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Drunken Master
Pathfinder: Wrath of the Righteous

Drunken Master

Explore the Drunken Master archetype in Pathfinder: Wrath of the Righteous. Learn about its unique abilities, level progression, and how to harness the power of alcohol for combat.

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Explore the Drunken Master archetype in Pathfinder: Wrath of the Righteous. Learn about its unique abilities, level progression, and how to harness the power of alcohol for combat.

The Drunken Master archetype requires the Dance of Masks DLC.

A Drunken Master finds power at the bottom of a bottle. This archetype cannot be Lawful and gains power from being drunk.

Level Progression:

0: Improved Unarmed Strike, AC Bonus, Unarmed Strike, Monk Proficiencies

1: Feat, Bonus Feat, Stunning Fist, Flurry of Blows

2: Bonus Feat, Evasion

3: Feat, Drunken Ki, Drunken Combat, Ki Power - Extra Attack, Ki Strike - Magic, Fast Movement

4: Ki Power, Stunning Fist: Fatigue, Drunken Technique: Firewater Breath

5: Feat, Style Strike, Drunken Power

6: Bonus Feat, Ki Power, Drunken Technique: Cayden's Trick

7: Feat, Ki Strike - Cold Iron and Silver, Drunken Courage

8: Ki Power, Stunning Fist: Sicken

9: Feat, Improved Evasion, Style Strike, Drunken Resilience

10: Bonus Feat, Ki Power, Ki Strike - Lawful

11: Feat

12: Ki Power

13: Feat, Style Strike

14: Bonus Feat, Ki Power

15: Feat

16: Ki Power, Ki Strike - Adamantine

17: Feat, Style Strike

18: Bonus Feat, Ki Power

19: Feat

20: Ki Power, Eternal Drunkenness

Drunken Ki

From 3rd level, a Drunken Master gains a pool of supernatural energy replenished by drinking alcohol. The pool size is two points + 1 for each additional odd-numbered level (maximum 10 points at 19th level). As a standard action, she can consume booze to gain 1 drunken ki point. At 8th level, this becomes a swift action.

Drunken Combat

For every two points in her Drunken Ki pool, a Drunken Master gains a +1 alchemical bonus to attack rolls and AC but suffers a -1 penalty to Intelligence. Her movement no longer provokes attacks of opportunity.

Drunken Technique: Firewater Breath

From 4th level, as a standard action, a Drunken Master can spend 2 ki points to breathe fire in a 15' cone, dealing 1d6 fire damage per class level, with a Reflex save for half damage (DC = 10 + class level / 2 + WIS modifier).

Drunken Power

From 5th level, as a swift action, a Drunken Master can spend 1 ki point to make her melee attacks deal +1d8 damage for a number of rounds equal to her WIS modifier. The damage bonus increases by +1d8 every 3 additional levels (max +5d8 at 18th level).

Drunken Technique: Cayden's Trick

From 6th level, as a standard action, a Drunken Master can spend 2 ki points to bring up her stomach contents in a 15' cone. Creatures in the area of effect must make a Reflex save (DC = 10 + class level / 2 + WIS modifier) or suffer a -2 penalty to AC and become blinded, flat-footed and sickened for 2-5 rounds. In addition, the area becomes slick, equivalent to the Grease spell.

Drunken Courage

From 7th level, a Drunken Master becomes immune to fear so long as she has at least one ki point. From 11th level, she also gains a +4 alchemical bonus to saves against mind-affecting and compulsion effects.

Drunken Resilience

From 9th level, a Drunken Master gains DR 2/- and a +4 alchemical bonus to saving throws vs. poison so long as she has at least one ki point. At 15th level, the DR increases to DR 5/- and at 19th level, it becomes DR 10/-.

Eternal Drunkenness

At 20th level, a Drunken Master gains a +6 alchemical bonus to Strength, Dexterity and Constitution. In addition, the capacity of her ki pool increases by +6.

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