Determining the “Drunk” condition and how it effects your players.
Drinking is a D&D past time and taverns are probably one of the most frequently sought out locations in most campaigns especially if they are long running due to the needs of players in finding either food, shelter, or in most cases FUN! The rules we use are a guideline that Jenni found a long time ago on the internet and didn’t have an author that she knew of but thought were brilliant nevertheless.
A character or PC can drink the number of drinks as their Constitution modifier with no ill effects. If they are proficient in Constitution they may use that modifier as well to calculate their drink amount. Any additional drinks beyond the calculated amount they take on the first level of intoxication and must make a constitution save against the DC of the level. If they fail the save they take on the next level of intoxication. You can also have stronger alcohol’s have a higher DC as well or have the player use multiple drink points if they want something stronger (and ale is equal to 1 drink while a tot of scotch or whiskey is 2).
For example, a barbarian, proficient in constitution due to the class, has a +2 modifier to his skill and +2 at level 1. Said barbarian can successfully have 4 drinks with no issues. On his 5th drink he enters the first level of intoxication, Buzzed. If he take an additional drink (his 6th) he makes a save against the level’s 10DC. if he succeeds then the barbarian is still Buzzed, if not he enters the next level Tipsy. However, each time the barbarian succeeds the DC, it increases by 1 every drink until he fails or stops. And so on and so forth.
If they do stop drinking, every hour spent not drinking reduces the level of intoxication by one level and a long rest reduces all levels but only gives the benefits of a short rest if Wrecked or Blackout was reached. Also, some races tend to be heartier than others. Larger races like orcs, golliaths, dragonborn, or dwarves (because they’re the alcoholics of the fantasy world) will have advantage on the DC until Tipsy. Medium races like humans, elves, or tabaxi have a straight roll. Small races like halflings, gnomes, and goblins have disadvantage.
Levels of Intoxication
Buzzed – DC10 – You feel good. You still have motor control, but your attention is affected, making concentration spells impossible.
Tipsy – DC12 – You have a sudden sense of euphoria. In addition to not being able to use concentration spells you also have no inhibitions about dancing and singing but performance checks are at disadvantage.
Drunk – DC14 – You have disadvantage on attack rolls and dexterity saves and checks but gain the temporary feat Liquid Courage. Slurred speech and movements prevent you from casting spells properly and you must roll on the wild magic sorcerer magic miss list (phb 104) when attempting to do so.
Wrecked – DC16 – Your movement speeds are halved 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.
Blackout – DC20 – You no longer have controle over your character and any actions until sobriety is reached per the DM’s discretion or rolled on the Carousing List (dmg 128). The player can also roll a DC15 wisdom check to have 1d4 minutes of sudden clarity.
Liquid Courage – When Drunk you gain this temporary feat for 1 hour. You gain a +2 to strength and charisma ability scores, have advantage on fear saves, disadvantage on persuasion rolls, and a -2 to wisdom and intelligence ability scores.
Hangover – Any player reaching the intoxication level of Drunk or higher will wake up with the hung over condition. For 1d10 hours the player is irritable, sensitive in light, and must periodically make a DC14 constitution save to avoid vomiting. They also suffer from the poisoned condition.
Enjoy all you future shenanigans!