When you're off your game until you've had a drink or two, this is the feat for you. Inspired by the celebrated City Watch guard who held fast the walls when his belly was warmed by a tankard of spiced ale; the well-known exploits of the tavern regular that possibly started but definitely ended many a barroom brawl; and the distinct loss of abilities after one too many drinks: you have Liquid Courage!
Drink Strength
Drinks have 6 levels of strength:
- Watered Down = any of the below reduce level by ½
- Weak = 1 level of intoxication (e.g. average cheap beer).
- Moderate = 2 levels of intoxication (e.g. unfortified wine, strong beer, malt beverages, meads)
- Strong = 3 levels of intoxication (e.g. fortified wines, liqueurs, dark distilled liquors)
- Very strong = 4 levels of intoxication (e.g. clear distilled liquors)
- Deadly = 5 levels of intoxication (e.g. ???) must make CON save DC10 or fall unconscious for 1d6 x 10 minutes.
Intoxication Threshold
Your intoxication threshold is CON+1. When you reach this level, you are granted Liquid Courage.
Liquid Courage
When Liquid Courage mode is enabled, add 1d4 to all ability checks, attack rolls or saving throws.
After the Threshold
Know your limits - after the threshold, subtract 1d4 from all ability checks, attack rolls, or saving throws.
Detox
Intoxication is reset at the end of a long rest, or decreased by 2 at the end of a short rest.
RP Notes
It is incumbent upon the player to role play the drunkard correctly, else this feat may be too powerful. Does the drunkard know their limits? Probably not, so bottoms up and into the fray! DM may suggest the occasional finger of brandy or a quick pull from your flask if you've been ignoring it for a while.
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