A Large glass bottle, containing 192 ounces of a light pink alcoholic beverage which smells faintly of Roses, and shimmers with gold flakes when agitated. A green label is stuck on the side of the bottle which merely says "Amnesia" in a beautiful, swirling script.
Amnesia is an incredibly potent alcohol. For a medium or smaller creature, the limit before the drink becomes possibly lethal is 5 ounces, or 5 shots of Amnesia. Past this lethal limit, a creature may make a constitution saving throw after their final shot, or after drinking 25 ounces, with the DC equal to the number of shots + 15. If they fail the save, their liver and other organs will fail. There are serious repercussions, even with true resurrection. roll 1d4.
1. loses 8d4 max hp.
2. -20 to all rolls, per day for the next 20 days, decreasing by one per long rest.
3. permanent -1d4 to 1d4 abilities of dm’s choice.
4. all of the above.
Amnesia Inebriation Rolls
Per Failure, increase the DC by 1
Shot # - DC - Medium Creature - Large Creature
First Shot - DC 11 - Standard Roll - Advantage
Second - DC 14 - Disadvantage - Advantage
Third - DC 16 - Disadvantage - Standard Roll
Fourth - DC 18 - Automatic Failure - Standard Roll
Fifth - DC 19 - Automatic Failure - Disadvantage
If a creature fails once, they gain the Charmed condition. If they fail twice, they gain the poisoned condition. at three failures, a creature begins to hear minor auditory hallucinations. at four failures, a creature gains the incapacitated condition, and at five failures, a creature is knocked unconscious.
Notes: Poisoned, Incapacitated, Unconscious, Charmed, Consumable
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