Warrior of the Drunken Fist - an alternative Monk subclass inspired by the Warrior of Intoxication

'24 Subclass

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Warrior of the Drunken Fist (Monk )

Warriors of the Drunken Fist move with the jerky, unpredictable movements typical of someone
who is intoxicated. These Monks sway on unsteady feet to appear incompetent and then prove themselves frustrating to engage. Their apparently erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Warriors of the Drunken Fist often enjoy playing the fool to bring gladness to the downtrodden or to teach humility to the arrogant, but these Monks are maddening, masterful foes in battle.

Design Note: Warrior of the Drunken Fist Changes

Here are the main changes in this subclass, it is inspired by the Warrior of Intoxication from the Unearthed Arcana 2025 Subclasses Update & Way of the Drunken Fist subclass of the Alternative Monk from laserllama:

  • Dancing Fool. This feature replaces Bonus Proficiencies. Instead of only being proficient in Brewer’s Supplies, you can choose to be proficient in a Musical Instrument. You can add a Martial Arts die roll to relevant ability checks.
  • Drunken Techniques. This feature has been expanded into 3 sub-features. Bobbing Dodge allows you to Dodge as Bonus Action. Unconventional Weapons allows you to proficiently use Improvised weapons as Monk Weapons. The original feature has been replaced by Weaving Attacks. Instead of granting a flat 10 feet of movement with Flurry of Blows, it now grants 5 feet of movement each time you make an attack with a Monk weapon or an Unarmed Strike. This can grant you movement when making an attack as part of a Reaction.
  • Tips Sway. The Reflect Attack sub-feature is now folded into Deflect Attacks and you can use it on creatures next to you. Mithridatism is a new sub-feature that grants advantage against the Poisoned condition and resistance to Poison damage.
  • Noxious Spray. Mystic Brews have been removed. Cinnamon Dragon has been converted into a once per rest feature that you can expend two Focus Points to renew and can be either Acid, Fire, or Poison damage.
  • Fool's Luck. This feature has returned to being a normal feature instead of a Mystical Brew and renamed from Drunkard's Luck. You gain a free use of Heroic Inspiration at the end of a Short or Long Rest or when you roll Initiative, and can expend a Focus Point to renew it at any time.
  • Drunken Master. This is a new feature that replaces Intoxicated Frenzy. The first time you attack a creature with an Unarmed Strike, Monk Weapon, or hit with your Deflect Attack feature, you get one free Unarmed Strike against the same creature. This synergizes with Weaving Attacks from your Drunken Techniques.

Level 3: Dancing Fool

You gain proficiency in the Performance skill, or if you already have it, you gain proficiency in one skill of your choice from the skills available to Monks at level 1. You also gain proficiency with either Brewer’s Supplies or one Musical Instrument of your choice. Whenever you make an ability check with these proficiencies you gain a bonus to the roll equal to one roll of your Martial Arts die.

Level 3: Drunken Techniques

Your unconventional methods confound those around you. You gain the following benefits.

Bobbing Dodge. You can use the Dodge action as a Bonus Action.

Weaving Attacks. Whenever you attack a creature with a Monk weapon or an Unarmed Strike, your Speed increases by 5 feet until the end of the current turn and your movement during that turn doesn’t provoke Opportunity Attacks. Any movement gained from this feature during a Reaction can be used as part of that Reaction.

Unconventional Weapons. You are proficient with Improvised Weapons and can use them as Monk weapons.

Level 6: Tipsy Sway

You can move in sudden, unpredictable ways. You gain the following benefits.

Leap to Your Feet. When you have the Prone condition, you can stand up by spending 5 feet of movement, rather than half your Speed.

Mithridatism. You have Advantage on saving throws to avoid or end the Poisoned condition, and have Resistance to Poison damage.

Redirect Attack. You can use your Deflect Attacks feature when an attack roll hits a creature within 5 feet of yourself, or when an attack misses you. When you expend one Focus Point to redirect an attack, the new target no longer makes a saving throw and you can choose to hit with the original attack and roll its damage.

Level 6: Noxious Spray

You can take a Magic Action to exhale a cloud of toxic substance in a 30-foot cone. Each creature makes a Dexterity saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus). On a failed save, a creature takes your choice of Acid, Fire, or Poison damage equal to four rolls of your Martial Arts die and has the Poisoned condition until the end of its next turn. On a successful save, a creature takes half as much damage only. You can use this feature once, and you regain use of it when you finish a Short Rest, Long Rest, or by expending two Focus Points (no action required).

Level 11: Fool's Luck

When you finish a Short Rest, Long Rest, or roll Initiative you gain Heroic Inspiration if you don’t already have it. In addition, you can give yourself Heroic Inspiration by expending one Focus Point if you don’t already have it. (no action required).

Level 17: Drunken Master

You make an overwhelming number of attacks against your enemies. For each creature you attack for the first time on a turn with an Unarmed Strike, Monk Weapon, or hit with your Deflect Attacks feature, you can make one additional Unarmed Strike against that creature during that turn.


Posted Nov 10, 2025, 1:57 PM UTC

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