DRUNK RULES FOR 5E
BENEFITS AND REPERCUSSIONS FOR AN EVENING OF REVELRY
@uitp
5DRUNK RULES
ANicut CaP
‘After a day of adventuring, nothing beats a strong drink with
fiends new and old to help unwind, settle in, and get.
comfortable
Before a long rest, a character may consume a number of
drinks less than or equal to their Con modifier. Doing so
calms and relaxes them, allowing a deeper and more restful
night's sleep.
Until morning, their Passive Perception is reduced by 5,
but they wake feeling more rested and rejuvinated, gaining
146 temporary hit points,
‘Tirsy
drink to make other people more interesting.
When a character has consumed a number of drinks equal
to their Con modifier +1, they are tipgy.
+ Iftheir charisma modifier is positive, they may make
charisma checks with advantage.
+ Their passive perception is reduced by 5, and they have
disadvantage on dexterity checks.
Drunk
Teel bad for people who dont drink When they wake up in
the morning, that’s as good as they're going to feel all day
Once a character has consumed a number of drinks equal
to twice their Con modifier, they are “drunk”
= Allattacks they make become a straight coin lip. All
modifiers are ignored. Their attacks are a critical success
‘on "heads" and a critical failure on “ails”
+ Their passive perception is reduced by 10, and they have
disadvantage on dexterity checks.
+ Every hour they're drunk, rolla DC § Con save. On a
failed save, you fall asleep wherever you are. The save
difficulty increases by 5, every subsequent hour, until they
fall asleep.
+ When they awaken, sufer 144-1 level of hang over
‘WasrED
Time is never wasted when you're wasted all the time.
Consuming a number of drinks in excess of twice their
Con modifier leaves a character “wasted”
+ Alltheir rolis are replaced
either a critical success, on
"ale
Attack rolls against the character have advantage, and are
replaced with coin flips. They result in aertical success
‘on heads, and fail on tails
+ The character's passive perception is reduced by 10, and
they have disadvantage on dexterity checks. Deception,
persuasion, and atealth checks they make automatically
fail
* Every hour they're drinking roll a DC 10 Con save. On a
failed save, they fall asleep wherever they are. The save
difficulty increases by 5 every subsequent hour, until they
fall asleep.
When they awaken, they suffer dé] level of hangover
ith coin flips. They result in
-ads" or critical failure on
HANGOVER
Always do sober what you said you'd do drunk. That will
teach you to keep your mouth shut.”
‘Hangover levels are equivelent to levels of exhaustion, but
resolve more quickly. From the time a ereautre wakes up, one
level of hangover is reduced every 2 hours they are awake, so
Jong as they are consuming water.