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How To Use

Lifestyle
And Alcohol Effects

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Maxwell Landolphi and published under the
Community Content Agreement for Dungeon Masters Guild.

Designed by: Maxwell Landolphi


Written by: Maxwell Landolphi
Edited by: Maxwell Landolphi

Cover Illustrator: Pending


Interior Illustrators: Pending

Credits ............................................ 2 Chapter 1: Lifestyle ......................... 3


Table of Contents............................ 2 Chapter 2: Alchohol Effects ............. 5

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What is lifestyle:

Lifestyle is the manner in which a character chooses to live of which there are seven
choices. The lifestyles and their expenses are explained in the Player’s Handbook part 1 page
157-158, and the choices are wretched, squalid, poor, modest, comfortable, wealthy, and
aristocratic. The conditions the character lives in increases along with the cost per day of living
that lifestyle.

Why use lifestyle rules:

Lifestyle is good for games with a lot of down time between adventures, for instance a
game where the adventure happens once a year. This kind of game could benefit from the role
play of the characters talking about their experiences during their time away from the party.
Games that take place entirely within a city could benefit from this as it gives players a specific
place to live and perhaps friends and enemies based on where they live. For games in which
the party is frequently working for guilds or other higher ups, lifestyle signifies the party being
cared for by their benefactors. In several of the books it is referenced that organizations such as
patrons from Tasha’s cauldron of Everything or the acolyte background gives the player free
shelter with specific groups. These rules would be useful for a party that travels so that they
have a base of operations in places that are overseen by their patron.

Lifestyles can give dms an idea about what kind of rivals/allies the characters have. Those in
wretched communities are hated by everyone above them for their perception of being
layabouts and drains on society, or they are taken pity upon by the more charitable members of
the populace. People in squalid conditions are packed in with desperate and possibly crazy
people who have trouble just scraping by, of which they may become the targets of zealots who
believe they spread disease or are taken in by rebel leaders who need people eager for change.
Those living in poor conditions are rubbing shoulders with thieves and other disreputable or
violent types for whom the line between friend and foe is always thin at best. People living in
modest conditions reside in safer locations and have a higher class of peers like priests who
want the characters to do religious work, make holy donations, or possibly join in some unholy
ritual. Living in comfortable conditions means you've got your own home and are neighbors with
important merchants who may or may not rope you into shady dealings, and military officers that
may aid you, or involve you in a coup. Wealthy conditions means you live within a spacious
home and probably have servants of your own, who may resent you or be infiltrated by your
enemies, and nobility consider you an equal, or actively try to ensure you don’t become their
equal. Lasty the aristocratic lifestyle in which you will be living in a mansion or suite with
luxurious amenities and will be invited to gatherings of the most powerful people of high society,
this allows for high class political maneuvers and provides enemies that you can’t fight your way
through. Overall, these rules bake in additional roleplay and a base for the player.

Optional rules: Lifestyle Repercussions

Living in certain conditions grants you mechanical benefits and detriments. These effects
do not stack. If you go two weeks of not living in the specific conditions you lose those effects.
Mechanics that reference the upper class affect npcs that live in comfortable conditions or
higher. Authors note, unlike my usual rules I have yet to try these out so feel free to ignore or
alter them and speak with your players about them before implementation.

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Living in wretched conditions leaves you in the open to the elements and disease of the world.
After spending 30 days living in these conditions gives you 1 point of exhaustion, and you have
disadvantage in social encounters with members of the upper classes, but you also add 1d6 to
your stealth checks. Resting in wretched conditions only reduces your exhaustion level to 1.

Living in squalid conditions leaves you in packed and dirty environments. After spending 30
days living in these conditions gives you disadvantage on constitution saving throws, and you
have disadvantage in social encounters with members of the upper classes, but you do add 1d6
to persuasion with npcs who also live regularly under these conditions or lower.

