingly lowered guard. With another guffaw Choh yells,"Haharr! You should see me drunk!"
It is said that truly dedicated Drunken Masters are able to move as though under the influence even when they are sober.
Improved Drunken Quickness * Standing up from prone never uses move. Drunken Proficiency * You always have proficiency with improvised weapons; these are treated as Monk weapons. Drunken Sway * Creatures always have disadvantage on opportunity attacks. Demonic Reflexes * Extra reaction --- Drunken Masters use their reactions to gain advantage against on Dexterity saving throws and creatures attempting to grapple or shove them --> +1 reaction at lvl 19
Lvl 17
Sitting calmly in the corner of an inn, Choh finishes off his bottle of beer as a group of town guards walk towards him. With a slight tremble, the front guard demands that Choh follow to his well deserved jail cell. Choh looks around him; the inn looks as though it's been hit by a tsunami with its tables upturned, chairs destroyed, and customers frightened away. Choh looks at the unconscious bodies of the gang that challenged him to a fight, and with a giggle, he whispers something unintelligible. As the guards lean in to hear what the Drunken Master has to say, he lets loose a tremendous belch, followed by a maniacal laugh. The alcohol from the belch seeps into the guards, and they feel a numbness to their mind, a sluggishness to their movements, and one by one, the floor, as they are knocked down by Choh's thunderous strikes.
The most dangerous thing about Drunken Masters is their ability to force their level of drunkenness onto their foes. With their abnormal alcohol intolerance, the alcohol needed to get a Drunken Master lightly drunk can turn the stomachs of the hardiest of Dwarves.
Drunken Surprise
* When standing up from prone while drunk, a Drunken Master can use a reaction for an unarmed strike once per turn. Demon's Belch * If a Drunken Master has consumed at least tankard of ale's worth alcohol in past hour, then they can expend 1 standard action & 1 Ki point to let loose a belch in a 30 foot cone with these effects: ---8d6 poison damage. ---Creatures hit must succeed Con saving throw, else be poisoned. ---Poison grants disadvantage on ability checks and attacks. --> This kind of belch can only be used once per short/long rest
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| #2CruzzleMay 24, 2015 10:55:28 |
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| #3transcendantviewerMay 24, 2015 15:58:45 | It'll need some playtesting, but that aside, it seems like you just need to try rephrasing a few things to be more clear. |
| (Reply to #3)Cruzzle |
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