Nice work, though I have some observations from various sources if you ever consider revisions.
Some books have items or events that relate themselves to inebriation, such as some potent brandy hidden in Cragmore Castle that drinking too much of poisons for one hour. And something in Aquisitions Incorporated that mentioned a terrible "hangover" causing a point of Exhaustion - which at the time of printing caused disadvantage on ability checks.
Heroes of the Borderlands features a drinking contest using Con saves but no mechanic for drunkeness was included.
I've seen Duergar in one adventure listed as unable to turn invisible due to inebriation, which suggests a level of intoxication that can prevent concentration.
The Brewers tools in the PHB lists one DC for detecting a poisoned drink and a seperate DC for typing alcohol, suggesting it's not instantly treated as a poison, it also lists the tools as usable for crafting antitoxins.
Your system reminds me of the 3rd ed Arms and Equipment guide rules, which I feel has potential as a framework for building an "Inebriated" condition that incorporates these various stages of drunkeness into something very similar to your given ruleset.
Just thought that might be helpful to the subject.
Nice work, though I have some observations from various sources if you ever consider revisions.
Some books have items or events that relate themselves to inebriation, such as some potent brandy hidden in Cragmore Castle that drinking too much of poisons for one hour. And something in Aquisitions Incorporated that mentioned a terrible "hangover" causing a point of Exhaustion - which at the time of printing caused disadvantage on ability checks.
Heroes of the Borderlands features a drinking contest using Con saves but no mechanic for drunkeness was included.
I've seen Duergar in one adventure listed as unable to turn invisible due to inebriation, which suggests a level of intoxication that can prevent concentration.
The Brewers tools in the PHB lists one DC for detecting a poisoned drink and a seperate DC for typing alcohol, suggesting it's not instantly treated as a poison, it also lists the tools as usable for crafting antitoxins.
Your system reminds me of the 3rd ed Arms and Equipment guide rules, which I feel has potential as a framework for building an "Inebriated" condition that incorporates these various stages of drunkeness into something very similar to your given ruleset.
Just thought that might be helpful to the subject.
Wizard have made a magic item to stop intoxication so I homebrew a have over you con then you gain disadvantage on attack rolls