Drinking (5e Variant Rule)

Intoxication Threshold

You have an intoxication threshold that is equal to your 1 + your Constitution modifier (Minimum of 1). Once a player reaches this threshold they are granted "Liquid Courage".

Drinks have 6 levels of strength; the number at the end of the description indicates it's exhaustion save increase:

  • Diluted = The drink is watered down; every 5 drinks adds a level of intoxication. These drinks typically cost 1 to 5 cp. (Str 1)
  • Weak = Every 2 weak beverages adds a level of intoxication. These drinks typically costs 5 to 10 cp. (Str 2)
  • Moderate = A moderate beverage adds a level of intoxication. These drinks typically cost 1 to 5 sp. (Str 3)
  • Strong = A strong beverage adds 2 levels of intoxication. These drinks typically cost 5 sp to 1 gp. (Str 4)
  • Very strong = A very strong beverage adds 3 levels of intoxication. These drinks typically cost 1 to 10 gp. (Str 5)
  • Dangerously strong = A dangerously strong beverage adds 5-levels of intoxication. These drinks range wildly in prices depending on where they are purchased from, but are always at least 10 gp. (Str 6)
  • Blackout = Once reaching their intoxication threshold, any drink after causes the creature must make a DC 10 Constitution saving throw, becoming blackout drunk and rolling on the Blackout table on a failed save.

Liquid Courage

Liquid courage grants you the following effects for 1d4 hours

  1. 5 temporary hit points
  2. Advantage on Charisma skill checks.
  3. Advantage on saving throws made against fear.
  4. Advantage on Charisma ability checks.

as well as:

  • Disadvantage on Wisdom and Dexterity saving throws.
  • Disadvantage on Intelligence and Wisdom skill checks.

Blackout Table

Roll 1d10 to determine the outcome once a Blackout occurs:

  • 1-3) You fall unconscious taking 1d6 bludgeoning damage and remain unconscious for 1d8 hours
  • 4-5) You pick a fight with a nearby patron, use an action to make an unarmed strike, all Extra Attacks as well; if the patron is intoxicated at all, roll a D20 to determine how they react - on an Odd, the patron responds in a hostile manner, on an Even, the patron laughs it off as a joke
  • 6-7) You gain 1 level of exhaustion, you pick a fight with a random party member, using an action to make an unarmed strike, all Extra Attacks as well.
  • 8) You gain 1 level of exhaustion, you are overtaken by generosity in your inebriated state and you give away 10d12x2 gold, or as much as you own compared to the roll
  • 9) You gain 1 level of exhaustion, you spend 10d12 gold on drinks for all around you; you owe the amount rolled to the barkeep even if you do not have enough to cover the bill
  • 10) You gain 1 level of exhaustion and take another drink forcing you to roll on the Blackout table again

After the Threshold

Furthermore, you must make a Constitution saving throw save after each drink consumed past their threshold. The DC is equal 8 + the strength of the drink + your level of intoxication. If you fail, you gain one level of exhaustion. If you fail the save by 5 or more, you take a second level of exhaustion.

Detoxing and Hangovers

  • Your levels of intoxication are decreased by 2 at the end of a short rest and reset at the end of a long rest. If you have at least 1 level of exhaustion gained from intoxication and no levels of intoxication, you have a hangover.
  • While you’re hungover, you are vulnerable to thunder damage and have disadvantage on saving throws against being blinded. You lose 4 levels of intoxication from a use of lesser restoration.
  • You lose your hangover at the end of a long rest or from a use of greater restoration (must be used after exhaustion is cured).
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