March 26, 2019

Drinks and Drinking Contests

Rules
Comments from the Finger: I'm still plugging away at things for the Tavern book here on the blog. Hopefully, our loyal patrons don't get upset that I'm writing so much of this in public. At at any rate, all of the magical drinks will be only in the tavern book.

Drunkenness

Getting drunk happens in stages, as one circles the drain toward unconsciousness. Therefore, it is governed by a special condition known as drunkenness, which is measured in 10 levels. A drink can give a creature one or more levels of drunkenness, as specified in the drink's description.

     A creature immune to being poisoned can't become drunk, and one with advantage on saving throws against being poisoned has advantage on saves against becoming dunk as well.
     If an already drunk creature suffers another effect that causes drunkenness, its current level of drunkenness increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of drunkenness as well as all lower levels. 
     An effect that removes drunkenness reduces its level as specified in the effect’s description, with all effects ending if a creature’s drunkenness level is reduced below 1.
     Each hour that passes reduces a creature’s drunkenness by 1 level. Moreover, finishing a long rest drops a creature’s drunkenness to 0. If the creature's drunkenness level was 5 or higher, they instead suffer the poisoned condition (as well as a blinding headache) for 4 hours.

Level Effect
1A pleasant buzz fills your head
2Passive Perception drops by 5
3Coordination wanes: Disadvantage on Strength, Dexterity, and Constitution checks
4Words slur: Disadvantage of Intelligence, Wisdom, and Charisma checks
5Poor balance: Disadvantage on attack rolls and saving throws
6Speed halved
7Attacks against you have advantage
8Falling Over: Unless leaning against something, you fall prone at the end of your turn.
9Vomiting: For 1 minute, you spend your action each turn retching. After this time, your drunkenness level drops by 1.
10Unconsciousness, until the following morning

Drinking Contests

Participants in a drinking contest take turns selecting drinks (or rolling for them randomly), which each participant must then drink simultaneously. Each drink has different Constitution save DCs and impose different levels of drunkenness on a failure. A participant is eliminated when they vomit or fall unconscious.

Nonmagical Drinks
The following beverages are distinguishable from potions, as they include no magical additives.

d20 DrinkCost
1Ale4 cp
2Beer4 cp
3Brandy8 cp
4Cider6 cp
5Coffee2 cp
6Dwarven Ale4 sp
7Dwarven Lager 4 sp
8Dwarven Stout4 sp
9Elven Wine2 gp
10Gin8 cp
11Gnomish Cider4 cp
12Mead4 cp
13Orc's Milk2 sp
14Perry6 cp
15Pixie's Punh1 sp
16Rum1 sp
17Tequila8 cp
18Whisky1 sp
19Wine (common) 6 cp
20Wine (fine)1 gp

Ale
When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Beer
When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Brandy
When you imbibe this fruity spirit, make a DC 14 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Cider
When you imbibe this sweet apple cider, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Coffee
When you imbibe this hot, bitter drink, your exhaustion and drunkenness levels each temporarily decrease by 1 for the next hour. You can only be under the effect of one cup of coffee at a time.

Dwarven Ale
When you imbibe this beer, make a DC 10 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Dwarven Lager
When you imbibe this beer, make a DC 12 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Dwarven Stout
When you imbibe this beer, make a DC 11 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Elven Wine
When you imbibe this lavish elven drink, make a DC 14 Constitution saving throw. On a failed save, you suffer 2 levels of drunkenness and have disadvantage on saving throws against being charmed for 1 hour. You suffer 1 level drunkenness on a successful save and do not have disadvantage.

Gin
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Gnomish Cider
When you imbibe this berry-infused cider, make a DC 9 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Mead
When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Orc's Milk
When you imbibe this warm concoction, make a DC 17 Constitution saving throw with disadvantage. You suffer 3 levels of drunkenness on a failed save, or 2 on a successful save. While foul tasting, the drink provides enough nourishment to sustain a creature for one day.

Perry
When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Pixie Punch
When you imbibe this glittery, sweetened drink, make a DC 13 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Rum
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Tequila
When you imbibe this spirit, make a DC 16 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.

Whisky
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.

Wine
When you imbibe this wine, make a DC 13 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save. Wine comes in two varieties, common and fine, which vary in merits of taste and texture.


9 comments:

  1. I became a patron in order to support all the neat free content you guys put up on the blog so no way in hell I'd be upset about a substantial chunk of the tavern book being available for free.

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  2. "A participant is eliminated when they vomit" -- they also have to wear a hat emblazoned with the words 'cardinal chunder'.

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  3. Now I want spells that make the enemy drunk. The most debilitating of all conditions.

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    1. I can do one better: The Arcane Archive has a spell to give enemies a hangover :)

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  4. Awesome! This is really cool.

    A question: Usually in 5e (as far as I know), advantage on saves vs. poison also gives advantage vs drunkenness (which also helps to explain why dwarves can traditionally drink more than other races). Will you incorporate this rule (maybe as a variant)?

    BTW, have you thought of a Tavern episode in Rock Fall: Everyone Dies to introduce the book?

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    1. It already says that advantage vs. poison gives advantage vs. drunkenness

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    2. Oh! right. I looked for it in the wrong place.

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  5. I know this doesn't apply to this post, but I noticed while rereading Bluetongue that the bag doesn't have a time limit for how long someone can survive in it. I recommend you list a time limit like the bag of holding or else people, like me, will troll their DM's and sneak an entire party into a castle by holding the party in the bag

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    1. Fair point. I'll revisit the bag of holding description and copy it directly; or perhaps, just say that it works like a bag of holding and leave it like that.

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