Sometimes, you just need to sit back, unwind, and take a swig with your pals. This page is dedicated, not only to what drinks are commonly available at a tavern, but also how the drunkness system works.
Getting drunk happens in stages, as one circles the drain toward unconsciousness. Therefore, it is governed by a special condition known as drunkenness, which is measured in 10 levels. A drink can give a creature one or more levels of drunkenness, as specified in the drink’s description.
A creature immune to being poisoned can’t become drunk, and one with advantage on saving throws against being poisoned has advantage on saves against becoming drunk as well.
If an already drunk creature suffers another effect that causes drunkenness, its current level of drunkenness increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of drunkenness as well as all lower levels. An effect that removes drunkenness reduces its level as specified in the effect’s description, with all effects ending if a creature’s drunkenness level is reduced below 1.
Each hour that passes reduces a creature’s drunkenness by 1 level. Moreover, finishing a long rest drops a creature’s drunkenness to 0. If the creature’s drunkenness level was 5 or higher, they instead suffer the poisoned condition (as well as a blinding headache) for 4 hours.
Level - Effect
1 - A pleasant buzz fills your head
2 - Passive Perception drops by 5
3 - Coordination wanes: Disadvantage on Strength, Dexterity, and Constitution checks
4 - Words slur: Disadvantage of Intelligence, Wisdom, and Charisma checks
5 - Poor balance: Disadvantage on attack rolls and saving throws
6 - Speed halved
7 - Attacks against you have advantage
8 - Falling over: Unless leaning against something, you fall prone at the end of your turn.
9 - Vomiting: For 1 minute, you spend your action each turn retching. After this time, your drunkenness level decreases by 1.
10 - Unconsciousness, until the following morning
Below are a list of non-magical drinks. Some drinks might not be in every tavern for one reason or another.
Costs 4 CP
When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 4 CP
When you imbibe this drink, make a DC 10 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 8 CP
When you imbibe this fruity spirit, make a DC 14 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 6 CP
When you imbibe this sweet apple cider, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 2 CP
When you imbibe this hot, bitter drink, your exhaustion and drunkenness levels each temporarily decrease by 1 for the next hour. You can only be under the effect of one cup of coffee at a time.
Costs 4 SP
When you imbibe this beer, make a DC 10 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 4 SP
When you imbibe this beer, make a DC 12 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 4 SP
When you imbibe this beer, make a DC 11 Constitution saving throw with disadvantage. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 8 CP
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 4 CP
When you imbibe this berry-infused cider, make a DC 9 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 4 CP
When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 6 CP
When you imbibe this sweet wine, make a DC 12 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 1 SP
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 8 CP
When you imbibe this spirit, make a DC 16 Constitution saving throw. You suffer 3 levels of drunkenness on a failed save, or 1 on a successful save.
Costs 1 SP
When you imbibe this spirit, make a DC 15 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save.
When you imbibe this wine, make a DC 13 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save. Wine comes in two varieties, common and fine, which vary in merits of taste and texture.
Common : 6 CP
Fine : 1 GP