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- 5e Path of the Drunken Master - Monk Subclass

5e Path of the Drunken Master - Monk Subclass
About This Mod
This mod officially supports the transition to the 20th level with expansion. Other mods that remove the level limit are likely to be suitable, but I haven't checked them.
To get the best impression of the tabletop monk in BG3, I strongly recommend you also use one of the mods 5e Monk Adjustments: Monk 5e Adjustments or 5eE Monk Rework.
The Script Extender is a strict requirement for Tipsy Sway to work.
At level 3, this mod adds the RAW rewit Flurry of Blows for Drunken Master. You get two options: one works like a base game and deals 2 quick hits on one target, the second allows you to move between hits and share them between targets (RAW). The Drunken Master action revolves around Flurry of Blows, so it was an important add-on for optimization.
The Drunken Master's Way
The path of the drunk master teaches his students to move in the jerky, unpredictable movements of the drunkard. A drunken master swings, staggering on unsteady legs to imagine an incompetent fighter in whom it is unpleasant to engage in combat. Behind the indiscriminate stumbles of the drunken master lies a carefully performed dance of blocks, parries, advances, attacks and retreats.
A drunken master often likes to fool around to bring joy to the desperate or to demonstrate humility to the arrogant, but when it comes to battle, a drunken master can be a mad, skilled enemy.
Source: Xanathar-wide travel guide
Bonus
SkillsWhen you choose this tradition at 3rd level, you gain proficiency in Performance if you don't already have it. Your martial arts technique combines combat training with the accuracy of the dancer and the antics of the jester. You also learn how to handle brewing supplies if you don't already have one.
IMPLEMENTATION: You are qualified in performance.
Drunk technique
At 3rd level, you will learn to spin and turn quickly within the framework of your Barrage of Blows. Each time you use the Barrage of Blows, you gain the benefit of the Disconnect action, and your walking speed increases by 10 feet until the end of your current turn.
IMPLEMENTATION: Rules as written.
Tipped Leap
Jump on your feet. When you lie down, you can stand up by spending 5 feet of movement, not half your speed.
Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 point as a reaction so that this attack hits one creature of your choice, except the attacker you can see within 5 feet of you.
IMPLEMENTATION: Leaping to your feat - these are the rules, as written. A redirect attack (a complete honor of drkekyll, I have just redesigned the visuals) will work as written, but the target of the redirected attack is chosen randomly.
Luck
drunkardsStarting at level 11, you always feel lucky at the right time. When you make an ability check, an attacking throw, or a saving throw and you are at a disadvantage, you can spend 2 points on points to eliminate the disadvantage for that throw.
IMPLEMENTATION: Attack and rescue rolls are Rules as written. Abilities are realized with a switch that simply applies a flat advantage if you choose it, regardless of whether you have a disadvantage initially. This should work automatically in the dialog box without having to touch the switch.
Drunk madness
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Barrage of Blows, you can use it to make up to three additional attacks (up to five Barrage of Blows in total), provided that each Barrage of Blows attack this turn targets a single creature.
IMPLEMENTATION: The "Barrage of Blows" options change according to the new ability: you can hit one creature twice, strike, and move against 5 unique creature targets until you breach the ability conditions, or surround you with a group of 5 unique creatures with a single action.
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