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# Jester's Drinking Rules ##### If you can't be sane, you can at least be drunk
## Drinking Rules #### Alcohol Tolerance Not everyone is equal in their ability to hold their liquor. How this works is that when drinking, if the intoxication save is not yet equal to your Alcohol Tolerance then you do not make any Intoxication saves and remain sober. Your Alcohol tolerance is equal to 10 + constitution modifier. When making your first intoxication save, you instead make it as if its equal to having your first drink. #### Intoxication Save (Con save) All drinks have an intoxication save equal to 8 + their alcohol content modifier. Intoxication saves are cumulative based on the alcohol content of drinks you had, but only if you had fail the saving throw. By failing a save you go up one level of intoxication. By failing an intoxication save by 8 or more you go up 1d2 intoxication levels instead, if this brings you to dying you are instead shitfaced (Though while shitfaced it can bring you to dying, see pg 2). > EX 1: You drink an ale with a modifier of +1, the save is 9. You drink two more passing your saves, and go for a fourth, the save is 10; you fail this save by 1 and now go up 1 level of intoxication. ### Going down levels and hangovers If an hour goes by without having consumed any more alcohol you go down one Intoxication level. If taking a long rest or sleeping, or remaining unconscious for 3 or more hours when on level 4 intoxication (or on a higher level) you wake up with a hangover. Hangovers last for 3d4 hours. ### Black out Drunk While black out drunk the DM rolls on a carousing table, if one is black out drunk during combat or in a situation where one cannot roll on a carousing table, you instead do not remember what transpired from when you became blackout drunk to when you pass out. ##### Poison Resistance and Immunity If one has resistance to poison, they gain advantage to saves against alcohol. If one has Immunity they cannot get drunk
##### Variant Intoxication Save Rule It is encouraged to increase the Intoxication Save DC by 1 for every success for players whose con saves would not mechanically allow them to get drunk.
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## Drinks The consumption of alcohol will be measured in 4 oz. increments or "drinks". The following are examples of typical containers one might use to hold or drink alcohol from. | Container | Capacity | Number of drinks | |:---:|:-----------:|:-----------:| | Shot (Special) | 1.0 oz. | 1/2 Drink | | Double Shot | 2.0 oz. | 1 Drink | | Vial | 4.0 oz. | 2 Drink | | Hip Flask | 8.0 oz. | 4 Drinks | | Tankard | 1 pint (16 oz.) | 8 Drinks | | Bottle | 1.5 pints (24 oz.) | 12 Drinks | | Waterskin | 4 pints (64 oz.) | 32 Drinks | | Jug | 1 gallon (8 pints[128 oz.]) | 64 Drinks | | Barrel | 40 gallons (320 pints[5,120 oz.]) | 2560 Drinks | ##### Shot When drinking only 1 ounce, the alcohol content modifier is considered halved (rounded up) ### Alcohol Content Mod Drinks can have alcohol mods ranging from 1 to 9 which is based on their alcoholic content. | Modifier | Alcohol Content | Liver Damage | |:---:|:-----------:|:-----------:| | 1 | 4% - 6% | 1 | | 2 | 7% - 12% | 1 | | 3 | 13% - 19% | 1 | | 4 | 20% - 39% | 2 | | 5 | 40% - 69% | 2 | | 6 | 70% - 86% | 2 | | 7 | 87% - 92% | 3 | | 8 | 93% - 96% | 3 | | 9 | 97% - 100% | 3 | \pagebreak ## Intoxication levels As you drink and fail saves you will go up intoxication levels, these levels each have effects, and each effect stacks, meaning you are affected by your current level as well as lower levels . Each levels corresponding effects disappear upon going down an intoxication level unless specified. ### Intoxication Effects #### (-1) Hungover * You have -3 to ability checks, * You gainin sunlight sensitivity * Disadvantage on concentration saving throws due to migraines. ##### Sunlight Sensitivity: While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. #### (0) Sober * You are under no effects of alcohol. #### (1) Buzzed * You gain +1 to Charisma checks. * Disadvantage on saving throws against being charmed. #### (2) Jazzed * You gain advantage on Charisma checks with beings who are inebriated. * -1 reduction to your Intelligence Score. #### (3) Tipsy * You gain advantage on saving