Jester David
Hero
I'm 1/2 done something for the Guild:
Drinking Rules
With the PCs having ready access to alcohol, they may be more likely to imbibe before adventuring or have engaged in frivolity before danger finds them.
Becoming Drunk. Humanoid creatures become drunk after consuming a number of alcoholic drinks equal to their Constitution modifier. While drunk, creatures are poisoned until they take a short or long rest. After a drunk creature completing a short or long rest, they become hungover and gain 1 level of exhaustion.
Passing Out. If a drunk creature imbibes an addition alcoholic beverage, they must make a DC 5 Constitution saving throw. This DC increases by 5 for each subsequent drink. On a failed saving throw, the creature remains drunk until they complete a long rest. If they fail the save by 5 or more, the creature falls unconscious. Others can attempt to rouse an unconscious drunk as an action, which allows the drunk creature to repeat the saving throw, regaining consciousness on a success. Once a creature has fallen unconscious from drinking, they gain an additional level of exhaustion after they complete a long rest.
Drinks
A single drink is considered a pint of strong beer, a glass of wine, or a shot of liquor. Certain types of drink might confer additional effects.
Dwarven Spirits. A dark amber liquid burns all the way down. While poisoned by this drink, you have advantage on saving throws against being frightened.
Dwarf Stout. A beer darker than dirt and so thick it can replace a meal. When you become poisoned by this drink, you gain 1d12 temporary hit points that last until you are no longer poisoned.
Elven Wine. Wood elves favour a dark red while high elves prefer a subtle white. While poisoned by this drink, you have disadvantage on Wisdom saving throws.
Half-orc Moonshine. Homemade and of variable quality, it's best described as tasting like something died of your mouth from spontaneous combustion. While poisoned by this drink, attacks against you have advantage but you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. If you pass out from this drink, you must succeed on a DC 15 Constitution saving throw or become blinded.
Dragonborn Lager. A pale yellow beer renowned for its great flavour while not filling up the drinker. While poisoned by this drink, you must succeed on a DC 12 Dexterity (Acrobatics) check to move in a straight line and have disadvantage on all saving throws to avoid being knocked prone.
Halfling Brandy. Distilled from several different types of fruit, this beverage comes in a wide variety of flavours. While poisoned by this drink, you do not have disadvantage on Charisma checks from being poisoned.
Tiefling Firewater. Distilled from sugar, this liquor ranges in hue from a dark brown to clear. While poisoned by this drink, you charmed by members of desired sex
Drinking Rules
With the PCs having ready access to alcohol, they may be more likely to imbibe before adventuring or have engaged in frivolity before danger finds them.
Becoming Drunk. Humanoid creatures become drunk after consuming a number of alcoholic drinks equal to their Constitution modifier. While drunk, creatures are poisoned until they take a short or long rest. After a drunk creature completing a short or long rest, they become hungover and gain 1 level of exhaustion.
Passing Out. If a drunk creature imbibes an addition alcoholic beverage, they must make a DC 5 Constitution saving throw. This DC increases by 5 for each subsequent drink. On a failed saving throw, the creature remains drunk until they complete a long rest. If they fail the save by 5 or more, the creature falls unconscious. Others can attempt to rouse an unconscious drunk as an action, which allows the drunk creature to repeat the saving throw, regaining consciousness on a success. Once a creature has fallen unconscious from drinking, they gain an additional level of exhaustion after they complete a long rest.
Drinks
A single drink is considered a pint of strong beer, a glass of wine, or a shot of liquor. Certain types of drink might confer additional effects.
Dwarven Spirits. A dark amber liquid burns all the way down. While poisoned by this drink, you have advantage on saving throws against being frightened.
Dwarf Stout. A beer darker than dirt and so thick it can replace a meal. When you become poisoned by this drink, you gain 1d12 temporary hit points that last until you are no longer poisoned.
Elven Wine. Wood elves favour a dark red while high elves prefer a subtle white. While poisoned by this drink, you have disadvantage on Wisdom saving throws.
Half-orc Moonshine. Homemade and of variable quality, it's best described as tasting like something died of your mouth from spontaneous combustion. While poisoned by this drink, attacks against you have advantage but you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. If you pass out from this drink, you must succeed on a DC 15 Constitution saving throw or become blinded.
Dragonborn Lager. A pale yellow beer renowned for its great flavour while not filling up the drinker. While poisoned by this drink, you must succeed on a DC 12 Dexterity (Acrobatics) check to move in a straight line and have disadvantage on all saving throws to avoid being knocked prone.
Halfling Brandy. Distilled from several different types of fruit, this beverage comes in a wide variety of flavours. While poisoned by this drink, you do not have disadvantage on Charisma checks from being poisoned.
Tiefling Firewater. Distilled from sugar, this liquor ranges in hue from a dark brown to clear. While poisoned by this drink, you charmed by members of desired sex