Drinks: A drink is defined as a single serving of some alcoholic beverage, scaled in size to the drinker. It has a category size just like a character, and a drink of the next larger category has four times the volume. Consuming a drink is a standard action that provokes an attack of opportunity.
For example, a gnome's ale mug would be one-fourth the size of a human's and considered Small, while a storm giant's might look like a barrel and would be Huge. Each of these is one effective drink to a character of the same size, and it would take 64 of the gnome mugs to fill the giant's barrel.
Some drinks are more potent than others; so one "drink" might not equal one effective drink.
For example, a single flask of strong dwarven spirits might be equal to two effective drinks, while a glass of light elven wine might effectively be one-half a drink. A barrel of elven wine might only be one-half an effective drink for a Huge giant.
Time: The effects of a drink go away with time. For every hour without drinking, reduce the effective number of drinks consumed by one. After eight hours without drinking, reduce the effective number of drinks to zero.
Know Your Limit: Your drinking limit is the number of drinks you can consume without suffering any effects. Your limit equals one plus your Constitution modifier, plus any racial bonuses to saving throws against poison, and is a minimum of one. For example, a dwarf with a Constitution of 14 would have a limit of 5 drinks (1+2+2).
Over the Limit: Whenever you have a drink after reaching your limit, you must make a Fortitude saving throw. The DC is equal to 15 plus the number of drinks you've had over your limit. The first time you fail a Fortitude saving throw, you become tipsy. If you are tipsy and fail a saving throw, you become drunk. If you are drunk and fail a saving throw, you pass out, becoming unconscious and helpless for 2d4 hours, then wake up fatigued (see the DMG, Chapter 3, Condition Summary).
Tipsy: You have a -2 penalty to all skill and ability score checks, AC, attack rolls and saving throws, and have a 10% chance of arcane failure when casting spells. After an hour without drinking, you are no longer tipsy, and your number of effective drinks is reduced to your limit.
Drunk: You have a -4 penalty to skill and ability score checks, AC, attack rolls and saving throws, and have a 40% chance of arcane failure when casting spells. After an hour without drinking, you are no longer drunk, and become tipsy again.
Just One More: Five minutes after rolling a Fortitude save for drinking over your limit; you must make a Will save at DC 10 (12 if tipsy, 15 if drunk). If you fail, you must have another drink, if possible.
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