This amulet smells of an old bar filled with ale-stained wood and dingy folks with nothing better to do. While wearing this amulet, you can regain 2d4+2 when you drink a pint of beer or wine, a glass of whiskey or other liquor, or a single shot of white horn extract.
After the first healing drink the holder of the amulet can decide to drink further to attempt to heal more. If the holder decides to drink more then they must declare how much they want to drink and they must go through with drinking how much they said that they would drink. Drinking more will increase the potential healing along with the likelihood of getting drunk and may possibly invoke other side effects. Use the table below to reference healing and related DC checks. Side effects will be chosen by the DM. If in combat the wearing cannot drink more than one drink per round. These drinks can get the holder drunk and it'll be up to the DM to chose an appropriate DC to try to not get drunk.
Example: If you elect to take 3 drinks then you will need to make 3 checks to achieve that level of healing. For each failure the DM will roll against the effects table to determine what will happen.
| DRINK # | DC - HEALING AMOUNT |
|---|---|
| 2nd | Constitution Check 13 - 3d4+2 |
| 3rd | Constitution Check 16 - 4d4+3 |
| 4th | Constitution Save 20 - 5d4+3 |
| 5th | Constitution Save 24- 6d4+3 |
| 6th | Constitution Save 30 - 7d4+4 |
| d6 | effect |
|---|---|
| 1 | Classic D&D Drunken Effect (Poisoned) |
| 2 | Fight Drunken Effect (Immune to being frightened, disadvantage on all dex checks, +1 to strength checks, 50% of puking instead of an action for the next 1d4 hours) |
| 3 | Flight Drunken Effect (Speed +20 feet, disadvantage to all balancing/acrobatics/athletics checks) |
| 4 | Talkative Drunken Effect (+1 to all Charisma checks but on failure it is treated as a natural 1) |
| 5 | Tavern Brawler Drunken Effects (+1d8 temporary hp, +1 to grapple/intimidation checks, -1 to hit) |
| 6 | You puke on your nearest ally. You will involuntarily move towards your nearest ally and make an attack to hit them with your puke. If it hits they will heal for 1d4. |
Notes: This amulet must be charged once daily with a drink of the holders choice (as long as it is alcoholic). Once charged it can be used once for that day. If the amulet is not explicitly charged then it will not provide any benefit other than looking cool and smelling good (if you like the smell previously described at least)., You can only attune to this amulet while drunk, Healing, Buff, Debuff, Jewelry
Comments