Alcohol & It's Effects

Alcohol is often a way for people to sit down and relax, to allow themselves to get away from the troubles of life and allow them some comfort in life. This page will not only go over the various (mundane) alcoholic beverages.

Drunkenness
Getting drunk happens in stages, as one circles the drain toward unconsciousness. Therefore, it is governed by a special condition known as drunkenness, which is measured in 10 levels. A drink can give a creature one or more levels of drunkenness, as specified in the drink’s description.

A creature immune to being poisoned can’t become drunk, and one with advantage on saving throws against being poisoned has advantage on saves against becoming drunk as well.

If an already drunk creature suffers another effect that causes drunkenness, its current level of drunkenness increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of drunkenness as well as all lower levels.

An effect that removes drunkenness reduces its level as specified in the effect’s description, with all effects ending if a creature’s drunkenness level is reduced below 1.

Each hour that passes reduces a creature’s drunkenness by 1 level. Moreover, finishing a long rest drops a creature’s drunkenness to 0. If the creature’s drunkenness level was 5 or higher, they instead suffer the poisoned condition (as well as a blinding headache) for 4 hours. Drunk Level 1 = A pleasant buzz fills your head Drunk Level 2 = Passive Perception drops by 5 Drunk Level 3 = Coordination wanes: Disadvantage on Strength, Dexterity, and Constitution checks Drunk Level 4 = Words slur: Disadvantage of Intelligence, Wisdom, and Charisma checks Drunk Level 5 = Poor balance: Disadvantage on attack rolls and saving throws Drunk Level 6 = Speed halved Drunk Level 7 = Attacks against you have advantage Drunk Level 8 = Falling over: Unless leaning against something, you fall prone at the end of your turn. Drunk Level 9 = Vomiting: For 1 minute, you spend your action each turn retching. After this time, your drunkenness level decreases by 1. Drunk Level 10 = Unconsciousness, until the following morning

Drinks
These drinks can be purchased at any inn or tavern in the world. Any Drinks that require a Constitution saving throw can be voluntarily failed.

Ale
Gold Cost : 4cp

When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Beer
Gold Cost : 4cp

When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Brandy
Gold Cost : 8cp

When you imbibe this fruity spirit, make a DC 14 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Cider
Gold Cost : 6cp

When you imbibe this sweet apple cider, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Coffee
Gold Cost : 2cp

When you imbibe this hot, bitter drink, your exhaustion and drunkenness levels each temporarily decrease by 1 for the next hour. You can only be under the effect of one cup of coffee at a time.

Dwarven Ale
Gold Cost : 4sp

When you imbibe this beer, make a DC 10 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Dwarven Lager
Gold Cost : 4sp

When you imbibe this beer, make a DC 12 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Dwarven Stout
Gold Cost : 4sp

When you imbibe this beer, make a DC 11 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Elven Wine
Gold Cost : 2gp

When you imbibe this lavish elven drink, make a DC 14 Constitution saving throw. On a failed save, you suffer 2 levels of drunkenness and have disadvantage on saving throws against being charmed for 1 hour. You suffer 1 level drunkenness on a successful save and do not have disadvantage.

Gin
Gold Cost : 8cp

When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Gnomish Cider
Gold Cost : 4cp

When you imbibe this berry-infused cider, make a DC 9 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Mead
Gold Cost : 4cp

When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Orc’s Milk
Gold Cost : 2sp

When you imbibe this warm concoction, make a DC 17 Constitution saving throw with disadvantage. You suffer 3 levels of drunkenness on a failed save, or 2 on a successful save. While foul tasting, the drink provides enough nourishment to sustain a creature for one day.

Perry
Gold Cost : 6cp

When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Pixie’s Punch
Gold Cost : 1sp

When you imbibe this glittery, sweetened drink, make a DC 13 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Rum
Gold Cost : 1sp

When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Tequila
Gold Cost : 8cp

When you imbibe this spirit, make a DC 16 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Whiskey
Gold Cost : 1sp

When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Wine
Gold Cost : 6cp (common), 1gp (fine)

When you imbibe this wine, make a DC 13 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save. Wine comes in two varieties, common and fine, which vary in merits of taste and texture.