TEXT: 2/3/2019
  Jester's Revised Drinking Rules | GM Binder
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  Drinking Rules
  Drinking Rules
  Alcohol Tolerance
  Alcohol Tolerance
  A character can drink a number of drinks equal to their
  Constitution (Tolerance) Modifier, so long as the Alcohol
  Content Modifier of the drink is equal to or below their
  Constitution (Tolerance) Modifier. Meaning a player with a
  CON Mod of 4 can drink four drinks with a modifier of 4 or
  below before making intoxication saving throws.
  Intoxication Save (Con save)
  Intoxication Save (Con save)
  All drinks have an intoxication save equal to 8 + their alcohol
  content modifier. Intoxication saves are cumulative based on
  the alcohol content of drinks you had, but only if you had fail
  the saving throw. By failing a save you go up one level of
  intoxication. By failing an intoxication save by 8 or more you
  go up 1d2 intoxication levels instead, if this brings you to
  dying you are instead shitfaced (Though while shitfaced it can
  bring you to dying, see pg 2).
  EX 1: You drink an ale with a modifier of +1, the
  save is 9. You drink two more passing your saves,
  and go for a fourth, the save is 10; you fail this save
  by 1 and now go up 1 level of intoxication.
  Going down levels and hangovers
  Going down levels and hangovers
  If an hour goes by without having consumed any alcohol you
  go down one Intoxication level. If taking a long rest, sleeping
  or remaining unconscious for hours equal to your intoxication
  level while at level 4 intoxication or higher, you wake up with a
  hangover. Hangovers typically last for 24 hours (or 4d6 if you
  prefer).
  Black out Drunk
  Black out Drunk
  While black out drunk the DM rolls on a carousing table, if
  one is black out drunk during combat or in a situation where
  one cannot roll on a carousing table, you instead do not
  remember what transpired from when you became blackout
  drunk to when you pass out.
  Poison Resistance and Immunity
  If one has resistance to poison, they gain advantage to saves
  against alcohol. If one has Immunity they cannot get drunk
  Variant Intoxication Save Rule
  It is encouraged to increase the Intoxication Save DC by 1 for
  every success for players whose con saves would not
  mechanically allow them to get drunk.
  Drinks
  Drinks
  The consumption of alcohol will be measured in 2 oz.
  increments or "drinks". The following are examples of typical
  containers one might use to hold or drink alcohol from.
  Container
  Capacity
  Number of
  drinks
  Shot
  (Special)
  1.0 oz.
  1/2 Drink
  Double
  Shot
  2.0 oz.
  1 Drink
  Vial
  4.0 oz.
  2 Drinks
  Hip Flask
  8.0 oz.
  4 Drinks
  Tankard
  1 pint (16 oz.)
  8 Drinks
  Bottle
  1.5 pints (24 oz.)
  12 Drinks
  Waterskin
  4 pints (64 oz.)
  32 Drinks
  Jug
  1 gallon (8 pints[128 oz.])
  64 Drinks
  Barrel
  40 gallons (320 pints[5,120
  oz.])
  2560 Drinks
  Shot
  When drinking only 1 ounce, the alcohol content modifier is
  considered halved (rounded up)
  Alcohol Content Modifiers
  Alcohol Content Modifiers
  Drinks have Alcohol Modifiers ranging from 1 to 9, which is
  based on their alcoholic content. A drinks intoxication save is
  equal to 8 + Alcohol Content Modifier.
  Modifier
  Alcohol Content
  Liver Damage
  1
  4% - 6%
  1
  2
  7% - 12%
  1
  3
  13% - 19%
  1
  4
  20% - 39%
  2
  5
  40% - 69%
  2
  6
  70% - 86%
  2
  7
  87% - 92%
  3
  8
  93% - 96%
  3
  9
  97% - 100%
  3
  Jester's Revised Drinking Rules
  If you can't be sane, you can at least be drunk
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  2/3/2019
  Jester's Revised Drinking Rules | GM Binder
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  Intoxication levels
  Intoxication levels
  As you drink and fail saves you will go up intoxication levels,
  these levels each have effects, and each effect stacks, meaning
  you are affected by your current level as well as lower levels .
  Each levels corresponding effects disappear upon going down
  an intoxication level unless specified.
  Intoxication Effects
  Intoxication Effects
  (-1) Hungover
  (-1) Hungover
  You have -3 to ability checks,
  You gain sunlight sensitivity
  Disadvantage on concentration saving throws due to
  migraines.
  Sunlight Sensitivity:
  While in sunlight, you have disadvantage on Attack rolls, as
  well as on Wisdom (Perception) checks that rely on sight.
  (0) Sober
  (0) Sober
  You are under no effects of alcohol.
