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Drinking Rules Chart for DnD

I've been working on writing a DnD campaign which includes having to adjust existing rules or make my own. This drinking chart is based on and sort of a clarified version of the DnD Wiki's rule chart. Anyone is free to use this or adjust it for their own use. If you have any questions or suggestions on how to make it better, please comment!


Alcohol can be purchased from taverns, bars, and speakeasies spread throughout the world. The strength of drinks sold depends on the establishment.

Drink Type Effects Real World Equivalent
Diluted This drink is watered down. Every 5 drinks grants 1 lvl of intoxication. Costs 5 copper pieces. Cooking Wine
Weak Every 2 drinks grants 1 lvl of intoxication. Costs 10 copper pieces. Beer
Moderate Every 1 drink grants 1 lvl of intoxication. Costs 1 silver piece. Wine, Strong Beer, Weak Cocktails
Strong Every 1 drinks grants 2 lvls of intoxication. Costs 5 silver pieces. Liquor
Very Strong Every 1 drink grants 3 lvls of intoxication. Costs 1 gold piece. Everclear, Absinthe
Dangerously Strong Every 1 drink grants 5 lvls of intoxication. Costs 5 gold pieces or more. Rarely sold. Illegal Moonshine

Becoming Drunk

Before becoming drunk, a player must reach their intoxication threshold. This threshold is their CON modifier +1, minimum of 1. (The player's race will add an additional modifier detailed at the end of this post.) When this threshold is reached, drunkenness may occur based on the dice row below.

After reaching your intoxication threshold, any more drinks warrant a DC10 Constitution saving roll.
Crit Success: Your intoxication threshold increases by 2. Resets after a long rest.
Success: You do not get drunk.
Failure: You are drunk. Roll the drunkenness table.
Crit Failure: Take 5 poison damage. You black out immediately.

1d10 Effect of Drunkenness
1-3 You fall unconscious. Take 1d6 bludgeoning damage and remain unconscious for 8 hours.
4-5 You pick a fight with a fellow party member. You may make an unarmed strike and take any bonus actions.
6-7 You gain one level of exhaustion. You pick a fight with a random nearby patron/NPC. You make an unarmed strike and take any bonus actions. On a hit, the NPC becomes hostile.
8 You gain one level of exhaustion. You are overtaken by generosity and give away 10d12 x 2 gold.
9 You gain one level of exhaustion. You buy drinks for the whole party! Any gold spent beyond what you have will be owed to barkeep on a tab.
10 You gain one level of exhaustion. Roll this table again.

Blacking Out

Blacking out is the consequence of continuing to drink after becoming drunk. The blackout threshold is your CON modifier + 5. Blacking out gives one level of exhaustion and causes a player to forget the night before. The player will not be aware of what their character is doing from this point out. The DM makes two rolls on the drunkenness table for the player and will choose how this affects the character.

Detox

Levels of intoxication are decreased by two at the end of a short rest and eliminated at the end of a long rest. 4 levels of intoxication can be lost through the spell Lesser Restoration once a day. Once intoxication is reset to 0, if a player gained at least one level of exhaustion while drunk, they will have a hangover.

Hangovers

While hungover, you are vulnerable to thunder damage and have disadvantage against being blinded. A hangover can be ended by a long rest or the spell Greater Restoration after exhaustion has been cured.


This racial bonus chart is entirely taken from GM Binder.

Racial Bonuses

Race Modifier Race Modifier Race Modifier
Aarakocra -1 Genasi
+0
Kobold
-1
Aasimar +0 Gith +0
Lizardfolk
+0
Bugbear +1 Gnome -1 Loxodon +1
Centaur +1 Goblin -1
Minotaur +1
Changeling -1 Goliath +2 Orc +1
Dragonborn +2 Half-Elf +0 Shifter +0
Dwarf +2 Halfling +1 Tabaxi -2
Elf +1 Hobgoblin +1 Tiefling +0
Drow +2 Human +0 Triton +0
Eladrin +1 Kalashtar +0
Warforged +5
Firbolg +1 Kenku -1 Yuan-ti Pureblood


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crazya14

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rolling an 8 on the "Effect of Drunkenness" makes you give away 10d12 x 2 gold pieces which i think is a bit much, considering 10d12 averages 60 and multiplying that by two you get 120 GOLD pieces, which compared to the prices of the drinks is an INSANE amount

maybe reduce the amount/type of dice, or change it to silver pieces so ur players don't go bankrupt after one night out lol


also, just wondering what the point of drinking (excessively) is in-universe? it just seems like it's negative consequence after negative consequence, nobody would want to risk it if there's no boost or positive reaction that would make it worthwhile, ya know?


regardless, still really interesting info - you've clearly put a lot of thought into and it's very detailed, easy to follow and relatively balanced (besides the 'generosity' mechanic lmao)
thanks for sharing :-)


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Thank you for your suggestions, I think they're really good! The part with costs was lifted right from the DnD Wiki and I completely blanked on editing it lol. In my campaign, 1gp = ~$1, so ill adjust for that in the future.
As for consequences, really the only benefits are roleplay opportunities (winning a drinking contest, for example.) There isn't much of a benefit to excessive drinking in real life either, and at the moment I can't think of any fantasy reasons it might be beneficial. Only thing I can think of is maybe feats that grant bonuses for different levels of drunkenness.

by Sky; ; Report

ooh ok makes sense makes sense.

maybe something like advantage on certain charisma checks, the alcohol acting as a sort of "liquid courage" factor could be both useful and fun!

by crazya14; ; Report