SW5E Monk Archetype: The Drunken Master

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Monk Archetype: The Drunken Master

Drunken Master Overview

A man in stained robes enters the cantina stumbling towards the bar. You can tell he's had his fair share of drinks already. He bumps into a group of gang members as they chat about their recent crime spree, spilling their drinks. The gang members jump up and quickly surround the poor man, hurling insults his way.

Suddenly, he throws his arms out, knuckles forward, and begins swaying back in forth, still clearly very drunk. The gang members immediately press in and begin swinging at him. None are able to land a hit as he stumbles back and forth wildly. Then, he begins bouncing around the room running into tables and tripping over chairs. As he does so, he continues to land punch and kick to the gang members, never seeming to miss once. One by one, the drunken monk drops his opponents until only he is left standing... or, stumbling as he makes his way to the bar.

 

Liquid Courage


Drunken Master Order: 3rd Level

 

You gain proficiency in Brewer's kit.

 

When you take a drink of alcohol, you may gain access to your drunken focus for the next minute. During combat, you can consume alcohol as a bonus action, and when you do so, you can also engage in martial arts as a part of this same bonus action. You have a number of drunken focus points equal to your proficiency modifier. You regain spent points after a long rest. Drunken Focus can be spent on unique abilities outlined in this archetype only.

 

Bumbling Technique: Striking a creature on your turn grants disadvantage on any opportunity strikes that creature makes against you until the start of your next turn. As long as you struck at least one enemy on your turn, you may use 1 drunken focus (free action) to become immune to opportunity strikes until the start of your next turn.

 

Numb To The Pain


Drunken Master Order: 6th Level

 

Strong Stomach: At 6th level, you have advantage on saving throws to avoid the lows relating to alcohol.

 

You have learned both to defend yourself and strike out at your enemies. At the beginning of your turn, you may choose to enter an offensive or defensive stance. You may gain the benefits of only one stance per round of combat.

 

Drunkard’s Vitality (Defensive): When you use a class ability to reduce incoming damage, you may spend 1 drunken focus (no action) and roll a martial arts die. Add the result to the damage reduction. If you reduce the damage to 0, you can gain temporary hit points equal to the remaining damage reduction.

 

Spirited Strength (Offensive): Your numbness translates into throwing more behind each punch. When you hit with an Unarmed Attack or Monk weapon, you may spend 1 point of Drunken Focus to roll an additional martial arts die and add it to the damage. This damage is the same as the initial attack.

 

Feeling Loose


Drunken Master Order: 11th Level

 

As long as you have at least 1 point of Drunken Focus, you have advantage on saving throws against being charmed, restrained, stunned or paralyzed. In addition, if you fail such a saving throw, at the start of your turn, you can spend a point of Drunken Focus to repeat the saving throw.

 

Spirited Master


Drunken Master Order: 17th Level

 

Your drunken strength and vitality come very easily to you. While in an offensive stance, you can now activate Flurry of Blows using a drunken focus point. When you do, you apply your Spirited Strength damage to every attack for no additional cost. Alternatively, while in a defensive stance, when you would use your Drunkard’s Vitality feature, add your focus modifier to the damage reduction.

 

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