Inebriation
Drinking alcohol can have adverse effects on a person's mind and body each hour a creature can consume drinks whose total alcoholic strength adds up to the Constitution modifier with no effect. For example, a creature with a 3 modifier could drink 3 beers or 1 shot of whiskey within the course of an hour without getting drunk. Example beverages can be seen below.
ALCOHOLIC STRENGTH
| Strength | Beverages |
|---|---|
| 1 | Beer, Ale, Hard Cider |
| 2 | Wines, Champagne, Mead, Sake |
| 3 | Whiskey, Brandy, Gin, Rum |
| 4 | Spirits, Tequila, "Selune-Shine" |
For each drink after this, the creature must succeed on a Constitution saving throw or acquire a level of drunkeness
The DC for the save is (8 + their drunkenness level + the beverage's alcoholic strength) A creature also gains 1d8 temporary points each time they gain drunkeness level the effects of drunkeness are cumulative.
if a creature is smaller than Medium, they make this save with disadvantage. If they are larger than size Medium, or have the Powerful build trait they have advantage. Those Huge or larger can't get drunk by typical amounts of alcohol. Creatures with immunity to poison can't be drunk, and those that have resistance to poison, have advantage on these saves.
DRUNKENESS LEVELS
| Level | Effects |
|---|---|
| 1 | All wisdom(perception) checks have disadvantage |
| 2 | All dexterity saving throws and ability checks have disadvantage |
| 3 | All charisma saving throws and ability checks have disadvantage |
| 4 | The creature becomes "hammered" (see below) |
| 5 | The creature is unconscious and cannot be woken until two levels of Drunkeness have expired |
HAMMERED
While Hammered, drinker's have disadvantage on attack rolls and are subject to an additional special effect. There are 3 option for this randomly determined by the drinker's personality
Happy Drunk
if the drinker is a happy drunk then during this stage they consider everyone around them on the best friends. All jokes are funny. all people are generous and worthy. All charisma checks made against the happy drunk have advantage, and the happy drunk has disadvantage on wisdom(insight) checks.
Sad Drunk
if the drinker is a sad drunk then during this stage of drunkeness they are morose and weepy, lamenting all the bad things that have ever happened to them, to their friends and to the world in general. for the duration of this stage, the drunks speed is only 10ft and the drunk has disadvantage on all ability checks
Angry Drunk
If the drinker is an angry drunk. then during this stage of drunk they are aggressive and bellicose. Whenever a creature speaks to an angry drunk, the drunk must succeed on a DC 10 Charisma swing throw or attack the creature as a reaction.
ALCOHOL POISONING
If the d20 roll for drunkeness save is a 1 the creature suffers the effects of alcohol poisoning. The creature takes poison damage equal to (their Drunkeness level X the beverages alcoholic strength) The creature then vomits violently ending their turn and losing one drunkeness level. The creature is the poisoned until it finishes a short or long rest.
SOBERING UP
After a creature has stopped drinking alcohol, each level of drunkeness takes one full hour to go away. Taking an antitoxin removes 2 levels of drunkeness. Casting restoration on a creature remove all levels of drunkeness.
HANGOVERS
after all drunkeness levels have been lost or following a long rest taken while still drunk, the creatures succeed on a Constituie saving throw with a DC (10 + maximum drunkeness level aquired) or be hungover. while hungover they have disadvantage on Intelligence and Wisdom ability checks, and concentration checks. if a hangover character completes a short rest, they can make their saving throw again and on a success, they shake off the hangover. The hangover ends on its own after another long rest.

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