Monk: Way of the Rum Soul

A monk following the way of the rum soul appears to sway, tottering on unsteady feet. The rum soul monk has learned to manipulate their inner ki to conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A rum soul monk 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.

Liquid Step
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 10 feet until the end of the current turn.

Gin Sway
Starting 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 by spending 5 feet of movement, rather than half your speed.
 * Redirect Attack.  When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Fortified Spirit
Starting at 11th level, your ki manipulation allows you to pull through at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxicating Punch
At 17th level, you gain the ability to manipulate the tea in someone's body. When you hit a creature with an unarmed strike, you can spend 3 tea points to infuse an inebriated feeling on the target, which gives them disadvantage on all checks and saving throws, as well as dexterity based attack rolls. You can have only one creature under the effect of this feature at a time. You can choose to end the state harmlessly without using an action.
 * This state persists for 8 hours, after which the creature gains 2 levels of exhaustion. You can choose to use your action to end this state early. To do so, you and the target must be on the same plane of existence.
 * When you use this action, the creature must make a Constitution saving throw. If it fails, they become poisoned takes 10d10 poison damage.