Amiel
2018-12-16, 12:08 AM
VOLO'S GUIDE TO SPIRITS AND SPECTERS
It is not for kings, O Lemuel, it is not for kings to drink wine; nor for princes strong drink:
Lest they drink, and forget the law, and pervert the judgment of any of the afflicted.
Give strong drink unto him that is ready to perish, and wine unto those that be of heavy hearts.
Let him drink, and forget his poverty, and remember his misery no more.
Volo's Note. An adventurer must do heroic things. They must slay dragons, escort little old ladies from one side of the street to the other, rescue damsels, plant seeds.
Sometimes, there is no better adventure than that that can be had through the inviting waters found at the bottom of a cup. Kicking back with friends and enjoying the good life, this is what being an adventurer is all about.
Each stage of drunkenness has its own effects; they are listed below. The limit for alcohol is equal to your Constitution modifier.
DRUNKENNESS STAGES
DC 0
Sober. You are a bastion of sobriety, even in the face of your friends' antics; you are not affected or effected negatively at this stage.
DC 5
Buzzed. You are starting to feel the initial effects of drunkenness. You suffer disadvantage on Dexterity ability checks
DC 10
Boisterous. You become boisterous and reckless. You suffer disadvantage on Wisdom ability checks.
DC 15
Drunk. You are at the stage where you cannot walk in a straight line. This resolves in the following ways, you suffer the cumulative effects of the buzzed and boisterous drunkenness stages. You must save against a DC 15 Constitution saving throw or become poisoned. Additionally, you may need to save against a DC 15 Wisdom saving throw to avoid bursting out into song or inappropriate laughter.
DC 20
Pissed. You are beyond caring what you do or what you may look like. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 20 Constitution saving throw or become prone.
DC 25
Passed Out. You are passed out in a gutter or sewer somewhere. You may be passed out in the street or in someone's home. There may be random and/of offensive scribbling upon your forehead or person. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 25 Constitution saving throw or become stunned, blinded and deafened.
DC 30
Coma. You seemingly appear dead to the world. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 30 Constitution saving throw or become unconscious.
It is not for kings, O Lemuel, it is not for kings to drink wine; nor for princes strong drink:
Lest they drink, and forget the law, and pervert the judgment of any of the afflicted.
Give strong drink unto him that is ready to perish, and wine unto those that be of heavy hearts.
Let him drink, and forget his poverty, and remember his misery no more.
Volo's Note. An adventurer must do heroic things. They must slay dragons, escort little old ladies from one side of the street to the other, rescue damsels, plant seeds.
Sometimes, there is no better adventure than that that can be had through the inviting waters found at the bottom of a cup. Kicking back with friends and enjoying the good life, this is what being an adventurer is all about.
Each stage of drunkenness has its own effects; they are listed below. The limit for alcohol is equal to your Constitution modifier.
DRUNKENNESS STAGES
DC 0
Sober. You are a bastion of sobriety, even in the face of your friends' antics; you are not affected or effected negatively at this stage.
DC 5
Buzzed. You are starting to feel the initial effects of drunkenness. You suffer disadvantage on Dexterity ability checks
DC 10
Boisterous. You become boisterous and reckless. You suffer disadvantage on Wisdom ability checks.
DC 15
Drunk. You are at the stage where you cannot walk in a straight line. This resolves in the following ways, you suffer the cumulative effects of the buzzed and boisterous drunkenness stages. You must save against a DC 15 Constitution saving throw or become poisoned. Additionally, you may need to save against a DC 15 Wisdom saving throw to avoid bursting out into song or inappropriate laughter.
DC 20
Pissed. You are beyond caring what you do or what you may look like. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 20 Constitution saving throw or become prone.
DC 25
Passed Out. You are passed out in a gutter or sewer somewhere. You may be passed out in the street or in someone's home. There may be random and/of offensive scribbling upon your forehead or person. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 25 Constitution saving throw or become stunned, blinded and deafened.
DC 30
Coma. You seemingly appear dead to the world. You suffer all the cumulative effects of the prior drunkenness stages. Additionally, you must save against a DC 30 Constitution saving throw or become unconscious.