Awesome Stuff, All the Time
Drinking Alcohol
When a character consumes a drink:
- Constitution Save begins at DC 5, increasing by +1 per drink.
- The DM may increase the DC further for strong or exotic brews.
- Alcohol is considered a poison for resistances and racial traits.
- Failing the save advances the drinker along the 10 stages of intoxication.
- Failing by 5 or more → advance 2 stages.
Drinking Levels
| Stage | State | Benefits | Penalties |
|---|---|---|---|
| 1 | Sober | Clear mind, full control. | None. |
| 2 | Buzzed | +1 to Charisma checks. | None. |
| 3 | Tipsy | Advantage on Persuasion & Performance. | 1 to Initiative. |
| 4 | Drunk | Advantage vs Fear & Charm saves. | Disadvantage on Intelligence & Wisdom checks/saves. |
| 5 | Rowdy | +1d4 melee damage. | Disadvantage on Dexterity saves & ranged attacks. |
| 6 | Sloshed | Immune to Frightened. Gain 5 temp HP. | Speed halved. Disadvantage on Dexterity checks/saves. |
| 7 | Wasted | Melee critical hits deal +1 extra die. | Disadvantage on all attack rolls. |
| 8 | Hammered | Advantage on Death Saving Throws. | Vulnerable to psychic damage; hallucinations possible. |
| 9 | Obliterated | Ignore 1 damage die per turn. | Disadvantage on everything except Con saves. |
| 10 | Blackout | 1 round: immune to fear, charm, pain, and death saves. | Then fall unconscious 1d4+2 hrs. Vulnerable while out. |
Drinking Contest
- Each round = new drink → roll Constitution Save.
- Fail = advance 1 stage. Fail by 5+ = advance 2 stages.
- At Stage 10, instant blackout.
Surrendering the Contest
- Players may quit anytime.
- NPCs usually surrender by Stage 4+.
Tactical Influence
- Use Deception to bluff sobriety.
- Use Intimidation to pressure opponents.
- Success can influence whether rivals keep going or give up.
Drinking Mishap Table (d100)
Whenever a character fails a drinking save by 10 or more, roll on this table:
| d100 | Mishap |
|---|---|
| 01–05 | Immediately vomit. Lose your next round/turn. |
| 06–10 | Hiccup uncontrollably. Disadvantage on Charisma checks 1 hr. |
| 11–15 | Fall off chair/stool. Become prone. |
| 16–20 | Start loudly singing. Performance DC 12 or annoy the crowd. |
| 21–25 | Slur insults at ally. Persuasion DC 13 to calm them. |
| 26–30 | Stumble into a table, spilling drinks. Possible brawl. |
| 31–35 | Headbutt your mug. Take 1 bludgeoning damage. |
| 36–40 | Spill drink all over yourself. |
| 41–45 | Challenge random NPC to arm-wrestle. |
| 46–50 | Mistake ally for enemy. Swing wildly (no damage). |
| 51–55 | Embarrassing gas. Disadvantage on Charisma checks 1 hr. |
| 56–60 | Shout a terrible secret aloud. |
| 61–65 | Wander off and forget you’re competing. |
| 66–70 | Get overly affectionate. Hug nearest person. |
| 71–75 | Collapse on the table. Contest ends. |
| 76–80 | Break your mug/tankard. |
| 81–85 | Try to juggle mugs. Dex DC 14 or drop them. |
| 86–90 | Vomit into someone else’s drink. |
| 91–95 | Flirt with someone inappropriate. |
| 96–100 | Blackout immediately. Skip to Stage 10. DM decides consequences. |
