Drunkenness (Optional Ruleset) Image

 

For DMs and players who would like a custom ruleset on dealing with levels of drunkenness for characters in-game. This ruleset involves a table including six levels of drunkenness, ranging from tipsy to comatose. This can be added to your character sheet to help keep track of drunkenness levels within the DnDBeyond system, but it is not intended to be taken as a feat.

As a bonus action, you may consume an alcoholic beverage. Within an hour, you can consume a number of alcoholic beverages up to 1 + your Constitution modifier (minimum of 1) without significant impairment. For each alcoholic beverage consumed beyond this impairment limit, you must make a Constitution saving throw against the DC listed in the table below for your current level of drunkenness. On a success, you remain at your current level of drunkenness. On a failure, your level of drunkenness increases by one. You may choose to lean into the effects and willingly fail this saving throw. You can only add one additional level of drunkenness from each individual alcoholic beverage consumed and can only drink once per turn. Unless otherwise stated, you are under the effects of your current level of drunkenness, as well as all previous levels.

A Lesser Restoration spell or similar magic can clear one to all levels of drunkenness and its effects, except for any changes to your hit points.

At the end of a short rest, you may make a Constitution saving throw against the DC of your drunkenness level. On a success, you can decrease your drunkenness by up to two levels. On a failure, you can decrease your drunkenness by up to one. At the end of a long rest, you recover from all levels of drunkenness.

Drunkenness

DC

Effects

Level 0 (Sober)

10

—

Level 1 (Tipsy)

12

Level 2 (Euphoria)

14

  • You no longer benefit from Silver Tongue.
  • Tongue-tied. You have Disadvantage on Deception and Persuasion.
  • Wobbly. Your thresholds for a critical success or for a critical failure when rolling a D20 Test both increase by one.

Level 3 (Excitement)

16

  • Liquid Courage. You have Advantage on saving throws you make to avoid or end the Frightened condition.
  • Pick Your Poison. Whenever you fail a Constitution saving throw, you take 1d4 poison damage.
  • Stumbling. You have disadvantage on Dexterity checks. When you use movement on your turn, you cannot travel more than 10 feet in a straight line without turning and moving 5 feet in a different direction. You can choose which direction this is.

Level 4 (Confusion)

18

  • Half-Empty. You have Disadvantage on Insight, Investigation, and Perception checks. You also have Disadvantage on saving throws made to maintain your Concentration.
  • Half-Full. You deal an additional 1d4 damage on a hit with melee attacks. The extra damage is the same type dealt by that attack.

Level 5 (Stupor)

20

  • Lubricated. You have Disadvantage on saving throws you make to avoid or end the Charmed condition.
  • Paint the Town Red. The damage dice from Pick your Poison and Half-Full increase to 1d6.

Level 6 (Coma)

—

  • Last Call. You deal an extra 5 points of damage with all melee attacks. The extra damage is the same type dealt by that attack. At the start of your next turn, you drop to 0 hit points and fall Unconscious. If you recover at least one hit point after falling Unconscious in this way, your Drunkenness level immediately decreases to Level 5.

Previous Versions

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7/11/2022 3:14:25 AM
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Drunkenness (Optional Ruleset) Image

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