DnD 5e Homebrew Drinking Rules

DnD 5e Homebrew Drinking Rules

DnD 5e Homebrew Drinking Rules

In Dungeons and Dragons, it always comes up.  You stop by the local tavern to pickup on some quests and rumors and the party starts a party.  Most DMs at this point wing it or begin applying penalties helter-skelter.  There are a few drinking rules here and here, but we decided to make our own for 5e as a chaser.  D&D doesn’t come with drinking rules out of the box–and probably never will.  Let’s brew our own with this DnD 5e Homebrew Drinking Rules!

Usage

We provide just enough information to whet the palate and some basic rules.  At its core, there is a new condition, inebriation, which has progressive levels of impairment:

Inebriation

When enough liquid courage is imbibed make a DC 10 Constitution saving throw or advance one level of inebriation. Effects of inebriation are cumulative.

Level Effect
1 Disadvantage on Persuasion and DeceptionAdvantage against Frightened
2 Disadvantage on Ability Checks; Roll Hit Dice and gain temporary hit points
3 Disadvantage on Saving Throws; Cannot dash or move more than 10′ in the same direction
4 Disadvantage on Attack Rolls; Damage Resistance
5 Become Unconscious

To cast a spell, make a DC 10 Constitution saving throw or the spell fails. The spell is not wasted. A short rest removes one level of inebriation; a long rest removes all effects of inebriation.

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3 thoughts on “DnD 5e Homebrew Drinking Rules

  • You bypassed the wonderful vomiting portion of the evening. You know….calling Ralph on the big white phone? Driving the porcelain bus?
    Also, the next morning when you wake up don’t remember anything and feel like God himself used balpeen hammers to do the drum solo to In-A-Gadda-Da-Vida inside your skull. Hangovers are a big part of the process.
    Seeing this, though, why would a character subject themselves to it? What is their reward? The reward in the real world is good times and comradery. How do you relate that in the system? Maybe an Inspiration rewarded with each drink that has to be used only while drunk?

    • Oh, these are great! At the time, I was DMing and was definitely discouraging players from spending all their time getting drunk at the bar without consequences. Now that I’m a player in our current game, it would be great to do the charisma bonus or inspiration as you suggested! Thanks for the comment!

  • May I suggest…

    INEBRIATION
    After your first second drink within a half hour, you roll Constitution vs DC 10 + 1 for every drink within that half hour. Failure pushes you down the scale of Inebriation.

    If drinking a mixed drinks, watered down drinks, beer, hard cider, etc, lower the DC by – 2. Stronger drinks may add +2 to the DC of the Constitution Check. Critical Success allows Advantage on the next check. Critical Failure results in two levels of Inebriation.

    Every half hour while Inebriated, you must also roll vs Wisdom (usually at Disadvantage) or drink one more because “One more won’t hurt”. If you succeed, Gain a Drunken Inspiration. Fail, have another Drink.

    Sobering Up: If the character refrains from drinking a drinking alcohol for a half hour, then a Sobering Constitution check vs. DC 10 (+2 per level of Inebriation/-2 for every half hour of refraining from drink) can be made. Success means the character is one level higher on the Inebriated status. Failure means the Inebriated status they are at continues for another half an hour before another Wisdom check is made to see if the character resumes drinking.

    Drunken Inspiration: A character awarded a Drunken Inspiration can have both that and a normal Inspiration. Drunken Inspirations are Cumulative. A Drunken Inspiration can be used only while Inebriated as it disappears when Sober. This Drunken Inspiration CANNOT be used for Constitution, Wisdom and Intelligence ability checks and saving throws and cannot be traded away.

    While Inebriated, the character suffers the previous levels of benefit or detriment unless otherwise specified by the Conditions of the level.

    Levels of Inebriation

    1 Buzzed:
    — Advantage on Charisma checks
    “I don’t normally do this, but…I thought you were beautiful when I was sober, now you’re even more so.”
    — Advantage vs against Fear effects;
    “Hold my beer; *BURP!* I got this!”
    — – 2 Initiative
    “Well… I *HAD this.”

