Problems with the Drunken Master Monk:

Difficulty in Roleplaying: The idea of a drunken master can be fun and entertaining, but it can also be difficult to roleplay consistently. The subclass relies heavily on the character being inebriated or appearing to be inebriated, which may not be appropriate or desirable in all campaigns or situations.

Lack of Focus: The Way of the Drunken Master is designed to be unpredictable and chaotic, which can be both a strength and a weakness. In combat, it can be difficult to maintain a strategic focus or plan when relying on random movements and unpredictable actions.

Limited Utility: While the Way of the Drunken Master can be effective in certain situations, it can be less useful in others. The subclass is heavily focused on melee combat and does not offer much utility in terms of healing, support, or ranged attacks.

Difficulty in Team Play: The unpredictable nature of the Way of the Drunken Master can also make it challenging to work effectively with a team. The subclass can unintentionally disrupt the plans or movements of other players, making it difficult to coordinate attacks or movements.

Lack of Depth: While the Way of the Drunken Master can be fun to play initially, it may lack depth or complexity over time. The subclass is heavily reliant on the novelty of its style and may not offer as much growth or development for the character compared to other subclasses.

Artist Credits

All art used in this homebrew was generated by Midjourney AI Art generator

 

 

Revised Way ot the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. Bonus Proficiencies When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Ki

Starting at 3rd level, your ki has evolved. Ki is the energy of life, and your life is full of joy and chaos through alcohol and parties. Your ki has become different. You may expend 1 ki point as a free action to become drunk. Being drunk has 5 stages, you may expend an additional ki point to advance through the stages but only one ki point per round. Everytime you advance a stage you still retain the bonuses from every previous stage. Being drunk lasts a number of hours equal to your proficiency modifier but you only gain the benefits for 10 minutes.

Level 1 You are nicer or meaner to everyone around you (your choice). Additionally your movement speed increases by 5 feet and you gain the benefits of a disengage.

Level 2 You can add your charisma modifier to the damage of one attack once per turn. Additionally, as a bonus action you can do a drunken accident, or at the DMs discretion.

Level 3 All proficiencies in Charisma become expertise for the duration and as a reaction you can impose disadvantage on an attack within 5 feet of you.

Level 4 A primary stat of your choice like Wisdom or Intelligence becomes 20, but this only affects ability checks and saving throws.

Level 5 You gain the benefits of a dash and the next attacks you make is a critical hit, but at the end of your turn you fall unconscious for an hour.

Drunken Accidents
1 You get confused and lose your reaction this round.
2 You burp or hiccup really loudly.
3 You have a moment of drunken clarity and gain an additional reaction this round.
4 You start singing your favorite song for no reason. Creatures within 10 feet of you have disadvantage when making attacks against creatures that aren’t you.
5 Make a constitution saving throw, DC 15. On a success, you projectile vomit on the nearest enemy. On a fail, you projectile vomit on the nearest ally, up to 10 ft away. They have disadvantage on their next attack roll or ability check. If you vomit you lose a level of drunkenness.
6 You tell the creature nearest to you that you love them or insult them (your choice). You can either add or subtract your wisdom modifier to their next roll.
7 You stumble and fall prone.
8 You lose control of the volume of your voice and talk really loudly for the next 10 minutes.
9 You start to cry for no reason.
10 You gain Drunken Inspiration until the end of your next turn. You can add a d6 to any roll..

 

 

Drunken Revelry

Starting at 6th level your drunken ki has become infectious. As an action you can expend a number of ki points no more than your proficiency modifier to give a number of creatures equal to the amount of ki points you expended a level of intoxication, if they are within 30 feet of you. They can gain no more than 1 level of intoxication and they must be willing. Additionally the alcohol you consume has made your body more resistant than most. You are immune to poison and gain resistance to acid damage.

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Artist Credits

All art used in this homebrew was generated by Midjourney AI Art generator