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Drinking, Drunk, High, Conditions

Getting Drunk
You may consume a number of alcoholic drinks up to your constitution modifier. Every drink afterwards requires a con save; failure gives you one level of intoxication, critical failure gives you two. Levels of Intoxication
Con Save DC Level Stage Effects
11 1 Tipsy Disadvantage on ability checks
13 2 Drunk Speed halved due to dizziness. Disadvantage on saving throws.
15 3 Hammered Disadvantage on attack rolls. Assume a Drunk Persona for as long as you're intoxicated. Failing the save by 10 or more results in vomiting.
17 4 Blacked Out You will not remember anything from now on. In initiative, you act as if under the effects of Confusion except acting "normally" is in line with your Drunk Persona. If your DP is non-violent, then you will not make any attacks. The effect ends if you drop below this intoxication level. Failing the save by 5 or more results in vomiting.
19 5 Comatose You fall unconscious and will not wake for 3d4 hours.
  • 6 Dying You fall unconscious and unless the poison is quickly removed from your bloodstream by way of Lesser Restoration, or a similar spell, straight roll death saves

  •   Drunk Personas
    They say "A drunk man's words are a sober man's thoughts." Drinking brings out something different in everyone, and once you get to a certain point, it might completely change your personality. Roll a 1d10 to discover who is revealing themselves tonight.
    1d10 Persona Description
    1 -Sloppy- Highly likely to spill your drink, or someone else's, or anything else you touch. Constant belching, with intermittent farting, which you find hilarious. Completely unaware of wardrobe malfunctions or how loud your voice is. You're stumbling all over the place and need someone else's help to really get anywhere.
    2 -Waterworks*- Everything is so sad. Remember the good times? Those were great times. Now everything is bad and it's just so upsetting! So stressful! Just make sure you tell your friends that you love them and that you're sorry. Gods, you're so sorry. Do they hate you? They might hate you.
    3 - Rage Incarnate- Godsdammit everything is pissing you off and you're sure as hell letting people know. You feel like you just wanna hit something, or someone, or both. Better yet, hit someone with something. See that guy? Fuck that guy!
    4 - Je T'adore*- You feel really good. Other people? They feel even better. You bet if you got together with someone it'd feel great. Thank the gods so many people here look hot as the nine hells. Forget subtlety, you're trying to get lucky!
    5 - The Birthday Suit- It is too hot in here. Or is it your clothes? It's probably your clothes. Get rid of them; they're too constricting anyway! Nude is way more comfortable! Besides, you got nothing to be ashamed of!
    6 - Motherly*- Goodness gracious, who let all these children out without parental supervision? It's up to you to take care of these babies! Corral them and make sure they have everything they need; warm clothes, good food, and of course, your infinite wisdom!
    7- Storyteller- You've had so many interesting experiences in your life that you just have to share them with everyone here. Some things might be embellished, others might be complete fabrications, but no one knows that! All you want is to tell them stories!
    8- Kleptomaniac- There's a lot of really neat stuff here, stuff you'd really like to have, but they're probably not for sale. That's okay, if you're discreet enough maybe you can just slip it into your pocket and walk away all nonchalant. No one will notice, right?
    9 -Dare Devil- You really want to impress people here. Maybe you can pull off some tricks! Like jumping from there to way over there, or doing a flip off the table, or drinking something that's on fire! That will definitely make them think you're cool!
    10- Life of the Party*- You feel like you're having the greatest night of your life! Everyone here is awesome! Crack jokes! Laugh at everything! Dance like no one is watching!
    *Non-violent
    Persona - Getting Sober
    If you're still conscious, you can try to sober up. For every two hours that you do not drink, your intoxication level goes down by 1.
    Upon becoming sober, if you have reached intoxication level 3 or above, make a con save with a DC of the highest level you've reached. A failure gains you a level of exhaustion and a splitting headache. If the alcohol is removed from your bloodstream via Lesser Restoration, or a similar spell, you become sober in 1 round and will not have a hangover.
    Enimat – the processed powder of a relatively common flower in grassland regions, usually compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal.
    Effects – +10 Speed, immune to effects of exhaustion; lasts 2 hours.
      Addiction – Upon each dose roll for an addiction saving throw, Wisdom vs DC 10+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in +1 exhaustion.
      DC 10-13 – works as expected. Permanent +1 to exhaustion for addicts at this stage.
      DC 14-16 – drug is less effective, +5 speed, can double dose to attain the +10. Permanent -2 to all Charisma checks and +2 to exhaustion for addicts at this stage.
    DC 17-20 – drug is less effective, +0 speed, can double dose to attain the +5 or triple for +10. Permanent -4 to all Charisma checks and +3 to exhaustion for addicts at this stage.
      Pipeweed – a common plant which grows best in temperate regions, dried and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many classes and regions.
      Effects – advantage on concentration saves, ritual spells only take 5 extra minutes; lasts 4 hours.
      Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC5+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty for failure.
      DC 5-7 – disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 24 hours.
      DC 8-14 – effects only last 3 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 12 hours.
      DC 15 – effects last only 2 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 6 hours, and permanent disadvantage against disease even once addiction ends; this effect can be cured though Greater Restoration or similar spell.
      Elven Pipeweed – a rare lichen which grows on the trees in some jungles and forests, dried and smoked in a pipe. Produces a numbing as well as minor hallucinogenic effect, usually illegal.
      Effects – resistance to bludgeoning, piercing, slashing, force, and thunder damage, -2 initiative, weakness to psychic damage; lasts 2 hours.
      Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC8+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in -2 initiative for day.
      DC 8-10 – works as expected. -2 to initiative persists 2 more hours beyond end of effects.
      DC 11-15 – works as expected, but -4 initiative and disadvantage on reflex saves which both last 2 more hours beyond end of effects.
      DC 16-18 - works as expected, but -6 initiative, disadvantage on reflex saves, and slowed, all three of which both last 2 more hours beyond end of effects.
      Drakeroot – a clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested. Intense sedative effect and powerfully addictive.
      Effects – user falls immediately asleep and cannot be woken for 8 hours, counts as taking a long rest but all hit dice are recovered.
      Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC10+number of doses previously not resisted (max 10) to resist. Upon each long rest made without Drakeroot, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty on failure.
      DC 10-12 – works as expected, however no hit dice are recovered during long rests without Drakeroot.
      DC 13-16 – works as expected, however no hit dice and only half of total missing HP and spell slots recovered during long rests without Drakeroot.
      DC 17-20 – works as expected, however without Drakeroot the character is unable to have a long rest or gain any of its benefits except to roll an addiction saving throw, instead taking the exhaustion penalty for not resting.
    Type
    Chemical Compound
    Cycle
    Short-term
    Rarity
    Common

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