throws against dread and being frightened. * You gain disadvantage on Charisma checks with beings who are not inebriated . * You Gain disadvantage on Dexterity checks and saving throws. * -1 reduction to your Intelligence Score. #### (4) Drunk * You gain advantage on Strength checks and saving throws. * Ignore two levels of dread, unless you are at dread level 7. * When using the Dash action you must succeed on a Dexterity saving throw equal to 15 or fall prone. * You gain Disadvantage on Intelligence Checks and saving throws. * -1 reduction to your Intelligence score. #### (5) Blitzed * As a bonus action, you may Roll any number of your hit die, you gain temporary hit points equal to the rolls. These hit die are consumed until you take a long rest or a similar effect restores them. * You gain resistance to psychic damage, and if you are already resistant you are instead immune * Your hit points are considered halved for use of the sleep spell and similar effects. * Your movement speed is halved. * -1 reduction to your Intelligence score. \columnbreak #### (6) Shitfaced * You gain resistance to bludgeoning, piercing and slashing damage from non magical sources. * Roll a d6: on a 1-3 you fall unconscious for 3d4 hours; on a roll of 4, you remain conscious; on a roll of 5-6 you are blackout drunk and remain conscious for 1d4 hours, after which you fall unconscious for 3d4 hours (see blackout drunk on pg 1). * During combat at the start of your turn roll a d4; on a 1, you fall prone; on a 2, you are stunned until the start of your next turn; on a 3, you vomit uncontrollably, losing your bonus action and your current square becomes difficult terrain; on a 4, there is no additional effect. Unless you are stunned, you continue your turn as normal. * If you continue to drink alcohol while shitfaced you take 1 hit die of poison damage. * If you fail your Intoxication saving throw while shitfaced, roll another d6 and use the corresponding result. In addition if you fail the saving throw by 13 or more, you move up to the dying stage. #### (7) Dying [alcohol poisoning] * You drop to 0 hit points and make death saving throws as normal, as well as losing all benefits from intoxication levels until you awaken * If you do live you take a permanent reduction to your Constitution score from the corresponding liver damage table, if this reduction brings your constitution to 1 or 0 you die of liver failure. Though, this can heal over time, healing 1 point of constitution every (2)1d4 weeks, or a spell such as regenerate can heal the liver damage. ##### Footnotes *Alcohol Tolerance 10 + Con Mod Can Drink without needing to save so long as the Alcohol tolerance save is equal to or greater than the Intox Save. *Intoxication Save 8 + Alcohol Content Mod (Mod is cumulative per drink failed) Save for strength of alcohol *Going up or down levels + Hangovers Takes an hour to go down a level. If you asleep for 3 or more hours for at level 4 or higher you wake up with a hangover. *Poison resistance + Immunity Resistance gives advantage on Intox Saves, Immunity means you cant get drunk at all. (Stay sober) *Black out Drunk DM Rolls on the carousing table if possible, if not then you can't remember what happened from when you became black out drunk to when you passed out. \pagebreak ### Indepth Drinking Example Your character has constitution modifier of 4. Thusly making your alcohol tolerance 14 (10 + 4). You have a drink that has an alcohol modifier of 4, making the intoxication save 12 (8 + 4). You take a drink, but because its save is less than your tolerance you are not require to make a save, automatically succeeding (though this does not mean the intoxication save does not increase). You go for a second drink, the intoxication save is 16 (8 + 4 [From previous drink] + 4 [from your current drink]). Now you must make an intoxication (constitution) saving throw. You succeed, therefore the intoxication save for your third drink is still 16 because you did not fail the save. You are still currently sober. You go for your third drink and succeed again, keeping the dc at 16. You are still sober. You go for your fourth drink and fail, you are now buzzed. and because of your failure your save is now 20 (8 + 4 [From first drink] + 4 [from your second drink] + 4 [from your 1st failure]). You go for your