Intoxication in Mòrherinn | World Anvil
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Intoxication

You have an intoxication threshold that is equal to half your Constitution score (minimum of 1), once the amount of intoxication points is equal to it or higher, you must roll a Constitution save. The DC is equal 10 + your stage of intoxication + intoxication points above your threshold.
On a failed save, subtract your intoxication threshold from the total and advance to the next stage.
Substances have 6 levels of strength, assuming you are consuming one standard unit of it:

Diluted = 1/2 points of intoxication, based on the level of the original substance
Weak = 1 point of intoxication.
Moderate = 2 points of intoxication
Strong = 3 points of intoxication.
Very strong = 4 points of intoxication.
Deadly = 5 points of intoxication and a Constitution save DC 10 vs automatically falling unconscious for 1d6 x 10 minutes.


 
Stage 0
If you have at least 1 point of intoxication, you automatically are considered to have this stage. You do not receive any penalties from this stage yet, but might gain benefits or drawbacks specific to the substance you took.

Stage 1

You still have motor control, but your attention is affected, you have disadvantage on concentration checks.

Stage 2

You have a sudden sense of euphoria. You gain one temporary Intoxication Feat from the list below based on the substance you consumed.

Stage 3

You have disadvantage on attack rolls and dexterity saves and checks.
To concentrate on a spell, you have to roll a concentration check every turn as if you had taken damage, the DC is equal 10 + your stage of intoxication + intoxication points
Slurred speech and movements prevent you from casting even regular spells properly and you must roll a d6 whenever you do.
  6: Your spell succeeds normally
4-5: Your spell succeeds, but with a 50% chance of causing a minor Wild Magic event. This increase stacks with any other source of Wild Magic.
2-3: Your spell fails, and instead you gain a 100% increase in Wild Magic chance and must immediately roll to determine its effect. This increase stacks with any other source of Wild Magic, potentially triggering a second minor event, or even a major event.
1: Your spell fails entirely and nothing happens.

Stage 4
If you want to move more than half your movement speed, you must roll a d8 to determine which random direction the rest of your movement takes you, and your dexterity, intelligence, wisdom, and charisma scores are temporarily reduced to a score of 5. Also you must periodically succeed a DC14 Dexterity save or fall prone.

Stage 5
You no longer have control over your character and any actions until sobriety is reached per the DM’s discretion or rolled on the Carousing List. The player can also roll a DC15 wisdom check to have 1d4 minutes of sudden clarity.
 

Intoxication Feats



Every time you gain any of these feats, you must succeed on a Constitution check DC 10 + twice your intoxication stage or get 1 point of exhaustion. If your exhaustion level reaches 5, you fall unconscious instead and sleep for at least 8 hours.

Liquid courage

Liquid Courage grants you one of the following effects for 1 hour: roll a d4

1: 5 temporary hit points
2: Advantage on Charisma skill checks.
3: Advantage on saving throws made against fear.
4: xAdvantage on Charisma ability checks.
as well as:
Disadvantage on Wisdom and Dexterity saving throws.
Disadvantage on Intelligence and Wisdom ability checks.      
   

Detoxing and Hangovers

   
You lose 2 points of intoxication every hour unless you continue to consume at least 1 point worth of intoxicating substance, and you lose all of your points when taking a short rest or a long rest.  
Your stage of intoxication is decreased by 2 at the end of a short rest and reset at the end of a long rest. If you have 1 level of exhaustion gained from intoxication and no levels of intoxication, you have a hangover.  
While you’re hungover, you are vulnerable to thunder damage and have disadvantage against being blinded. You lose 4 levels of intoxication from a use of lesser restoration.
You lose your hangover at the end of a long rest or from a use of greater restoration (must be used after exhaustion is cured).  

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