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.
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.
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 half your speed until the end of the current turn.
Additionally, when you use your Flurry of Blows, your strikes are wild and unpredictable. You have advantage on all attacks made with Flurry of Blows
Tipsy Sway
At 6th 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 without spending any movement speed. Additionally, you ignore the effects of difficult terrain.
Redirect Attack. When a creature misses a weapon attack against a creature within 5 feet of you, you can use your reaction to have that attack hit another creature, other than the attacker or original target, that you can see within 5 feet of you.
Nimble Escape. When a creature misses you with a weapon attack, you can move up to 5 feet without provoking attacks of opportunity.
Intoxicated Frenzy
Starting at 11th level, whenever you use Flurry of Blows, you can make one additional attack with it.
Drunkards Delight
At 17th level, you have mastered the technique of the drunken master. You get the following benefits:
Redirect Attack no longer uses your reaction
Whenever you make an ability check, attack roll, or saving throw, you can spend 2 discipline points to give yourself advantage on the roll. This must be done before you make the roll. If you still fail the attack roll, saving throw, or ability check, the discipline points are not spent.
After you use Flurry of Blows, you can make 3 additional unarmed strikes, but each of these additional attacks must not target someone you have already targeted on this turn.