Unpredictable Movements
When you choose this archetype at 3rd level, you learn how to twist and turn quickly as part of your maneuvers. Whenever you use a maneuver, your walking speed increases by 10 feet and your movement doesn't provoke opportunity attacks until the end of the current turn.
Expanded Maneuver List
Also at 3rd level, you learn additional maneuvers when you reach certain levels in this class, as shown in the Drunken Maneuvers table.
Drunken Maneuvers
Tumbling Fool
At 6th level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency in the Performance skill, and you gain proficiency with brewer's supplies.
In addition, you no longer suffer disadvantage on attack rolls while prone and you can stand up by spending 5 feet of movement, rather than half your speed.
Tipsy Sway
Starting at 10th level, your drunken nature can disorient enemies, causing them to underestimate your prowess in battle. When you miss a creature with an attack, you can use your
reaction to make a Charisma (Performance) check contested by the creature's Wisdom (Insight) check. If you succeed on the check, the creature has disadvantage on all attacks against you and you have advantage on all attacks against them until the end of your next turn.
Intoxicated Frenzy
At 14th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. Whenever you leave the reach of a creature that you haven't hit with an attack this turn, you can make an unarmed strike against that creature. The attack occurs right before you leave the creature's reach (though you must attempt to leave their reach afterwards) and before they would make an opportunity attack.
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