Inebriated is a tracked condition similar to Fatigue and Strife that measures a player character’s level of intoxication. This is not frequently a condition encountered while in the wilderness, but while in towns or performing extended periods of downtime, players may wish to engage in revelry, carousing, or a good old-fashioned drinking contest. The rules for inebriated are as follows: - A player character may consume a number of alcoholic beverages equal to their Constitution modifier (minimum 0) before potentially experiencing the effects of being inebriated. - Every subsequent alcoholic beverage consumed has an associated Constitution saving throw, as outlined in the table below. If you have advantage or an expertise die on saves against poison or the poisoned condition, you may apply them to saves against becoming inebriated. If you are immune to the poisoned condition, the maximum level of inebriated you can experience is level 3. - The effects of being inebriated stack, similar to other tracked conditions. Casting spells such as _[lesser restoration](https://a5e.tabletopbytheik.nl/compendium/spells/lesser_restoration)_ may remove 1 level of inebriated, provided the player character is at levels 1, 2, or 3. If an adventurer is at levels 4 or 5, _[greater restoration](https://a5e.tabletopbytheik.nl/compendium/spells/greater_restoration)_ may remove one level of inebriated. Long resting removes all levels of the condition, but the player character may suffer the effects of the [[Hungover]] condition. TABLE: INEBRIATED EFFECTS | Level | Effects | DC | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | | 1 | **Buzzed.** You feel pleasantly warm, and your inhibitions are lifted slightly. So long as you remain in the building or area where you are carousing, you gain an expertise die to checks to make friends with the locals or learn information. | 10 | | 2 | **Tipsy.** While you may be good at making friends, you’re not so great at keeping secrets. You have disadvantage on Deception checks made to conceal information or your intentions. | 12 | | 3 | **Drunk.** Even the most dexterous individuals start losing some of their edge after a few drinks. You gain a –2 penalty to your Dexterity score. Despite this, you still try to perform feats of dexterity to show off. | 14 | | 4 | **Slurred.** Your speech becomes slurred and difficult to understand. You have disadvantage on all Charisma-based checks. | 16 | | 5 | **Sloppy.** You’ve gone just a little too far, and you’re probably going to feel this in the morning. You must succeed on a DC 18 Dexterity saving throw to move your normal Speed. If an ally is assisting you, roll the save at advantage. | 18 | #### Avoiding a Hangover A player character who consumed enough alcoholic beverages to become inebriated the night before must make a Constitution saving throw to determine if they are [[Hungover]] the following day. The DC of this saving throw is equal to **5 × the level of inebriated the adventurer obtained**. For example, if an adventurer reached inebriated level 3, they would need to succeed on a DC 15 Constitution saving throw or experience a hangover. Conversely, an adventurer who only reached level 1 would need to make a DC 5 saving throw to avoid the consequences of their actions.