Drunken Master Specialty

Fighter – Replace “Second Wind” with “Drunken Durability”
Replace your 7th level Martial Archetype feature with "Quick Quaff”
Replace your 15th level Martial Archetype feature with “Incredible Inebriation”

Monk – Replace “Unarmored Defense” with “Drunken Durability”
Replace “Stillness of Mind” with "Quick Quaff”
Replace “Diamond Soul” with “Incredible Inebriation”

Drunken Durability
Whenever you are drunk, you gain resistance to bludgeoning, piercing, and slashing damage but take disadvantage on attacks in addition to ability checks and saving throws with Intelligence, Wisdom, and Charisma. At 5th level you no longer take disadvantage on your first attack of the round. At 11th level you no longer take disadvantage on any attacks while drunk.

You must consume a number of drinks equal to twice your Constitution modifier within 5 minutes to be considered drunk. The effects last for 1 hour. If you get drunk more than once per day, you must make a Constitution save with a DC equal to 12 + 2 per the number of times getting drunk after the first in a single day. On a failed save you gain two levels of exhaustion.

Quick Quaff
Once per round you can drink a potion or another beverage as part of your action.

Incredible Inebriation
While drunk, you get the following benefits:

  • Your speed increases by 10 feet.
  • You gain 10 temporary hit points.
  • Once per day, you can turn a critical hit against you into a normal hit. You must take a long rest to regain the use of this feature.
  • Once per day, you can take a result of 20 on one ability check you make with Strength, Constitution, or Dexterity. You must take a long rest to regain the use of this feature.

New specialty system

Drunken Master Specialty

A World Without Dreams grahamtheham