One More Drink Image

One More Drink

Years spent serving drinks and listening to patrons taught you that a full mug and a patient ear can loosen even the most guarded tongue. You know how to prepare a drink, keep a conversation flowing, and recognize exactly when someone is beginning to lower their guard.

Prepare a Drink

While you have Brewer's Supplies and appropriate alcoholic ingredients at hand, you can prepare a drink as a Utilize action.

Make a DC 12 Dexterity check using Brewer's Supplies. On a successful check, you prepare a drink suitable for use with this feat. On a failed check, the ingredients are expended and the drink is ordinary and can't advance the effects of this feat. Each drink requires enough alcoholic ingredients for one serving. 

Drinking Companion

When a creature willingly consumes a drink you prepared with this feat while interacting with you, it becomes your Drinking Companion for that interaction.

The effects below occur progressively as the creature consumes additional drinks you prepare.

A creature loses all stages of this feat 10 minutes after becoming your Drinking Companion.

First Drink — Open Up

After consuming the first drink, the creature begins to relax and becomes easier for you to read and engage.

For as long as the creature remains your Drinking Companion, you can add your Proficiency Bonus from Brewer's Supplies to Charisma checks and Wisdom (Insight) checks you make as part of your interaction with it.

You can add this bonus even if your Proficiency Bonus is already being added to the check.

Second Drink — Lowered Inhibitions

After consuming the second drink, the creature's inhibitions begin to fade.

You have Advantage on Charisma checks and Wisdom (Insight) checks you make as part of your interaction with your Drinking Companion.

Third Drink — Drinking Friends

After consuming the third drink, the creature's attitude toward you improves by one step:

Hostile → Indifferent → Friendly

If the creature is already Friendly, its attitude doesn't improve further.

This change in attitude lasts while the creature remains your Drinking Companion.

Fourth Drink — Last Call

After consuming the fourth drink, the creature must make a Constitution saving throw.

On a failed save, the creature succumbs to the alcohol and gains the Unconscious condition for 1 hour.

The creature wakes early if it takes damage or if another creature within 5 feet of it takes an action to wake it.

On a successful save, the creature remains conscious and retains the effects of the previous stages until it ceases to be your Drinking Companion.

 

One More Drink Image

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