That being said, in real life, the martial artist actually does NOT get drunk, and even if he did, it would in no way or form actually improve his fighting any way, if anything impair it.
DRUNKEN MONK FEATS 5E MOVIE
sadly so.įor the record, the drunken fist (or drunken monkey) is based off of a real martial arts fighting style, whether or not D&D particularly was inspired by Jackie Chan's movie (I haven't seen it yet but want to). I want Lucky so bad, but I need more Wisdom, badly! I'm thinking level 12 if I ever get there, lolĪnd yes, Tavern Brawler is an infuriating feat. And Squat Nimbleness has been great for keeping him from getting pinned down. Sure, no improvised proficiency, but within the narrative it all goes down in an (usually) entertaining way.īy the way, Halfling Luck pairs perfectly with the Drunken Master's slipperiness. Just about every round I try to describe his antics like this, almost never targeting a foe with a direct attack or blow, but that said, both I and the DM know mechanically I am rolling four unarmed attacks each round, then just describing it in some way that utilizes my surroundings. When I play my halfling drunken master, Welliby, he stumbles around the fight, tripping on chairs, clumsily kicking rocks, or banging chairs into foes, usually exclaiming his shock and mortification that people appear to be haplessly knocking themselves out slipping on his spilled drinks, or tripping on his staff and falling onto some random broken branch. The other thing I've found, it just doesn't matter. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. For example, a table leg is akin to a club. Often, an improvised weapon is similar to an actual weapon and can be treated as such. Well one thing to keep in mind is this sentence from the rules on improvised weapons in the PHB: If I'm wrong about there not being a canonical fix or other feat that corrects this, please let me know.
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Just my opinion, but I would like to see an official fix to that feat, or make a whole new feat, in the D&D canon. This feat grants you +1 to STR or CON, improvised weapon proficiency, unarmed strike proficiency, but only at 1d4 damage (which, as a monk you already have and at a higher damage rate), and bonus action to grapple (which, unless you have the Grappler feat is not all that useful, and it's doubly useless if you are a primarily DEX focused monk, as that feat requires a minimum STR of 13). Likely one of the most infuriating feats, though, is Tavern Brawler. the Jackie Chan films the class was based on) knows that improvised weapons are a very important part of the drunken master build. Anyone who understands Drunken Master lore (I.E.
![drunken monk feats 5e drunken monk feats 5e](http://spesmagna.com/wp-content/uploads/2020/06/TheWaysOf.jpg)
I have seen some homebrew adaptations of this feat that do fix this for monks, especially drunken masters, but it is a bit painful that WOTC would not see that one coming. There isn't any sort of improvised weapon proficiency. Based on a cursory observation of available books, UE, and errata, I don't see anything that fixes the most glaring problem with the Drunken Master.
![drunken monk feats 5e drunken monk feats 5e](https://i.pinimg.com/originals/d0/d0/b8/d0d0b8bc84bb12fe6f42be3766ed4393.jpg)
Slightly off-topic, but it is related to the Drunken Master mythos as a whole. Some feats do offer helpful things (such as Charger, Defensive Duelist (if you use DEX), or Savage Attacker), but those bonuses depend on the niche you're trying to fill. Personally, after the first two feats, I'd likely recommend sticking to increasing ability scores for levels 12, 16, and 20. After this point the list of useful feats does get rather short. If you take those two feats at levels 1, 4, and/or 8, respectively, by the time you hit level 8 or 12 you'll have a pretty solid build on your character and can look at options from there. So, my revised Monk/Drunken Master build would actually just be: While not necessarily on-point with the thread's discussion, I did think it important to issue that correction. My DM is telling me that he'll let me keep the feat until level 14, as it is inherently useful and appropriate to the character, then allow me to either change feats or just use the ability modifiers typically granted in place of a feat. As such, I do have to retract my previous idea about the Resilient feat. Currently (since last post) Krog is now level 11 and we'll soon be moving into "Storm King's Thunder" at the same level. Admittedly, I didn't think that my character would make it to level 10, let alone 14.