Monk

Class: Monk

Way of the Drunken Master

With the unpredictable lurches of a tippler, you hiccup your way through battle, frustrating foes with carefully executed movements concealed beneath a façade of incompetence.

Level progression

The table shows both the class and the subclass features.

LevelFeaturesSubclassResources
1
Unarmoured DefenceYour reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your Armour Class.
Martial Arts: Dextrous AttacksAttacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Martial Arts: Deft StrikesAttacks with Monk Weapons and unarmed attacks deal 1d4 Bludgeoning damage (1d6 from level 3, 1d8 from level 9), unless their normal damage is higher.
Martial Arts: Bonus Unarmed StrikeAfter making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Flurry of Blows
Choose 2 skills
6 optionsAcrobatics, Athletics, History, Insight, Religion, Stealth
Ki Point(s)2
2
Unarmoured MovementYour movement speed increases by 3 m while you are not wearing armour or using a shield.
Patient DefenceAttack Rolls against you have Disadvantage, and you have Advantage on Dexterity Saving Throws.
Step of the Wind: DashDouble your movement speed. Jump no longer requires a bonus action.
Step of the Wind: DisengageRetreat to safety by Disengaging. Jump no longer requires a bonus action.
Ki Point(s)3
3
Subclass Choice
Deflect MissilesUse your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level. If the damage is reduced to 0, you use a Ki Point to Deflect the Missile.
Cheeky TippleYou are Immune to the negative effects of being Drunk. Once per day, when you drink alcohol, you regain half your Ki Points (rounded down).
Drunken PerformanceYou gain Proficiency in Performance.
Drunken TechniquePunch twice in quick succession and grant yourself an additional 3 m movement and the benefits of Disengage.
Ki Point(s)4
4
Slow FallWhen you fall, you can use your reaction to gain Resistance to Falling damage.
Life of the PartyEvery time Intoxicating Strike hits, the monk gains Life of the Party, which increases Armour Class and Attack Rolls against Drunk targets.
Intoxicating StrikeHit a creature with your bare fists and possibly get them Drunk.
Ki Point(s)5
5
Extra AttackCan make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Stunning Strike (Melee)Possibly Stuns the target.
Stunning Strike (Unarmed)Possibly Stuns the target.
Ki Point(s)6
6
Unarmoured MovementYour movement speed increases by 4.5 m while you are not wearing armour or using a shield.
Ki-Empowered StrikesYour unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
Leap to Your FeetWhen you are Prone, standing up uses only 1.5 m of your movement speed.
Redirect AttackWhen a creature misses you with a melee attack, you can spend 1 Ki Point as a reaction to use Unarmed Strike back at them.
Ki Point(s)7
7
EvasionYour agility lets you dodge out of the way of certain spells. When a spell or effect would deal half damage on a successful Dexterity Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
Stillness of MindIf you are Charmed or Frightened, you automatically cast Stillness of Mind to remove the condition.
Ki Point(s)8
8Ki Point(s)9
9
Advanced Unarmoured MovementDifficult Terrain doesn't slow you down and you can Jump an additional 6 m while you are not wearing armour or using a shield.
Sobering RealisationHit a Drunk target and sober them up by dealing bonus Psychic damage. On a successful hit, the monk also loses Life of the Party.
Ki Point(s)10
10
Unarmoured MovementYour movement speed increases by 6 m while you are not wearing armour or using a shield.
Purity of BodyYou are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
Ki Point(s)11
11
Drunkard's LuckWhen you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage on the roll, you can spend 2 Ki Points to negate the Disadvantage for that roll.
Ki Point(s)12
12Ki Point(s)13