# Overview ## Free Drinks A character can have a number of alcoholic drinks equal to their Constitution Modifier per Long Rest. Each additional drink it takes requires the creature to succeed on a CON saving throw against [[Poisoned|Poison]] or move up one stage of Drunkenness. ## Drunkenness Saving Throws If a character succeeds on the CON Saving Throw, they remain at the current stage of Drunkenness. ## Removing Drunkenness **Free Drinks.** The number of drinks a character can have before making saving throws against Drunkenness is reset if the character falls under any effect that removes the [[Poisoned]] condition. **Poisoned Condition.** Any effect that removes the [[Poisoned]] condition removes the character's [[Drunkenness]]. **Short Rest.** During a [[Short Rest]], a character can spend Hit Point Dice equal to the stage of [[Drunkenness]] they are at to suppress the effects of [[Drunkenness]] except for the [[Poisoned]] condition, for 1 hour after their Short Rest. This feature can only be used for up to the 4th Stage of [[Drunkenness]] (Blacked Out). **Long Rest.** All levels of [[Exhaustion]], the [[Poisoned]] and [[Unconscious]] conditions gained from [[Drunkenness]] are removed once a creature finishes a [[Long Rest]]. <br> # 1. Tipsy > **CON Saving Throw:** DC 10 > **Description:** The character is tipsy, feels good about themselves and is more sociable. On a failure, the character has the following traits: - Advantage on Charisma Checks. <br> # 2. Buzzed > **CON Saving Throw:** DC 15 > **Description:** The character is slowing, their inhibitions are lowering and they feel stronger. On a failure, the character has the following traits: - Advantage on Charisma Checks. - Advantage on Strength Checks and Saving Throws - Disadvantage on DEX Checks and Saving Throws <br> # 3. Inebriated > **CON Saving Throw:** DC 18 > **Description:** The character is drunk, but believes that they are in peak physical condition and can achieve anything. On a failure, the character has the following traits: - Gain the [[Poisoned]] condition. - Gain one [[Exhaustion]] Level. - Advantage on saving throws against [[Extreme Cold]]. - If the character finishes a Long Rest while in this stage of [[Drunkenness]], they must succeed on a DC 15 CON Saving Throw at the end of the Long Rest or have the [[Poisoned]] Condition for 24 hours. <br> # 4. Blacked Out > **CON Saving Throw:** DC 20 > **Description:** The character is very drunk, and all its social inhibitions have been lifted, time passes like a blur. On a failure, the character has the following traits: - Gain one [[Exhaustion]] Level. - The character will not remember anything from when it reaches this stage of [[Drunkenness]] until the end of its next Long Rest. - **Hangover.** If the character finishes a Long Rest while in this stage of [[Drunkenness]], they must succeed on a DC 20 CON Saving Throw at the end of the Long Rest or have the [[Poisoned]] Condition for 24 hours. <br> # 5. Passed Out > **CON Saving Throw:** DC 25 > **Description:** The character is completely wiped out. - Gain one [[Exhaustion]] Level. - Gain the [[Unconscious]] condition. - **Hangover.** If the character finishes a Long Rest while in this stage of [[Drunkenness]], they must succeed on a DC 20 CON Saving Throw at the end of the Long Rest or have the [[Poisoned]] Condition for 24 hours.