Intoxication Rules
(Image by Matt Rhodes) |
Every two drinks trigger a Con save; DC depends on strength of the booze:
Beers, ales and meads: DC 12, the DC increases by 1 for every two drinks
Wines: DC 14, the DC increases by 1 for every two drinks
Spirits, etc.: DC 16, the DC increases by 1 for every two drinks
*Every failed save adds a level of drunkenness.
Level Description Effect
1 Tipsy Advantage on Charisma checks and saving throws against
being frightened.
Ignore up to one level of exhaustion.
2 Merry Advantage on Charisma checks and saving throws against
being frightened.
Disadvantage on Dexterity, Intelligence, and Wisdom saves.
Ignore up to two levels of exhaustion.
3 Drunk Disadvantage on all ability checks and saving throws, except
saving throws against being frightened.
Wild Mages must roll for a Wild Magic surge upon reaching
this level.
4 Plastered Disadvantage on all attack rolls, ability checks, and saving
throws.
Memory loss of recent events, at the DM's discretion.
5 Falling Down Disadvantage on all attack rolls, ability checks, and saving
Drunk throws.
No memory of during and after this point.
Any movement requires a DC 15 Dexterity check, or fall prone.
Any miss with a melee weapon attack results in the dropping
of that weapon.
6 Passed Out You fall unconscious.
Drunk You gain one level of physical and mental exhaustion.
Each
level of Intoxication takes a number of hours to recover from. Recovery
time equals 1d4 per level of Intoxication, minus your Constitution
modifier, minimum 1 hour.
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