  (1) Buzzed
  (1) Buzzed
  You gain +1 to Charisma checks and Saving Throws.
  Disadvantage on saving throws against being charmed.
  (2) Jazzed
  (2) Jazzed
  You gain advantage on Charisma checks with beings who
  are inebriated.
  -1 to Intelligence Checks and Saving Throws.
  (3) Tipsy
  (3) Tipsy
  You gain advantage on saving throws against dread and
  being frightened.
  You gain disadvantage on Charisma checks with beings
  who are not inebriated .
  You Gain disadvantage on Dexterity checks and saving
  throws.
  -1 to Intelligence Checks and Saving Throws.
  (4) Drunk
  (4) Drunk
  You gain advantage on Strength checks and saving throws.
  Ignore two levels of dread, unless you are at dread level 7.
  When using the Dash action you must succeed on a DC 15
  Dexterity Save or fall prone.
  You gain Disadvantage on Intelligence Checks and saving
  throws.
  -1 to Intelligence Checks and Saving Throws.
  (5) Blitzed
  (5) Blitzed
  As a bonus action, you may Roll any number of your hit die,
  you gain temporary hit points equal to the rolls. These hit
  die are consumed until you take a long rest or a similar
  effect restores them.
  You gain resistance to psychic damage, and if you are
  already resistant you are instead immune
  Your hit points are considered halved for use of the sleep
  spell and similar effects.
  Your movement speed is halved.
  -1 to Intelligence Checks and Saving Throws.
  (6) Shitfaced
  (6) Shitfaced
  You gain resistance to bludgeoning, piercing and slashing
  damage from non magical sources.
  Roll a d6: on a 1-3 you fall unconscious for 3d4 hours; on a
  roll of 4, you remain conscious; on a roll of 5-6 you are
  blackout drunk and remain conscious for 1d4 hours, after
  which you fall unconscious for 3d4 hours (see blackout
  drunk on pg 1).
  During combat at the start of your turn roll a d4; on a 1,
  you fall prone; on a 2, you are stunned until the start of
  your next turn; on a 3, you vomit uncontrollably, losing your
  bonus action and your current square becomes difficult
  terrain; on a 4, there is no additional effect. Unless you are
  stunned, you continue your turn as normal.
  If you continue to drink alcohol while shitfaced you take 1
  hit die of poison damage.
  If you fail your Intoxication saving throw while shitfaced,
  roll another d6 and use the corresponding result. In
  addition if you fail the saving throw by 13 or more, you
  move up to the dying stage.
  (7) Dying [alcohol poisoning]
  (7) Dying [alcohol poisoning]
  You drop to 0 hit points and make death saving throws as
  normal, as well as losing all benefits from intoxication
  levels until you awaken
  If you do live you take a permanent reduction to your
  Constitution score from the corresponding liver damage
  table, if this reduction brings your constitution to 0, you die
  of liver failure. Though, this can heal over time, healing 1
  point of constitution every (2)1d4 weeks, or a spell such as
  regenerate can heal the liver damage.
  Footnotes
  *Alcohol Tolerance 
      Equal to CON Mod 
          Can Drink without needing to save 
  for a number of drinks equal to con mod, s
  o long as drinks alcohol content is equal 
  to or less than con mod. 
  *Intoxication Save 
      8 + Alcohol Content Mod (Mod is cumula
  tive per drink failed) 
  *Going up or down levels + Hangovers 
      Takes 1 hour to go down a level. If as
  leep for amount of hours equal to, intox 4 
  or higher you wake up with a hangover. 
  *Poison resistance + Immunity 
      Resistance gives advantage on Intox Sa
  ves, Immunity means you cant get drunk at 
  all. (Stay sober) 
  *Black out Drunk 
      DM Rolls on the carousing table if pos
  sible, if not then you can't remember what 
  happened from when you became black out dr
  unk to when you passed out. 
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  2/3/2019
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  Indepth Drinking Example
  Indepth Drinking Example
  Your character has constitution modifier of 4. Thusly making
  your alcohol tolerance 4
  You have a drink that has an alcohol modifier of 4, making
  the intoxication save 12 (8 + 4 [From your current drink]).
  You take four drinks, but because the drinks modifier is
  equal to your tolerance you are not require to make a save,
  automatically succeeding four times. On the fifth time you
  begin to make saving throws
  You go for a fifth drink, the intoxication save is 12 (8 + 4
  [From your current drink]) Now you must make an
  intoxication (constitution) saving throw.
  You succeed, therefore the intoxication save for your sixth
  drink is still 12 because you did not fail the save. You are still
  currently sober.
  You go for your sixth drink and succeed again, keeping the
  DC at 12. You are still sober.
