Drinking Rules

Hard-drinking heroes and otherworldly alcohol are staples of the fantasy genre. Characters who consume alcohol are subject to gradually-worsening levels of inebriation, detailed below.

Tipsy:

You become tipsy after consuming a number of alcoholic beverages equal to 1 + your Con modifier (minimum +0.)

A tipsy character gains a + 1 alchemical bonus on all Str- and Cha-based skill and ability checks, but takes a – 1 penalty on all Dex- , Int-, and Wis-based skill and ability checks.

Buzzed:

You become buzzed after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier (minimum +0.)

The bonuses and penalties to skill and ability checks granted by being tipsy increase to 2.

Drunk:

You become drunk after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier (minimum +0.)

A drunk character is sickened. Any effect that would cause a drunk character to be sickened causes them to be nauseated for the same duration instead, and any spells cast with a verbal component have a 10% chance of failing, wasting the action but not expending the spell. The bonuses and penalties from being buzzed continue to apply.

Stupor:

You enter a drunken stupor after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier (minimum +0.)

A character in a stupor is fatigued. Any effect that would cause a character in a stupor to become fatigued causes them to be exhausted instead, and the penalty to casting spells with verbal components increases to 20%. The bonuses and penalties from being drunk continue to apply.

Blackout:

A character blacks out after consuming an additional number of alcoholic beverages equal to 1 + his Con modifier (minimum +0.)

A character in a blackout is unconscious, loses all memories from the past hour, and is unable to make new memories for an hour. If somehow brought conscious, a character in a blackout is nauseated and exhausted.

Sobering Up:

Every hour, a character is treated as having consumed one fewer alcoholic beverage.

Poison Resistance and Immunity:

A character with poison resistance is treated as having a higher Constitution score equal to the amount of their poison resistance for the purpose of determining how much alcohol they can consume.

A character with poison immunity is immune to the effects of alcohol, both beneficial and detrimental.

Characters with a low Constitution:

Whenever a character with a negative Con modifier consumes an alcoholic beverage, they are treated as having consumed an additional number of alcoholic beverages equal to their negative modifier.

Hangovers:

After a night (or day) of drinking, a character risks a hangover the following morning.

The character must make a Fort save upon waking based on how inebriated they were:

  • A character who was tipsy must succeed on a DC 5 Fort save.
  • A character who was buzzed must succeed on a DC 10 Fort save.
  • A character who was drunk must succeed on a DC 15 Fort save.
  • A character who was in a stupor must succeed on a DC 20 Fort save.
  • A character who was in a blackout must succeed on a DC 25 Fort save.

For each hour spent drinking beyond the first, increase the DC by 1. A character may add their poison resistance to this Fort save.

A character who succeeds on this save suffers no ill effects from their carousing. A character who fails this save is sickened and fatigued for 1d4 hours. A character who fails this save by 5 or more is nauseated and exhausted for 1d4 hours and then sickened and fatigued for 1d4 hours after that.

Drinking and Addiction:

A character who engages in habitual drinking may develop a minor addiction.

Drinking Rules

Drunken Dragons Gulthor