Spending most of your time drunk, or at least tipsy, you feel most confident under the influence. Having grown used to the intoxication of alcohol, you learned to use its effects to your advantage (as long as you can handle the intake). Your fighting stance goes into the "cup holding fist" stance.
Levels of drunkenness gives different effects (DM will use his/her discretion on when you gain a level of drunkenness). Each level requires a constitution saving-throw.
Any healing (excluding quickened healing) will reduce drunkeness with one stage.
Any reduced damage from being drunk and stupor will be added up until the end of the fight. Make a constitution saving-throw (15), on a failed save, take psychic damage equal to the total damage reduced. On a successful save, take psychic damage equal to half the damage reduced.
Drunken Technique and Tipsy sway can't be used when sober.
Euphoria/tipsy (DC 5):
You are starting to feel tipsy, but you also feel more giggly and euphoric.
Your confidence starting to build.
- Advantage on Dexterity saving throws
- Advantage on Performance checks
- Disadvantage on Acrobatic checks
Drunken technique and Tipsy sway can be used.
On a failed saving throw, you vomit and revert back to sober state.
Buzzed (DC 10)
You start bobbing and weaving around, feeling happier and more daring.
- Advantage on Dexterity saving throws.
- Advantage on Performance checks.
- Disadvantage on Acrobatics checks.
- Disadvantage on Intelligence saving throws.
Drunken technique and Tipsy sway can be used.
On a failed saving throw, You vomit and any attack you make are made with disadvantage until the end of your next turn.
Drunk (DC 15)
You are drunk. Your speech is slurring, you start deviating from a vertical posture, bending and twisting the torso in your fighting stance, making your movement unpredictable.
Your pain tolerance has increased.
- Disadvantage on Intelligence saving throws.
- Disadvantage on Wisdom saving throws.
- Disadvantage on Perception checks.
- Disadvantage on Stealth checks.
- Advantage on Dexterity checks.
- Slashing, piercing and bludgeoning damage is reduced by 2.
Drunken technique and Tipsy sway can be used.
On a failed saving throw, you feel the alcohol hitting hard, making you lose your balance and fall prone, ends your turn. You are poisoned until your next turn.
Stupor (DC 20)
You have fallen into a stupor, but thankfully you have experienced this before... Let's hope it goes better this time. Your movement is all over the place as you stumble around while tripping. You probably have had enough to drink now... right?
- Flurry of Blows deals 1d4 extra damage.
- Disadvantage on Intelligence saving throws.
- Disadvantage on Wisdom saving throws.
- Advantage on Dexterity saving throws.
- Advantage on Strength saving throws.
- Advantage on Dexterity checks.
- Takes double damage from enemy Psychic damage, and drop level of drunkenness to buzzed if psychic damage is dealt.
- Advantage on grapple checks.
- Slashing, piercing and bludgeoning damage is reduced by 2.
Drunken technique and Tipsy sway can be used.
On a failed save, become poisoned until the end of your next turn, and roll on the table for confusion at the end of every turn. End your turn.
Previous Versions
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6/24/2022 9:50:59 PM
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1/12/2024 8:27:34 PM
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2/8/2024 9:04:21 AM
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2/8/2024 9:24:13 AM
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