  You go for your seventh drink and fail, you are now buzzed.
  and because of your failure your save is now * DC 16 (8 + 4
  [from your last failure] + 4 [from your next drink] or 12 + Next
  drinks alcohol content modifier)*.
  You go for your eighth drink the DC is 16, you fail this roll
  by rolling an 8 and now instead go up 1d2 intoxication levels,
  becoming either jazzed or tipsy.
  Because of your second failure, your intoxication save is
  now DC 20 (8 + 4 [From first failure] + 4 [from your second
  failure] + 4 [from your next drink] or 16 + Next drinks Alcohol
  Content Modifier).
  Now you decide to take a drink from something with a
  lower alcohol content, a +1 ale. Your save is instead DC 17 (8
  + 4 [From first failure] + 4 [from your second failure] + 1
  [from your next drink] or 16 + Next drinks Alcohol Content
  Modifier).
  You take a drink from the +1 ale, and fail. Now the save for
  your next drink is 17 + your next drinks alcohol content
  modifier.
  Variant Rule: Spell and Attack
  Variant Rule: Spell and Attack
  disadvantage
  disadvantage
  While one is at the Tipsy Stage and on higher intoxication
  levels, they make attack rolls with disadvantage. Additionally
  while one is drunk and on higher intoxication levels they must
  make DC 10 constitution saving throw, or spells casted fail.
  Variant Rule: Too many effects
  Variant Rule: Too many effects
  If you are the type of DM that feels overwhelmed by all effects
  of drinking, you could always roll a die corresponding to the
  effects for each level to determine the effect that the
  intoxicated character receives.
  Credited
  Original Mechanics /u/cipath
  Rules and concepts revised from
  /u/theapoapostolov (Hard Grit Rules)
  /u/FTW_Yall (Drinking and inebriation)
  Variant Rule: Liver Damage
  Variant Rule: Liver Damage
  If you would like for some more grit involved with your
  drinking, perhaps take the live damage variant rule.
  Instead of taking liver damage from the Dying Stage, it is
  removed. In place of this, failing your intoxication saving
  throw by 10 or more when you are progressing from the
  Drunk, Blitzed or Shitfaced stage gives you an amount of liver
  damage (which corresponds to the alcohol content modifier
  [See the table on pg 1]). After accumulating a certain amount
  of liver damage you will move up to another stage.
  (LD 1-3) Minor Liver Damage
  (LD 1-3) Minor Liver Damage
  Each time you complete a long rest, you must succeed at a
  Constitution saving throw DC 12 or gain the poisoned
  condition until you complete a long rest.
  Additionally, whenever you take poison damage, you take
  an additional 2 (1d4) poison damage per liver damage
  modifier.
  Anytime you drink alcohol or take another drug, you take 2
  (1d4) poison damage per liver damage (to a maximum of 3,
  though you retain the liver damage amount from higher
  levels).
  This minor liver damage can heal over time, healing 1
  point every 2 (1d4) weeks, or Magic such as the regenerate
  spell can cure your minor liver damage. If you heal your
  liver damage, and bring your liver damage mod to 0, you
  have a healthy liver again.
  (LD 4-6) Major Liver Damage
  (LD 4-6) Major Liver Damage
  Each time you complete a long rest, you must succeed at a
  Constitution saving throw DC 15 or gain the poisoned
  condition until you complete a long rest.
  Additionally, whenever you take poison damage, you take
  an additional 3 (1d6) poison damage per liver damage
  modifier.
  Anytime you drink alcohol or take another drug, you take 3
  (1d6) poison damage per liver damage modifier (to a
  maximum of 5, though you retain the liver damage amount
  from higher levels).
  This major liver damage can heal over time, over the
  course of 2 (1d4) weeks, or Magic such as the regenerate
  spell can cure your major liver damage, reducing it to
  Minor liver damage.
  (7-
  (7-∞) Severe Liver Damage,
  ) Severe Liver Damage,
  Each time you complete a long rest, you must succeed at a
  Constitution saving throw DC 20 or gain the poisoned
  condition until you complete a long rest.
  Additionally, whenever you take poison damage, you take
  an additional 4 (1d8) poison damage per liver damage
  modifier.
  Anytime you drink alcohol or take another drug, you take 4
  (1d8) poison damage per liver damage modifier (No limit).
  This severe liver damage can heal over time, healing over
  the course of of 2 (1d4) weeks, or Magic such as the
  regenerate spell can cure your severe liver damage,
  reducing it to Major liver damage.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  2/3/2019
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  Variant Rule: Addiction
  Variant Rule: Addiction
  If you want to include alcohol addiction in your games. Here is
  a way to implement it.
