Drunken Swordsman (5e Subclass)
Drunken swordsman Fighter Subclass
The Way of the Drunken swordsman teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken swordsman 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 swordsman 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 swordsman can be a maddening, masterful foe
Bonus proficiency: When you choose this subclass 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.
Drunken footwork: At 3rd level, you learn how to twist and turn quickly when you attack and stumble out of danger. During your turn, if you make a melee attack against a creature and hit, that creature can't make opportunity attacks against you and you get +10 movement for the rest of your turn.
drunken tumble: At 7th level, you learn how to move your sword in unpredictable ways. As a reaction you can parry a attack adding a +2 to your AC. You can use this ability your proficiency bonus number of times, regaining them on a short or long rest.
Tipsy sway: Starting at 10th level, you can move in sudden, swaying ways. You gain the following benefits.
- 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, as a reaction you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. You can use this ability your proficiency bonus number of times, regaining them on a long rest.
Intoxicated frenzy: Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and don’t have disadvantage, you can give yourself disadvantage to make an additional weapon attack, as part of the same action.
Drunken taunts: At 18th level, your drunken stupor becomes extraordinarily aggravating. As an action, you can make a Charisma (Performance) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check the creature becomes hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
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