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.
You become tipsy after consuming a number of alcoholic beverages equal to 1 + 1/2 your Con modifier, rounded down (minimum +0.)
A tipsy character gains a + 1 alchemical bonus on all Str- and Cha-based skill and ability checks, and on fear saves, but takes a – 1 penalty on all Dex- , Int-, and Wis-based skill and ability checks.
You become buzzed after consuming an additional number of alcoholic beverages equal to 1 + 1/2 your Con modifier, rounded down (minimum +0.)
The bonuses and penalties to skill and ability checks granted by being tipsy increase to 2.
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.
You become soused after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier (minimum +0.)
A soused character 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.
A soused character that continues drinking is in danger of blacking out from further alcohol consumption. For each alcoholic beverage a soused character consumes, they must make a Fortitude save with a DC equal to 10 + the number of drinks currently in their system (including the drink that triggers the saving throw.) Failure indicates the inebriated character blacks out.
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.
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.
For a medium-size creature, an “alcoholic beverage” is defined as 12 ounces of regular beer, 6 ounces of regular wine, or 2 ounces of distilled spirits. These values are quadrupled for each size category larger than medium, and are quartered for each size category smaller than medium. Some substances count as only a single alcoholic beverage, irrelevant of the imbiber’s size.
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.