fifth drink the DC is 20, you fail this roll by rolling a 10 and now instead go up 1d2 intoxication levels, becoming either jazzed or tipsy. Because of your second failure, your intoxication save DC is now 24 (8 + 4 [From first drink] + 4 [from your second drink] + 4 [from your 1st failure] + 4 [from your second failure]). Now you decide to take a drink from something with a lower alcohol content, a +1 ale. Your save is 24. You take a drink from the +1 ale, and fail. Now the save for your next drink is 25 (8 + 4 [From first drink] + 4 [from your second drink] + 4 [from your 1st failure] + 4 [from your second failure] + 1 [From your third failure]). ### Variant Rule: Spell and Attack disadvantage While one is at the Tipsy Stage and on higher intoxication levels, they make attack rolls with disadvantage. Additionally while one is drunk and on higher intoxication levels they must make DC 10 constitution saving throw, or the spell fails.
##### Credited Original Mechanics /u/cipath Rules and concepts revised from /u/theapoapostolov [(Hard Grit Rules)]( https://www.reddit.com/r/UnearthedArcana/comments/ac50ma/hard_grit_v3_43_pages_of_dd_rules_for_hardboiled/ "title") /u/FTW_Yall [(Drinking and inebriation)](https://www.reddit.com/r/UnearthedArcana/comments/8vcjmo/drinking_inebriation_for_5e/ "title")
\columnbreak ### Variant Rule: Too many effects If you are the type of DM that feels overwhelmed by all effects of drinking, you could always roll a die corresponding to the effects for each level to determine the effect that the intoxicated character receives. ### Variant Rule: Liver Damage If you would like for some more grit involved with your drinking, perhaps take the live damage variant rule. Instead of taking liver damage from the Dying Stage, it is instead removed. In place of this, failing your intoxication saving throw by 15 or more when you are progressing from the Drunk, Blitzed or Shitfaced stage gives you a level of liver damage (which corresponds to the alcohol content modifier [See the table on pg 1]). #### (1) Minor Liver Damage * Each time you complete a long rest, you must succeed at a Constitution saving throw DC 12 or gain the poisoned condition until you complete a long rest. * Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage per liver damage modifier. * Anytime you drink alcohol or take another drug, you take 1d4 poison damage per liver damage (to a maximum of 3). * This minor liver damage can heal over time, healing 1 point every 2 (1d4) weeks, or Magic such as the regenerate spell can cure your minor liver damage. If you heal your liver damage, and bring your liver damage mod to 0, you have a healthy liver again. #### (2) Major Liver Damage * Each time you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. * Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage per liver damage modifier. * Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage per liver damage modifier (to a maximum of 5). * This major liver damage can heal over time, over the course of 2 (1d4) weeks, or Magic such as the regenerate spell can cure your major liver damage, reducing it to Minor liver damage. #### (3) Severe Liver Damage * Each time you complete a long rest, you must succeed at a Constitution saving throw DC 20 or gain the poisoned condition until you complete a long rest. * Additionally, whenever you take poison damage, you take an additional 4 (1d8) poison damage per liver damage modifier. * Anytime you drink alcohol or take another drug, you take 4 (1d8) poison damage per liver damage modifier (to a maximum of 6). * This severe liver damage can heal over time, healing over the course of of 2 (1d4) weeks, or Magic such as the regenerate spell can cure your severe liver damage, reducing it to Major liver damage. \pagebreak ### Variant Rule: Addiction If you want to include alcohol addiction in your games. Here is a way to implement it. ##### Steps 1. When someone drinks roll a d8. 2. On a roll of 7-8, make the player roll a constitution saving throw equal to 8 + the alcohol content modifier of the drink (Or DM decides the exact DC). 