Drinking (5e Variant Rule)
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Each character has a "Intoxication Threshold" that is equal to your CON mod + 1/2 the players level (round down) + Proficiency (if proficient in CON saves). Once a player reaches this threshold they are granted "Liquid Courage".
Liquid Courage grants the player the following effects for 1 hour:
- +5 temp HP
- Grants Advantage on STR checks and CHA checks.
- Advantage on Fear saves.
- Disadvantage on Charm saves.
- Causes disadvantage on INT checks and WIS checks.
After the Threshold
Furthermore, the player must make a CON save after each drink consumed past their threshold. The DC is equal to 8+the amount of drinks they've consumed.
- After 1 failure, the player now also has disadvantage on all skill checks and attacks.
- After 2 failures, the player now has disadvantage on all saves.
- After 3 failures in a 4 hour period, the player blacks out for 1d4 hours.
- Each success in a 4 hour period, increases the duration by 20 minutes.
- The DC decreases naturally by 1 for each hour passed after the first hour until the DC goes back to 10, so long as the player does not continue drinking.
The DM rolls on the Carousing table in the DMG (pg 128). Through a series of skill checks and clues, the player(s) can attempt to find out what happened in this span of time. Blacking out DOES NOT count towards a rest of any type. The player suffers one level of exhaustion upon waking up.