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Getting Drunk Rules
Getting Drunk Rules
Getting Drunk Rules
Roll a Sobriety Check (Constitution saving throw) against the Drunkenness DC that corresponds
to the round of drinks you are on (see table 1). Failed Sobriety Checks accumulate similarly to
Death Saving Throws, but with a twist. Each time you fail a Sobriety Check, your level of
drunkenness increases by one, and you gain the corresponding effect (see table 2). These effects
are discrete and do not stack. After three failed saves you black out; you remember nothing that
happens from this point until you finish a long rest. After four failed saves you pass out, you
remain passed out until you have completed a long rest.
Hangovers (Optional)
Roll on Table 2 according to how drunk you were before taking a long rest or passing out.
Subtract your Constitution modifier from this number to get the number of hours you are
hungover. While hungover you gain the Poisoned condition.
Healing
If you receive any type of Healing, decrease your number of failures by one. If a character moves
from Blacked Out to Drunk they remove the poisoned condition, but they do not recover lost
memories.