Drinking (5e Variant Rule)
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You have an intoxication threshold that is equal to your Constitution score +1. Once a player reaches this threshold they are granted "Liquid Courage".
Drinks have 6 levels of strength:
- Watered = It's watered down, requires 2 to gain 1 level of intoxication.
- Weak = 1 level of intoxication.
- Moderate = 2 levels of intoxication.
- Strong = 3 levels of intoxication.
- Very strong = 4 levels of intoxication.
- Deadly = 5 levels of intoxication and a Constitution save DC 10 vs automatically falling unconscious for 1d6 x 10 minutes.
Liquid courage grants you one of the following effects for 1 hour: roll a d4
- 5 temporary hit points
- Advantage on Charisma skill checks.
- Advantage on saving throws made against fear.
- Advantage on Charisma ability checks.
as well as:
- Disadvantage on Wisdom and Dexterity saving throws.
- Disadvantage on Intelligence and Wisdom ability checks.
After the Threshold
Furthermore, you must make a Constitution saving throw save after each drink consumed past their threshold. The DC is equal 8 + the strength of the drink + your level of exhaustion. If you fail, you gain one level of exhaustion. If you fail the save by 5 or more, you fall unconscious for 1d4 hours.
Detoxing and Hangovers
- Your levels of intoxication are 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).