Effects of Drink in The Terrene | World Anvil
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Effects of Drink

Types of Drink

The ultimate effects of alcohol are the same regardless of type. The only real difference is in the potency of the drink.

  • Beer - regardless of the type (Ale, Lager, Stout), a standard 8 oz beer is 1 a unit of alcohol
  • Wine - this includes standard sizes of port, brandy, and mead, and is 2 units of alcohol
  • Liqueurs - Any flavored spirit, 2 units of alcohol
  • Spirits - except for heavy spirits, 2 units of alcohol
  • Heavy spirits - highly distilled, often contaminated with wood alcohol, 3 units of alcohol

Effects of Alcohol

Humanoids are affected in similar ways to each other. The major difference is that small humanoids have a -1 to base drinks. Base drinks are 2+CON modifier (minimum 0). Once past the base, each unit of alcohol begins to have effects on the consumer. Alcohol level is reduced by half the constitution modifier, rounded down, per hour (minimum 1). Vomiting eliminates the preceding drink. The following table describes the effects:

Alcohol Level Effects
Baseline None
2 Drunken Charm, Insightful Drunk
3 Addiction Point
4 Feel No Pain, Clouded Judgement
5 Stumbling Drunk
6 Slurred Speech
7
8 I Love You Man, I Hate You Buddy
9
10 Keep It Together
11
12 Alcohol Poisoning

Drunken Charm: Starting at level 2, each time you roll a charisma check with a new person, roll a d4. If the roll is below the drunken level, roll all charisma check with that person with disadvantage. Otherwise, roll with advantage.

Insightful Drunk: At level 2 and 3, insight checks are made with advantage. However, the DM will make a secret check, and at level 2, 25% of insights will be false, while at level 3, 50% will be false.

Addiction Point: At levels 3 and 6, the player gains an addiction point, and at levels 9 and every 3 levels thereafter they gain an additional 2. When the first addiction point is gained, the DM rolls 6d6, and secretly records the result as the Addiction Likelihood Number. If the player reaches their ALN, they become addicted to alcohol. ALNs drop by 2 every day without alcohol.

Feel No Pain: At level 4 through 6, gain advantage on strength checks and 2d4 temporary hit points. The temporary hit points are lost if you drop below level 4 or go above level 6.

Stumbling Drunk: At level five, get disadvantage on all Dexterity checks and savings throws, and lose any Dexterity armor class bonuses. For each level above, an additional -1 to any rolls involving Dexterity.

Slurred Speech: Disadvantage on all Charisma related rolls. You become unable to speak in any language other than your native tongue.

I Love You Man, I Hate You Buddy: Drunken Charm ends. Anyone you talk to the first time after level 8, roll a d4. On a 1 or 2, you are under the effects of Friends with that person. On a 3 or 4, you cannot tolerate them, and must either leave or attack.

Keep it together: You are on the verge of either vomiting or passing out. Make a CON save at DC 15. If you fail by an even number, you vomit. If you fail by an odd number, you pass out and become unconscious. The DC of the save goes up by 1 with each unit of drinking, until you are sober. You must make the save every 15 minutes, or every time you drink.

Alcohol Poisoning: Take 1d8 poison damage, and gain the poisoned condition for the next 24 hours. You vomit, then pass out.


Cover image: by Chance Rose

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