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Drunk Rules

A creature can have as many drinks, mugs of ale or cups of wine, equal to their Constitution modifier (minimum of 1) without needing to make a DC 15 Constitution saving throw against being poisoned (for mechanical reasons only). On a success, the creature does not become tipsy (see Tipsy) and can have more drinks equal to their Constitution modifier (minimum of 1).   When they make the saving throw again, they do so with disadvantage. On a success, repeat the process; however, instead of making a DC 15 Constitution saving throw with disadvantage, they must make a DC 20 saving throw with disadvantage. This pattern repeats, adding 5 to the DC with disadvantage for every amount of drinks equal to their Constitution modifier (minimum of 1). On a failure of any of these saving throws, the creature becomes tipsy.   Tipsy
  • A tipsy creature has disadvantage on all Dexterity checks, Dexterity saving throws, and attack rolls that rely on Dexterity. A tipsy creature also gains a +2 bonus to all Charisma checks and saving throws. A creature that continues to drink while tipsy, must make Constitution saving throws as explained under Drunk Rules; however, instead of becoming tipsy on a failure, the creature becomes drunk (see Drunk) and instead of restarting, the character must make a Constitution saving throw with a DC equal to what they had failed to become drunk. A character remains tipsy for 3 hours or until they complete a long or short rest.
Drunk
  • A drunk creature has disadvantage on all ability checks, saving throws, and attack rolls. A creature that continues to drink while drunk, must make Constitution saving throws as explained under Drunk Rules; however, instead of becoming tipsy on a failure, the creature blacks out (see Blacked Out) and instead of restarting, the character must make a Constitution saving throw with a DC equal to what they had failed to become drunk. A character remains drunk for 8 hours or until they complete a long rest.
Blacked Out
  • A creature that blacks out, loses control of their actions temporarily. The Dungeon Master informs the player that they blackout, where they awaken after about 8 hours, and how much of the previous night that character remembers. This blackout does not count as a long or short rest. Upon awakening, a creature that had blacked out becomes hungover (see Hung Over).
  • The previous paragraph assumes total trust between the player and Dungeon Master. If either the player or DM are uncomfortable, or unwilling for the DM to take control of a Player Character, the player may explain where they wake up and how much of the previous night they remember.
Hungover
  • A creature that is hung over, has disadvantage on Wisdom (Perception) checks, all Dexterity checks and saving throws, and Charisma checks and saving throws. A creature remains hungover for 3 hours or until they complete a short rest.

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