I am DMing for an in-person group. One of my players wants to play a drunk monk, with inspiration from the famous Jackie Chan movie Drunken Master.
I've been reading about a few homebrew classes but they don't really feel close enough to the movie, which involves drunken gods, each with their particular style.
The main focus of this class is to work around two aspects:
- Drinking more matters: you get advantages for drinking more, but also drawbacks
- Techniques are inspired by the Jackie Chan movie
Here's what I was thinking, would love any feedback, especially in terms of balance, and wording.
Before diving into the class I first have to establish some homebrew rules for alcohol (those apply to all non-drunken master characters).
Homebrew Alcohol Rules (applies to all players)
Alcohol is measured in units of alcohol. The more units, the more a character is drunk. The current units of alcohol for a character will hereafter be referred to as CUA. Every 1 hour after the last consumption of alcohol, CUA is reduced by 1.
Depending on the strength of an alcohol, it takes more or less quantity to gain a unit. The following table establishes those quantities, as well as the number of doses you can fit in a standard waterskin, and the time it takes to drink that quantity while in combat.
Strength Qty per unit In Waterskin Time to drink Light (table beer) 50 cl 4 2 rounds Medium (strong ale) 25 cl 8 1 round Strong (Wine) 15 cl 13 1 round Very Strong (Spirits) 3 cl 65 1 standard action Pure 1 cl 200 1 standard action
Effects of alcohol:
Effects of alcohol can be handled with the standard exhaustion rules. Every time a character increases his CUA, he must make a successful CON saving throw (DC= 10 + CUA) or gain a level of drunkenness:
Level Status Description 0 Sober A character's normal state 1 Tipsy Disadvantage on atk rolls and ability checks 2 Drunk Disadvantage on all saving throws.
Attackers have advantage.
WIS and INT have a -CUA penalty.
If any ability score drops to 0 or less, the character becomes unconscious.
3 Hysterical STR, DEX, CHA also gain a penalty.
The player can't control his character's actions
4 Coma CON also gains a penalty.
The character becomes unconscious regardless of ability scores.
If CON drops to 0 or less, the character is dead.
Recovering from alcohol:
If the standard exhaustion rules were used, alcohol is just another form of exhaustion, and recovers likewise.
However when using the homebrew rules, whenever a character's CUA decays, the character makes a CON check (DC = 10 + CUA). In case of success the character loses a level of drunkenness but gains a level of exhaustion. In case of failure nothing happens.
If the character had ability score penalties, they remain until all units of alcohol have decayed, regardless of drunkenness level.
When a character drops to 0 units of alcohol, the character gains a level of exhaustion for each remaining level of drunkenness, and the character is now sober.
Way of the Drunken Gods
Starting at 3rd level, your monk abilities are fuelled by alcohol. To benefit from your monk powers, you have to have at least 1 CUA. Adepts of the Drunken Gods don't gain exhaustion levels as they sober up.
While Drunken monks gain great benefits from being drunk, there is also a disadvantage: for every 2 units of alcohol their WIS score is reduced by 1 (rounded down).
Starting at 3rd level, your monk can use a bonus action and spend 1 ki to gain 1 unit of alcohol. This ability can be used even if you have 0 CUA.
Being prone is a natural combat stance for you. Starting at 3rd level, you don't suffer any consequence for being prone during combat. Attackers more than 5 feet away still have disadvantage on their attack rolls. You can go prone or stand up as a free action.
Starting at 3rd level, the monk is able to harness his drunkenness to his advantage. When gaining a unit of alcohol you can choose to ignore the saving throw to automatically gain a level of drunkenness.
As your mastery grows, so does your ability to ignore drunkenness penalties and change their effect.
Level 3: Drunken Novice
Tipsy: You can use a bonus action to taunt a single foe (WIS save vs Performance) for 1 round.
Level 6: Drunken Initiate
Drunk: You have an advantage on all your performance throws. Taunted enemies have a disadvantage on their attack rolls against you. You can taunt up to 2 foes.
Level 11: Drunken Master
Hysterical: You have an advantage on all your attack rolls. You can taunt up to 3 foes
Level 17: Drunken God
Coma: You can use Drunken Gods Techniques at will, but each use costs a unit of alcohol. You can taunt up to 4 foes.
Disciple of the 6 Drunken Gods
You master the techniques of the drunken gods.
Once per short rest you can use a bonus action and spend 1ki to perform one of the drunken gods techniques.
You gain an additional use at levels 6, 11 and 17.
Make an attack with a +CUA bonus to your attack roll and damage.
Make a swipe attack against all characters within a 5ft radius. Any character hit must make a STR save (DC = 8 + mastery + WIS + CUA) or be knocked prone.
Drunken Pot Defense:
Gain +CUA bonus to AC (lasts 1 round, you may spend up to 2 extra ki to last as many extra rounds)
Make a Strength (Athletics) + CUA check contested by your opponent's Strength (Athletics) or Dexterity (Acrobatics) to toss your opponent 5 feet away and knock him prone. The opponent takes 1d4 + CUA bludgeoning damage.
Drunken Throat Lock:
Perform an ki strike to your opponent's throat. He must succeed a CON save (DC = 8 + mastery + WIS + CUA) or be silenced for 1 turn.
Perform a number of attacks equal to your CUA against a single target. All attacks rolls are done with a -CUA penalty, and cannot benefit from an advantage even if another effect would give one.
Is this class balanced in terms of the power of the abilities?
- Is the "lose wisdom to gain power" mechanic is too big of a drawback?
The overall problem for answers to this question to address is balance.