After consuming large quantities of alcohol over an extended period of time, you have learned to conquer the intoxication for your own benefit. One per day, when consuming a pint of any alcohol, you can restore hitpoints equal to 2d4 + constitution modifier + charisma modifier.
Your high faith intertwines with your desire for toxins, giving you resistance to lesser poisons, as well as allowing you to consume minimal amounts of uncooked food with no drawbacks. If intoxicated while in combat, your enemies have a hard time discerning your attacks, giving you advantage on attack rolls on less intelligent creatures.
Intoxication: To become inebriated, you must consume 3 pints within an hour. For every 10 minutes that pass after the hour without a drink, you begin to sober. If no drink is had after 30 minutes of becoming drunk, you become sober and lose your attack advantage. While drunk, you gain disadvantage on dexterity and wisdom saving throws, while gaining advantage on constitution and charisma saving throws.
Comments