3. On a failure the player is now addicted to alcohol 4. Once addicted do not roll another d8 for at least 24 hours (or don't) 5. Once this time has passed if/when the addict imbibes alcohol again, start from step 1 again until step 4 and repeat. ##### Progression When one fails another addiction save, their addiction level increases. This process repeats until they come cured of their addiction, or until the worst happens. ### Addiction Effects Alcohol addiction has 3 levels, Casual, Moderate and Severe, it also has corresponding withdrawal effects for when one is not under the effects of alcohol. It is also encouraged to make an addicted character make a wisdom save ***(equal to 10 + withdrawal modifier [see withdrawl])*** when in the presence of alcohol or if they have the ability to acquire it, On a failed save, the creature does everything it can to feed its addiction. #### Casual addict * Addiction level advances on a roll of 7-8 #### Moderate Addict * Addiction level advances on a roll of 6-8 #### Severe Addict * Addiction level advances on a roll of 5-8 #### Overkill * The Character receives a permanent 1d2 reduction to their intelligence. * Is this reduction brings a characters intelligence to 1, they fall into a coma. ### Withdrawal Effects A character suffers from withdrawal, until it reaches a specified Intoxication Level. A haracter suffers its current level of Withdrawal and as well as lower levels, #### Casual Withdrawal The character suffers from these effects until it is drunk. * Disadvantage on ability checks while in withdrawal. +2 to the DC of saving throws against addiction to this substance. +1 to the DC of saving throws to resist giving in to addiction while in withdrawal. * Every 24 hours a severely addicted character takes an eighth of their hit die of psychic damage that cannot be negated (This is changed at level 2). #### Moderate Withdrawal The character suffers from these effects until it is blitzed. * Disadvantage on attack rolls and saving throws while in withdrawal. +3 to the DC of saving throws against addiction to this substance. +1 to the DC of saving throws to resist giving in to addiction while in withdrawal. * After 7 days without alcohol , a moderately addicted character suffers from negative effects of Intoxication Level 4 as well as lower levels. * Every 24 hours a severely addicted character takes a quarter of their hit die of psychic damage that cannot be negated (This is changed at level 3). #### Severe Withdrawal The character suffers from these effects until it is shitfaced. * Inability to concentrate while in withdrawal. +5 to the DC of saving throws against addiction to this substance. +3 to the DC of saving throws to resist giving in to addiction while in withdrawal. * After 48 hours without alcohol a severely addicted character suffers from negative effects of Intoxication level 4 as well as lower levels. * Every 24 hours a severely addicted character takes half their hit die of psychic damage that cannot be negated. ### Curing Addiction There are a number of ways one can overcome their addiction. Listed below are the ways each addiction level can be cured. #### Casual Cure * If a character does not drink alcohol for a period of 7 days, or is unable to it becomes cured of its addiction and becomes a recovering addict. * Lesser restoration cast on the Character. #### Moderate Cure * If a character does not drink alcohol for a period of 14 days, or is unable to, it becomes cured of its addiction and becomes a recovering addict. * Greater restoration cast on the Character. #### Severe Cure * If a character does not drink alcohol for a period of 30 days, or is unable to, it becomes cured of its addiction and becomes a recovering addict. * Greater restoration cast on the Character. ### Recovering Addict * After being cured of their addiction, they are affected, for a period of 3d4 months the character may have to make a DC 12 wisdom save when in the presence of the Alcohol. On a failure the character will attempt to acquire the substance, and use it if they have the opportunity and if doing so will not put them in immediate danger. They may repeat their save after each long rest, they succeed automatically if they cannot access it. They have disadvantage on their save if they are under stress. * The Recovering Addict condition is removed after the months are up, but an addict is never truly “cured”— the DM may call for a temptation roll at their discretion any time the former addict is suffering or recently suffered conditions of extreme stress.