You are a very high functioning alcoholic. Upon drinking alcohol (the amount at the discretion of the DM), you advance one stage of drunkenness. For each stage, you gain the following benefits and hindrances:
Tipsy (DC 5)
You feel a slight buzz. You become more cheerful and feel an inner strength bellow in the center of your chest. Make a Constitution saving throw (DC 5). Upon a success, you gain advantage on all Charisma and Strength ability checks and saving throws.
You begin to loose coordination and the ability to make wise decisions. You gain disadvantage on all Dexterity and Wisdom ability checks and saving throws.
Drunk (DC 10)
You are quite intoxicated and feel more confident then ever! Make a Constitution saving throw (DC 10). Upon a success, you gain +1 to both Charisma and Strength ability modifiers.
You begin to loose coordination and the ability to make wise decisions, losing -1 to both Dexterity and Wisdom ability modifiers.
Smashed (DC 15)
You feel undefeatable... hic! No monster can stand up to your drunken strength or charm! Make a Constitution saving throw (DC 15). Upon a success, you gain +2 to both Charisma and Strength ability modifiers.
The world begins to spin and your vision becomes heavily blurred. You gain disadvantage on all Perception checks.
You are having trouble standing and have very poor judgement. You gain -2 to both Dexterity and Wisdom ability modifiers.
You lose one stage of drunkenness every hour unless you continue to drink. You do not have to re-roll the Constitution saving throw to maintain your drunken state. The ability modifier bonuses from each stage of drunkenness do not stack.
Upon a long rest, you lose all stages of drunkenness.
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