Drunken Master Subclass (Unfinished)

Post/Author/DateTimePost
#1

supreme_slayer

Sep 27, 2014 16:30:17

At the suggestion of someone else in my Monk/Barbarian thread, I've decided to try and convert Drunken Master from 3.5 and from my own perspective of a Drunken Master to 5e as a subclass for Monk. It basically acts as a mini Barbarian's Rage. I have been trying really hard to balance it (i don't know the way scaling works too well), so any feedback on that end would be very helpful. tt uses Way of the Open Palm as a basis, since it closely resembles the Drunken style, but not quite enough, especially its later two options. The class benefits best if you also have the Tavern Brawler feat for obvious reasons. Didn't want to render the feat entirely useless.

 

Drunken Master

Monks who follow the way of the Drunken Master practice the highly controversial art of the drunken fist (also known as drunken boxing). They can mimic the constant staggering and lurching motions of a drunkard and catch their opponents off guard. What's more, the actual act of drinking alcohol seems to make them stronger and even more unpredictable, perplexing their opponents and locking them into unfavorable positions.

 

Drink Like a Demon

Starting when you choose this tradition at 3rd level, you have learned the ways to catch your opponent's off guard with a drunken stagger and trip them up. When you hit a creature that is Large or smaller with one of the attacks granted by your Flurry of Blows you may have them make a Dexterity saving throw. On a failed save, you knock the target prone.

 

In addition, when you drink alcohol you can willingly enter a drunken state that makes you deceptively powerful. As a bonus action, you may spend 1 Ki and consume an alcoholic beverage of the equivalent strength of a tankard of ale to enter this state. While drunk this way, you gain the following benefits if you are not wearing armor:

 

* Improvised weapons that resemble monk weapons are always treated as monk weapons.

 * You have Advantage on Dexterity checks and Dexterity saving throws.

 * When you attack with a melee monk weapon or either darts or an improvised weapon, that attack deals an additional 1 bonus damage. This bonus damage increases to 2 at level 9, and 3 at level 17.

 * Creatures have disadvantage on attacks of opportunity against you.

 

If you are able to cast spells, you cannot cast them or concentrate on them while drunk. You also have Disadvantage on attacks with ranged weapons, except for thrown weapons.

 This drunken state lasts for 1 minute. It ends early if you are knocked unconcious, you are completely submerged in cold water for a full round, or if an effect is used on you that would remove poison from your body. You can willingly end your drunken state as an Action.

 When you have gotten drunk this way, you cannot do so again until you complete a short or long rest.

 

Belly of a Demon

Beginning at 6th level, you begin to process alcohol in your body much differently. As a bonus action, you may take a drink of alcohol and spend 1 Ki to regain hit points equal to 1d4 + your Monk level. If your hit points are at their maximum already, you may instead use this effect to gain the same amount as temporary hit points for 1 minute. Either way, this ability cannot be used again until you finish a short or long rest.

 The amount given by this effect increases to 2d4 + your Monk level startng at 12th level.

 

Drunken Reflexes

Beginning at 11th level, you have learned how to better take advantage of openings in your opponent's defenses and striking when they least suspect it. When an attack with Advantage or Disadvantage made by a creature within 10 feet of you misses, you may use your reaction to make an attack on that creature with an appropriate monk weapon or improvised weapon.

 

Unholy Belch

At 17th level, you become able to process and release the alcohol in your stomach in a stinking, fiery belch. If you have drank an alcoholic beverage withiin the past hour, you may use your reaction and pay 2 Ki points to perform an Unholy Belch, attacking creatures in a 30-foot cone originating from yourself. All creatures within the area of this effect must succeed on a Consitution saving throw. A creature takes 3d6 fire damage and 3d6 poison damage and is poisoned on a failed save, or takes half as much damage on a successful save. Either way, you cannot perform another Unholy Belch until you finish a short or long rest and drink the alcoholic equivalent of a tankard of ale again.

 

ALTERNATE IDEA:

At 17th level, you become able to process and release the alcohol in your stomach in a stinking, fiery belch. If you have drank an alcoholic beverage within the past hour, you may use your Action and pay 3 Ki points to perform an Unholy Belch. attacking creatures in a 30-foot cone originating from yourself. All creatures withn the area of this effect must succeed on a Wisdom saving throw. A creature takes 5d6 fire damage and 5d6 poison damage and falls unconcious on a failed save, or half as much damage and is poisoned on a successful save. Either way, you cannot perform another Unholy Belch until you finish a short or long rest and drink the alcoholic equivalent of a tankard of ale again.

#2

supreme_slayer

Sep 28, 2014 15:09:51

So, made some minor changes, but again, not really sure about how balanced it is. Could I get some general input?