    2 Tipsy:
    — Advantage on Strength Checks
    “BRAWRAARWRAR!!!”
    — Roll 1 Hit Dice and gain temporary hit points
    “Nope… don’t feel it yet, throw another dart.”
    — Lose Advantage on Charisma
    “Okay, I am sorry I spilled my drink on you, but I am glad we met. Does that count for something?”
    — Disadvantage on Dexterity, Intelligence, & Wisdom (except those involving Fear resistance) Ability Checks
    ” WHEEEEEEEE!!!!!!!!!!”
    — Persuasion attempts made against the Tipsy target are made at Advantage
    “An…yer tellin’ me there is no risk? Well, I’ve always wanted a bridge. Where is Brooklyn?”
    — – 5 Initiative.
    — Recalling a memory later made during this status is at -2 on the Intelligence check to do so. Memories lost cannot be regained.
    “I am relatively sure this is the bar that we started in….STARTED in.”

    3 Drunk
    — Roll 2 Hit Dice and gain temporary hit points ON TOP of those gained on the level before
    — Lose Advantage on Strength
    — Disadvantage on all Charisma Checks
    “Yer like a …like….yer l…*burp*..yer like a…. .. ..my name’s Phil!!!”
    — All Attacks made by the character are made at Disadvantage
    “I SAID I GOT THIS! *KATHUNK-THUNK! QWERP!* Owwwww……”
    — Movement beyond Half Movement requires a Dexterity check or Prone
    “Of COURSE I can walk a straight line, but I walk this way out of personal flair! *KATHUNK!*”
    — Reading or discerning details requires a Wisdom check, if failed, you ignore what is written or the detail.
    i.e.: Despite the lack of detail, the gnomes were certain the culprit had a nose.
    — Attacks made against the character are made at Advantage
    — Recalling a memory later made during this status is at Disadvntage on the Intelligence check. Memories lost cannot be regained.
    — Make an Additional Wisdom check vs the number of drinks you’ve had each half hour. Failure means you consult the table below:
    The “What Kind of Drunk are you?” Table – Roll 1d4 and succeed on the task or lose all Drunken Inspirations
    1- Angry Drunk: Start a Fight. Roll Intimidation and succeed or win in combat
    2- Friendly Drunk: Make a Friend. Roll Persuasion and succeed
    3- Horny Drunk: Make a CLOSE friend. Roll Persuasion/Seduction and succeed
    4- Sad Drunk: Commiserate with someone and relate a sad story that happened to you ending in your
    character sobbing and attempting to elicit sympathy. Roll Persuasion and succeed in making someone cry

    — Make an Additional Constitution check vs the number of drinks you’ve had each half hour. Failure means you consult the table below:
    The “What is your Drunken shame?” Table – Roll 1d4 and suffer the consequences:
    1- Projectile Vomiting: Retch and gain a level of Exhaustion due to dehydration
    2- The Opposite Effect of Viagra. – Hope you didn’t succeed at that Seduction check, dude. 🙂
    3- Fall Asleep: This is standard sleep but you can’t remember how you got here.
    4- Gibberish: You make no sense when you speak until you Sober up a level.

    4 Snockered
    — Roll 3 Hit Dice and gain temporary hit points ON TOP of those gained on the level before
    — ANY Movement requires a Dexterity check or Prone
    — Attacks made against the character are made at Advantage
    — Recalling a memory later made during this status is at Disadvntage on the Intelligence check. Memories lost cannot be regained.
    — Make an Additional Wisdom check vs the number of drinks you’ve had each half hour +5. Failure means you consult
    The “What Kind of Drunk are you?” Table from above

    — Make an Additional Constitution check vs the number of drinks you’ve had each half hour +5. Failure means you consult
    The “What is your Drunken shame?” Table above

    5 Black Out
    If the character reaches Blackout status, they become an NPC for the DM to run. They will still act according to their established character but far more prone to ignore social mores and go after what they really want and make poor decisions. They have extremely poor impulse control. They may appear to be unconscious one moment and run naked down the street the next believing it to be humorous. The character will also automatically forget all of it the following morning and, if left unsupervised, often wakes up in the most humorous places or situations.

    6 Out Cold
    An Out Cold character suffers from Unconsciousness Condition and roll a Death Save but one single success stabilizes the character. Fail twice and you are in an Alcohol induced coma. 🙂

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