“I can stop anytime I want.”
People deal with their problems in a plethora of ways, some more destructively than others.
Day Drinker - Your relationship with alcohol yields certain rewards, at a price. When drunk you receive advantage on all Charisma and Wisdom checks and saving throws, but disadvantage on all Intelligence and Dexterity checks and saving throws.
Tequila > Trauma - Your journey so far has had far-reaching effects on your psyche. After experiencing a traumatic event, you must roll a Wisdom check with a DC of 12 to avoid being compelled to drink. If you fail the check while inebriated, but are not in the possession of alcohol, you “Sober Up”, removing the Charisma and Wisdom benefits of the Day Drinker feat until you drink. If you fail the check while sober, you receive disadvantage on all Charisma and Wisdom checks and saving throws until you drink.
[If you feel as though your relationship with alcohol in real life is no longer under your control, please seek psychological support from the relevant channels.]
I feel like this should either just be a flaw that has mechanics effects, or receive some more buff. It seems pretty negative to me as is.
Maybe you gain advantage in checks for drinking contests. And you gain proficiency (or expertise if already proficient) for gaming sets while drunk.
Thank you for your comment. I think the idea of having improved resilience during drinking contests is a good one, however, I would worry that making this a “positive” Feat would be incentivising alcoholism for potentially trivialising mechanical gain. This feat was created for a character who had developed this dependency during a campaign of mine, and therefore it was to reflect, mechanically, this characterisation. I think that given it’s mechanical implications, it wouldn’t fit within the “Flaw” category, and it is the intention of the Feature to create a character whose alcoholism has not only a mechanical “reward” but a realistic price for this really rather unhealthy coping mechanism.