# 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]].
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# 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.
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# 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
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# 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.
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# 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.
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# 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.