Potion, common
When you drink this delicious elixir, you gain advantage on Strength saving throws but also gain disadvantage on Constitution and Dexterity saving throws. You gain immunity against being frightened but gain a vulnerability towards attacks that would knock you prone.
Every hour after drinking the Booze, you must make a DC 16 Constitution saving throw. On a fail, roll 1d4 and pick a reaction based on what number is rolled. On a pass, you show no negative signs but repeat the saving throw after another hour has passed. On a natural 20, you gain temporary hit points equal to double your proficiency bonus.
- Throw up violently. If anyone is within 5 ft. of you they must make a DC 12 Dexterity saving throw or end up being covered in your vomit.
- Pass out. You are incapacitated and cannot make actions or reactions. You are incapacitated for 1d4 hours and your only hope of being awakened before the end of that time is if someone attempts to rouse you physically.
- Staggered walk. You have next to no control over your movements, and it shows. You have disadvantage on all Dexterity throws for 1d4 hours and are vulnerable to all melee damage types during this time.
- Start a fight. You become unnecessarily aggressive towards the closest person to you, it could have been absolutely nothing but you've clearly taken offense from something. For the next 1d10 minutes you have disadvantage on attack rolls for anyone except the person you have just become aggressive towards.
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