Drinks & Mixing
In this campaign, you can drink and even prepare special alcoholic cocktails that have temporary effects. The effect of any drink lasts for 10 minutes at a time, and a bottle filled with the drink contains six servings. So one person with one bottle of the drink can enjoy the effects for one hour, or up to six people can share one bottle. You can consume one serving of the drink as a bonus action on your turn, but pouring a drink onto another creature's mouth is an action. The effect of the drink ends early if the drinker's hit points are reduced to 0.
However, the heavy alcoholic nature of these drinks comes with a negative side effect. When consuming each serving, the drinker must make a (DC 10 + total amount of servings they have consumed since last long rest) Constitution saving throw, or suffer the drunk-condition for a time equal to the drink's effect on them. Anyone with the drunk-condition has -2 to Armor Class and disadvantage on Dexterity and Charisma checks and saving throws for its duration. Spells like lesser and greater restoration remove the condition, but it will also negate the other effects of the drink. Consuming another kind of drink while under the effect of one also negates the previous drink's effect, except the possible drunk-condition.
Alcoholic Inspiration (DC 20) The drinker can add 1d4 to one attack roll, saving throw or ability check they make each round. They can wait until after they roll the d20 to use the inspiration die, but must decide before the DM announces the result. Ingredient: 10 gold worth of powdered silver.
Berserker Booze (DC 15) The drinker can make a melee attack as a bonus action each turn. When the effect ends, they suffer one level of exhaustion. Ingredient: bear blood.
Critical Shot (DC 15) When making an attack roll, the drinker will make a critical hit with a roll of 19 or 20, but also have a critical miss with a roll of 1 or 2. Ingredient: bitter molasses.
Dragon's Breath (DC 20) The drinker can replace one of their attacks each turn to breathe fire on a target in front of them with a 5 ft. reach. The target must make a Dex save (DC = 8 + your Constitution modifier + proficiency bonus) or take 1d10 fire dmg, halved if successful. This breath also burns the target if it failed the check, causing 1d10 fire dmg at the end of each of its turns until an action is made to douse the flames, and ignites flammable objects not worn or carried. Ingredient: dragon pepper.
Dwarven Ale (DC 12) The drinker gets advantage on saving throws against being poisoned and becomes resistant to poison damage. If the drinker is a dwarf, they become immune to both instead. Ingredient: dwarven gruit
Elvish Coffee (DC 12) The drinker gets advantage on saving throws against being charmed and can't be put to sleep by magic. If the drinker is an elf, they become immune to being charmed instead. Ingredient: elven coffee beans
Fisherman's Friend (DC 12) The drinker can breathe underwater and gains a swimming speed equal to their walking speed. Ingredient: firefish oil.
Frost Slushee (DC 20) The drinker can replace one of their attacks each turn to exhale freezing air on a target in front of them with a 5 ft. reach. The target must make a Dex save (DC = 8 + your Constitution modifier + proficiency bonus) or take 1d8 cold dmg, halved if successful. This breath also reduces the target's speed to 0 until the end of their next turn if they fail the save. Ingredient: permafrost ice cube.
Gelatinous Cup (DC 12) The drinker's body becomes ooze-like, and they can move through a space as narrow as 1 inch and climb difficult surfaces including ceilings without making an ability check. Ingredient: lump of ooze.
Goodberry Gin (DC 12) Restores 1d4 hit points to the drinker at the start of each turn as long as the drinker has more than 0 hit points. Ingredient: 10 goodberries.
Goodnight Wine (DC 20) The drinker falls unconscious upon consuming this drink, and if they remain unconscious for 10 minutes without awakened by damage or an action, they wake up with having gained the benefits of a short rest. Ingredient: poppy seeds.
Halfling's Luck (DC 15) When the drinker rolls a 1 on an attack roll, saving throw or ability check, they can reroll the die and must use the new roll. Ingredient: four-leaf clover.
Jolly Jumper (DC 12) The drinker's jumping distance is tripled for the duration. Ingredient: harengon carrot
Mana Colada (DC 12) The drinker can cast a ritual spell as an action each turn without spending a spell slot, instead of taking the usual time to cast rituals. Ingredient: manamaranth flower.
Mimixer (DC 12) The drinker can use an action to transform into the shape of an inanimate object of roughly same size as their body (such as a chest or an armchair), and back as a bonus action. Ingredient: mimic tongue.
Mind Flare (DC 12) The drinker can communicate telepathically with any other creature that has drank the same drink within 60 ft distance. The creatures have to share a language to be able to understand each other. They also learn each other's surface thoughts. Ingredient: myconid spores.
Pixie Spritzer (DC 20) The drinker has flying speed equal to their walking speed and can hover, and constantly leave a trail of harmless glitter and sparkles while flying. If they are in the air while the effect ends, they fall. Ingredient: fairy dust.
Punch-Drunk Punch (DC 20) The drinker gains advantage on melee attack rolls. They also automatically fail the saving throw to become drunk. Ingredient: demon ash.
Will-o'-Whiskey (DC 15) The drinker's body becomes translucent, and they can move through other creatures and objects as if they were difficult terrain. They take 1d10 force dmg if they end their move inside an object, and if the effect ends while they are inside an object, they die instantly. Ingredient: gloomrose petals.
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