You way drank too much. You gain theses eficys.
- if you don’t drink 1 pint of alcohol over a corse of a day you gain a level of withdraw. During withdrawal you gain all the effect at your withdrawal level and the previous levels of withdraw. Drinking alcohol will remove all withdrawal levels, but after next long rest you get a wild hangover. For each level of withdraw you gain -1 to int and wis based skill checks during the hangover. Hangover lasts for 4d6 hours after waking up during long rest.
- You gain advantage on saving throughs against poisoning.
- You can smell where alcohol is within a 2500 foot radius. Roll a d20, success of the sniffing is up to DM digression. The DM should take distance and amount of alcohol into account, but at a 500 ft radius the sniffing should be accurate.
- For each level of withdraw add +2 to sniffing roll.
- The alcohol flowing through your blood helps numb the pain. During combat gain temporary hit points use an amount of d4 equivalent to your proficiency bonus to determine amount of hit point. Per long rest this effect can be used an amount of time equaling your proficiency modifier. This effect can not be used if in withdraw.
- During withdraw you can tell the lack of alcohol has a positive impact on your health, despite the pain. For every level of withdraw gain 10 max hit point, these hit points go away along with the withdrawal.
Withdraw levels
level one: Your hands start to shake, your head feels as it may bend into your skull, and your skin starts to weep sweat from its pores. Any roll you would add proficiency but not expertise, do not add proficiency. If you have expertise in a skill, act as though you have normal proficiency. This effect does not effect weapons.
level two: You see things that aren’t there. In combat during your turn, roll a d3. If the d3 lands on a 1, you gain disadvantage on your attack. If the d3 lands on a 2 you see a hallucination and roll the hallucination table.
level three: Your heart is beating and it feels as if someone stuck your head in an incinerator. Loose 10 ft of movement, and the hallucinations have worsened. If you roll below a 5 on the hallucinations table roll again.
hallucinations table 1d10
- You see critters running in the forest
- You see lights above your head
- You hear someone call your name
- it smells like your favorite food
- Your legs disappear
- you see a tiny man about the size of a foot. He is teasing you
- someone who looks unarmed looks armed or someone who is armed looks unarmed
- someone who you care for is in front of you reaching for you.
- You see a towering monster in the distance. It is black and a mile tall. It stares at you with its red eyes.
- some one who has died comes to you. This may be a recently deceased enemy or a loved one, but it could be anyone you recognize.
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