Drunken Master[edit]
“
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Listen, you uppity orc-spawned barely-brained lout, I've had a really bad couple of decades, and only two things makes me feel better. One comes in a bottle. The other is fighting. And you, trying to come in here and be the big man, just broke all the bottles. Except the one in my hand... *Dook...dook...dook* ...Ready f'...f'...f'...for yer whippin', m'boy?
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”
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—Lo Tan, Human Drunken Master
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Prerequisite: Monk class, Bottle of Unending Booze (optional)
Drunken Master Path Features[edit]
- Sway Like a Drunk (11th Level): Nobody knows what to expect of your wild movements and crazy actions. You gain Paragon Defenses [PHB 2] as a bonus feat. At 21st level, you can retrain this to Robust Defenses [PHB 2].
- Drunken Master's Action (11th Level): When you spend an action point, creatures grant you combat advantage until the start of your next turn.
- Fluid in Motion (16th Level): You take no penalties while prone, and can crawl without provoking penalty attacks.
Fire-Breathing Monkey
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Drunken Master Attack 11
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You take a swig of something potent and spray it back out, catching it aflame.
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Encounter Psionic, Full Discipline
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Standard Action
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Close blast 3
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Target: Each creature in blast
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Attack: Dexterity Vs. Reflex
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Hit: 2d10 + Dexterity modifier + Strength or Wisdom modifier fire damage. Move Action: Shift your speed.
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Staggering Movement
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Drunken Master Utility 12
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You sway and bob, dodging your foe's blows and directing them at another.
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At-Will Psionic
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Immediate Interrupt
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'
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Trigger: You are missed with a melee or ranged attack.
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Effect: The creature rolls its attack again, but the target is no longer you; it is a creature adjacent to you other than the attacking creature.
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Drunken Boxer
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Drunken Master Attack 20
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You shudder and stumble, yet there is a method to your madness. Each move is perfectly timed to mislead your enemies, causing them to attack each other.
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Daily Psionic
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Standard Action
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Close burst 2
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Target: Each enemy in burst
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Attack: Dexterity Vs. Will
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Hit: The target makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll and the damage roll against that enemy. The bonus equals your Strenght and Wisdom modifier.
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Special: Before or after the attack, you can shift up to 4 squares.
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