  Steps
  1. When the character drinks roll a d8, at your discretion.
  2. On a roll of 7-8, make the player roll an Addiction
  (Constitution) Saving throw equal to 8 + the alcohol
  content modifier of the characters drink (or DM
  determines the DC).
  3. On a failure the player is now addicted (See below).
  4. When the addict imbibes alcohol again, start from step 1
  again and repeat.
  Progression
  When one fails another addiction save, their addiction level
  increases. This process repeats until they are cured of their
  addiction, or until the worst happens.
  Addiction Effects
  Addiction Effects
  Alcohol addiction has 3 tiers, and the 4th being repeatable.
  Each tier has corresponding withdrawal effects for when one
  is not under the effects of alcohol.
  Casual addict
  Casual addict
  Addiction level advances on a roll of 7-8
  Addiction (Con) Save equal to 10 + Alcohol Content Mod.
  Moderate Addict
  Moderate Addict
  Addiction level advances on a roll of 6-8
  Addiction (Con) Save equal to 13 + Alcohol Content Mod.
  Severe Addict
  Severe Addict
  Addiction level advances on a roll of 5-8
  Addiction (Con) Save equal to 16 + Alcohol Content Mod.
  Overkill
  Overkill
  The Character receives a permanent 1d2 reduction to their
  Int, which heals by 1 every 4(1d8) weeks of sobriety.
  If this reduction brings a characters intelligence to 0, they
  cannot think and fall unconscious into a coma.
  Withdrawal Effects
  Withdrawal Effects
  A character suffers from withdrawal, until it reaches a
  specified Intoxication Level, or is cured. A character suffers its
  current level of Withdrawal and as well as lower levels. It is
  encouraged to make an addicted character make a Withdral
  (wisdom) Save when in the presence of alcohol or if they have
  the ability to acquire it; On a failed save, the creature does
  everything it can to feed its addiction.
  Casual Withdrawal
  Casual Withdrawal
  The character suffers from these effects until it is drunk.
  Disadvantage on ability checks while in withdrawal.
  Withdrawal (wisdom) Save DC 12
  After 3 days without alcohol , a casual addict suffers from
  negative effects of Intoxication Level 1 .
  Every 24 hours or after a long rest without alcohol, a
  casual addict takes an eighth of their hit die in psychic
  damage that cannot be negated (This changes in tier 2).
  Moderate Withdrawal
  Moderate Withdrawal
  The character suffers from these effects until it is blitzed.
  Disadvantage on attack rolls and saving throws while in
  withdrawal.
  Withdrawal (wisdom) Save DC 14
  After 7 days without alcohol, a moderate addict suffers
  from negative effects of Intoxication Level 4 as well as
  lower levels.
  Every 24 hours or after a long rest without alcohol, a
  moderate addict takes a quarter of their hit die in psychic
  damage that cannot be negated (This changes in tier 3).
  Severe Withdrawal
  Severe Withdrawal
  The character suffers from these effects until it is shitfaced,
  and must make withdrawal save or continue drinking.
  Inability to concentrate while in withdrawal.
  Withdrawal (wisdom) Save DC 18
  After 48 hours without alcohol a severe addict suffers from
  negative effects of Intoxication level 5 as well as lower
  levels.
  Every 24 hours or after a long rest without alcohol, a
  severe addict takes half their hit die in psychic damage that
  cannot be negated.
  Curing Addiction
  Curing Addiction
  Greater Restoration can be used at each tier to reduce it by 1
  tier, but only once every 5 days, and the addict must pass a
  withdrawal save or the spell fails to reduce the addiction tier.
  Casual Cure
  Casual Cure
  If a character does not drink alcohol for a period of 7 days,
  or is unable, it becomes cured of its addiction and becomes
  a recovering addict.
  Moderate Cure
  Moderate Cure
  If a character does not drink alcohol for a period of 14
  days, or is unable, it moves down a tier and becomes
  casually addicted.
  Severe Cure
  Severe Cure
  If a character does not drink alcohol for a period of 30
  days, or is unable, it moves down one tier.
  Recovering Addict
  Recovering Addict
  After being cured of their addiction, they are affected for a
  period of 3d4 months. The character may have to make a
  DC 12 wisdom save when in the presence of the Alcohol.
  On a failure the character will attempt to acquire it, and
  use it if they have the opportunity and if doing so will not
  put them in immediate danger. They may repeat their save
  after each long rest, they succeed automatically if they
  cannot access it. They have disadvantage on the save if
  they are under stress.
  This condition is removed after the months are up, but an
  addict is never truly “cured”— the DM may call for a
  temptation roll at their discretion any time the former
  addict is suffering or recently suffered conditions of
  extreme stress.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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