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# Nerd Immersion D&D Drinking Contest Rules So first I want to saw that I came up with these rules in 2015. I also can't remember if these were created entirely by me or tweaked/adapted from someone else's rules. First up you'll want to determine what the Constitution save DC is for the alcohol the party is drinking. Adjust up and down according to the type of alcohol they're drinking. Take into consideration any kind of abilities or items the party might have that may affect the rolls (saving throw Boosting items, paladin aura, etc.) I find DC 12-16 is usually a good place to start, but again adjust according to your party. ### "Free Drinks" * You are allowed a number of "free drinks" equal to your Constitution modifier. i.e. if your Con mod is +3, you can go 3 rounds without having to make any saves (there is no penalty for a negative Con modifier) * You can also consider giving a bonus to characters that have advantage on saving throws against poison or resistance to poison damage. I don't think it's necessary, but if your players are asking, consider giving them one additional "free drink" without a saving throw required. ### Drinking Rounds * Once a drinking contest has begun, the players will need to start tracking their "levels of drunkeness * Once a player is out of "Free Drinks", they'll need to make Constitution saving throws for each consecutive drink. * For each failed Constitution Save, that player will gain a level of drunkeness. Once a player reaches level 6 drunkeness, they fall unconscious. ### Levels of Drunkeness 1. Tipsy - Advantage on Charisma saving throws and saves against the frightened condition. Ignore 1 level of exhaustion. 2. Merry - Same as Level 1 however, disadvantage on Dexterity, Intelligence and Wisdom saving throws as well. Ignore 2 levels of exhaustion. 3. Drunk - Disadvantage on all saves and ability checks. Casting spells can trigger Wild Magic Surge. 4. Bladdered - Disadvantage on all attacks, saves and ability checks. Potential memory loss. 5. Falling Down Drunk - Same as Level 4 however, guaranteed memory loss, any movement requires a DC 15 Dexterity saving throw. If you attack and miss you drop your weapon. 6. Passed Out - You gain the Unconscious condition for 2d4 hours.