Way of the Tipsy Monkey
Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.
Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.
Level 3: Adaptive Fighting
Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. You are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item’s rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM’s discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.
Level 3: Sway and Strike
Your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls Prone.
level 6: Jester Style
When an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.
When you are prone, you don’t have disadvantage on attack rolls, and enemies within 5 feet of you don’t have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.
You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.
Level 11: Fortune Favors the Fool
When you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon’s type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon’s type instead.
Level 17: Stumbling Stance
Your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.
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