Living in poor conditions leaves you protected, if not comfortable. After spending 30 days in
these conditions gives you disadvantage on saving throws against disease, you have
disadvantage in social encounters with members of the upper classes, but you also have
advantage in social encounters with npcs who also live regularly under these conditions or
lower.

Living in modest conditions means you've got your own room and aren’t going hungry. After
spending 30 days in these conditions, you have the choice between 1d6 added to deception
checks and 1d6 subtracted from persuasion checks, or the reverse.

Living in comfortable conditions means that you finally go to bed safe and wake up rested. After
spending 30 days in these conditions, you can ignore one point of exhaustion you gain, you can
add 1d6 to persuasion checks you make with those living in equal or lower conditions, but those
in conditions above you consider you a threat and you have disadvantage with social checks
made against them.

Living in wealthy conditions means you are well taken care of. After spending 30 days in these
conditions, you can ignore one point of exhaustion you gain, you can add 1d6 to persuasion
checks you make with those living in equal or higher conditions but have disadvantage against
those in lower conditions then yours.

Living in aristocratic conditions means you are rich and powerful in your own right. After
spending 30 days in these conditions, you add 1d6 to persuasion, and deception checks, but
have vulnerability to poison damage.

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A table for the cost of food, drinks and lodging is in the Player’s Handbook on page 158.

Once you become intoxicated you have a 50% chance of failing to cast any spell with a vocal or
somatic component. The time spent intoxicated is lowered by one-hour times your constitution
modifier. If you gain 5 levels of exhaustion while intoxicated you become incapacitated instead
of dead. You can choose to fail any of the saves.

Ale: --------

Gallon: A gallon of cheap ale will take a lot to get you properly drunk. It takes an entire hour to
drink the whole thing. After drinking the creature must roll a constitution saving throw dc10, or
become intoxicated. While intoxicated by this drink the creature suffers from one point of
exhaustion and gains a plus 1 bonus to one of the creature's ability modifiers chosen by the dm
for the next 1d6 hours.

Mug: A mug of the good stuff, well the better stuff at least. It takes a tankard or two to get
properly soused and it takes about ten minutes to become intoxicated. After drinking the
creature must make a constitution saving throw dc15, or become intoxicated. While intoxicated
in this way the creature has 2 levels of exhaustion and deals an extra 2d4 damage when
dealing melee damage for the next 2d6 hours.

Locale “special”(5sp): It’s a bit more expensive and it’s much more alcoholic almost to the point
of being lethal. It takes one action to drink and become intoxicated. Constitution saving throw
After drinking the creature must make a constitution saving throw dc20 or become intoxicated, if
the creature fails by ten or more the creature becomes blind until the creature is fixed by a wish
or divine spell. While intoxicated the creature suffers from 4 level of exhaustion and has
resistance to all forms of damage for the next for the next 3d6 hours

Wine: --------

Pitcher: a feast is incomplete without a pitcher of wine. Takes an hour to become intoxicated.
After drinking the creature must make a constitution saving throw dc10 or become intoxicated.
While intoxicated the creature suffers 1 level of exhaustion, and it has advantage on checks
against diseases for 1d6 hours.

Bottle: a bottle of wine perfect for a romantic evening or a quiet night. It takes 30 minutes to
become intoxicated. After drinking the creature must make a constitution saving throw dc15 or
become intoxicated. While intoxicated the creature suffers 2 levels of exhaustion and gains a +3
bonus to charisma checks for 2d6 hours.

Vintage reserve(25gp): oh yes vintage reserve wine with flamboyant labels like chateau de
bourgeoisie. It takes 30 minutes to become intoxicated. After drinking the creature must make a
constitution saving throw dc20 or become intoxicated. While intoxicated the creature suffers 2
levels of exhaustion and counts as charmed while interacting with creatures it was previously

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friendly with and gains 1 luck die for 3d6 hours, if the luck point is not expended then it is lost.
Attacking the intoxicated creature will end the charmed effect on it.

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