Warrior of the Drunken Fist - an alternative to the Warrior of Intoxication UA Monk 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.
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 11, 2025, 4:55 PM UTC