View Full Version : D&D 5e/Next Volo's Guide to Spirits and Specters [HOMEBREW]

2018-12-16, 12:08 AM

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.


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.

2018-12-16, 12:09 AM

Perditious Ruin. Devils are not known for insobriety. To these creatures of absolute corrupted law, drunkenness is seen as a petty indulgence and waste, something all too ripe for exploitation. They are intolerant of drunkenness, to the extent that the consumption of alcohol is monitored closely and strictly, with punishment disproportionate to the offense; not that many devils can get drunk.
Perdition has nonetheless produced numerous beverages of fine taste and great potency, mostly as gifts to be disseminated across the cosmos from the Ministries of Immortal Diplomacy and Mortal Relations.

Styxbrewn Ale. Treated with the amnesia-inducing waters of the River Styx, this particular ale mixes the potency of the memory-ravaging properties of the Styx with conventional ales. The result is a pleasantly tasting beverage that causes the drinker to forcibly forget any memories.

The magic in its creation has led to an alcoholic drink that appears muddy and unclear; a careless swirl of the liquid therein may produce memories lost to the Styx, these appear as brief visions all too readily claimed by the liquid. These images benefit the consumer in no way, they are evoked unintentionally by the magic used in its production.

Styxbrewn Ale is not for the uninitiated, it is a beverage that patrons drink with a clear aim in mind; of course, devils rarely seem inclined to disabuse the unwary of such actions.
Murderers, criminals, all those who cannot face their guilt partake of this diabolical beverage. It forces an affect similar to the modify memory spell, save that a failed DC 15 Wisdom saving throw save causes the memory to be forever lost.
Even to these, there are half truths to everything, Styxbrewn Ale only ever rips away five memories, any number greater than five are kept, possibly enhanced. The drinker has no choice in the memories expunged.

Those who experience alcohol poisoning with this liquid also face consequences, these must save against a DC 15 Wisdom saving throw or forget the events of the last 2d4 hours.

2018-12-16, 12:12 AM
Barley and Hops. With the pleasing scent of hops and barley, these ooze entrap the unwary and foolish in deception and lies. Ostensibly the drunken product of some arcane folly, the beer ooze fizzes and pops with such inviting and smooth deliciousness and with such richness of colour and scent, that it leaves all who behold it enarmoured, their only thought to partake of this divine beverage before them. Many have gone to their deaths by attempting to drink from this ooze.
Inviting and Intoxicating. Those who behold the beer ooze are nearly always ensnared by its visual appeal. Beer ooze can radiate a heady, intoxicating scent, but partaking in its golden liquor forces a near unbreakable addiction on creatures.

Large ooze, neutral evil
Armor Class 7
Hit Points 85 (10d10 + 30)
Speed 20 ft.
STR 16 (+3) DEX 5 (-3) CON 16 (+3) INT 1 (-5) WIS 6 (-2) CHA 15 (+2)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Challenge 5 (1,800 XP)

Amorphous. The beer ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the beer ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Dwarven Stupor. Dwarves make all checks and saving throws with disadvantage.

Enslave. The beer ooze targets one creature it can see within 10 feet of it. The target must succeed on DC 13 Wisdom saving throw or be magically charmed by the beer ooze until the beer ooze dies or until it is on a different plane of existence from the target. The charmed target is under the beer ooze's control and can't take reactions, the target must move at its speed towards the beer ooze and start drinking from the beer ooze. Each round spent drinking from the beer ooze causes targets to gradually progress through each drunkenness stage.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Engulf. The beer ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the beer ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Each round immersion within the beer ooze's body forces those engulfed to gradually progress through each drunkenness stage.

Beer Ooze Cube. The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
The beer ooze secretes an anesthetising liquid. A target hit by a ooze's pseudopods or engulf attack must succeed on a DC 13 Constitution saving throw or be paralyzed for 1d4 rounds, as the beer cube shoves at least a litre of alcohol into the creature's body. The cube can automatically engulf a paralyzed opponent.