Way of the Drunken Fist
There is no greater confusion than fighting someone who does not seem to know what they are doing. Monks of the Way of the Drunken Fist have mastered a deceptive fighting technique that mimics the lurching, unpredictable movements of intoxication. Every stumble is deliberate. Every apparent loss of balance is an invitation. To fight one of these monks is to feel certain you have the upper hand — right up until the moment you do not.
Despite the comedic surface of their style, Drunken Fist monks are among the most dangerous close-quarters fighters alive. They turn an opponent's aggression against them, redirect blows with casual disregard, and disappear from a fight in a moment of apparent vulnerability. Masters of this path are nearly impossible to pin down, and their enemies often lose more than they gain by pressing the attack.
Way of the Drunken Fist Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Drunken Technique, Tipsy Sway |
| 6th | Drunkard's Luck |
| 11th | Intoxicated Frenzy |
| 17th | Stumbling Gambit |
Subclass Features
Drunken Technique
3rd-level Way of the Drunken Fist feature
You gain proficiency in the Performance skill. When you use your Flurry of Blows, you also gain the benefits of the Disengage action for that turn, and your speed increases by 10 feet until the end of the turn.
Tipsy Sway
3rd-level Way of the Drunken Fist feature
When a creature misses you with a melee attack, you can spend 1 ki point as a reaction to redirect the attack. Choose another creature within 5 feet of you. That creature must succeed on a Dexterity saving throw against your ki save DC or take damage equal to the redirected attack's damage roll.
Drunkard's Luck
6th-level Way of the Drunken Fist feature
Your erratic style makes you difficult to predict even in the worst circumstances. When you make an ability check, attack roll, or saving throw that would have disadvantage, you can spend 2 ki points to cancel the disadvantage. You do not gain advantage — you simply remove the disadvantage and roll normally.
Intoxicated Frenzy
11th-level Way of the Drunken Fist feature
Your stumbling assault becomes a whirlwind that draws in everyone nearby. When you use Flurry of Blows, you can make up to three additional strikes beyond the normal two. Each additional strike must target a different creature than the others. Each additional strike beyond the standard two Flurry of Blows strikes costs 1 ki point.
Stumbling Gambit
17th-level Way of the Drunken Fist feature
When a creature hits you with an attack, you can spend 3 ki points as a reaction to feign a stumble. You immediately teleport up to 30 feet to an unoccupied space you can see, and the creature's attack critically fails — it misses, and the attacker suffers the consequences of a critical fumble at your DM's discretion.
Once you use this feature, you can't use it again until you finish a short or long rest.