About this mod
drkekyll did this subclass part of their 5eE Monk Rework mod, and it is awesome - I suggest you check it out. If you prefer a 5e RAW version of the subclass, then check mine out. Complete credit for the Tipsy Sway Redirect ability goes to drkekyll as they implemented it as close to perfect as it can get, and blessed my reuse of the code.
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At Level 3, this mod adds a RAW rewrite of Flurry of Blows for the Drunken Master. You will receive two variants: one works like the base game and does 2 quick strikes to a single target, the second allows you to move in between the strikes and split them between targets (RAW). Drunken Master revolves around Flurry of Blows, so this was an essential addition for optimization.
Way of 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.
Source: Xanathar's Guide to Everything
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.
IMPLEMENTATION: You receive proficiency in Performance.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
IMPLEMENTATION: Rules as Written.
Tipsy Sway
- Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
IMPLEMENTATION: Leap to Your Feat is Rules as Written. Redirect Attack (full credit to drkekyll, I just reworked the visuals) will work as written, but the target of the redirected attack is chosen randomly.
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.
IMPLEMENTATION: Attack and Saving throw rolls are Rules as Written. Abilities are done through a toggle that will just apply flat advantage if you chose it, regardless of if you have disadvantage initially. This should trigger automatically in dialog without having to touch the toggle.
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.
IMPLEMENTATION: Your Flurry of Blows variants change to accommodate the new ability: You can strike twice against a single creature, strike and move against up to 5 unique creature targets until you break the conditions of the ability, or flurry a group of up to 5 unique creature targets surrounding you with a single action.
