Free feat at lv. 1

At level 1, the players get to choose one extra feat, as long as the feat does not give an ability increase.

Potion Drinking

Drinking a potion can be done with a bonus action or a full action.

  • Using a bonus action you roll as normal for damage/healing.
  • Using a full action, you get the full potential damage/healing.

Inspiration

You can have up to three “pips” of inspiration saved up. The other players are encouraged to let the DM know when they think other players have earned a pip of inspiration. Inspiration can be spent to gain advantage, as usual, but it can also be spent to impose disadvantage on a single enemy (saving throw against a spell, for example.)

Resurrection Spells

“Each” ressurection spell will work for your character once. So the spell “Wish” will revive your character “Errold” once, but the next time “Errold” needs a revive, you must use a different spell. Except for revivify, which is an “instant revive”. To cast any resurrection spell you must have the soul in question in a soul jug in your possession, or it has to be “loose” in close vicinity. In the case the spell requires the body to be present, this is also true.

Spell Scrolls

All characters with a spellcasting ability, may use a spell scroll. No roll required. As long as they have a spell slot of the level the spell on the scroll is. Casting a spell scroll above the spell slot you have available will cause the DM to roll on the “unstable magic” table, with unpredictable results.

Unstable Magics

Certain magical actions will cause the DM to roll on a wild surge/backfire table, this is a custom d100 table, with unpredictable results. Many may be harmful to the spellcaster, or those in his vicinity.

  • Casting a spell from the conjuration school of magic
  • Counterspelling counterspell
  • Casting a scroll above your level

Inebriation rules

Taken from GmBinder

There are macroes in FoundryVTT to handle these “inebriation points” and their conditions.

Each drink has its own Potency. When you drink an alcoholic beverage. roll a Constitution saving throw equal to 10 + Potency, with a cumulative +1 penalty for every inebriation level you have incurred so far. If you fail, your Alcohol Level increases by that drink’s Potency. You may choose to fail this saving throw. Creatures receive twice the number of Alcohol Level points for each size category below Medium they are or half for each size category above Medium, rounded down.

Tipsy

Once your Alcohol Level is equal to your Constitution modifier (minimum 1), you have the Tipsy condition.

  • A tipsy creature gains +2 to Charisma (Persuasion) checks
  • A tipsy creature suffers -2 to Charisma (Deception) skill checks

Drunk

Once your Alcohol Level is equal to one half of your Constitution score, rounded down, you have the Drunk condition. In addition to the modifiers for having the tipsy condition, you also have:

  • Drunk characters have a -2 penalty to both Intelligence and Wisdom checks and saving throws.
  • Drunk characters suffer a -2 penalty to spell and weapon attacks.

Wasted

Once your Alcohol Level equals 10 + your Constitution modifier, you now have the Wasted condition. In addition to the modifiers for having the drunk condition, you suffer the poisoned condition and have the following modifier:

  • A wasted creature must make a Constitution saving throw at once an hour they are awake or spend one minute vomiting. While vomiting, they cannot perform any other actions and automatically fail all saving throws.
  • Once a wasted creature begins a long rest, they must make a Constitution saving throw or fail to gain any benefit from the rest. Both saving throw DCs are equal to their Alcohol Level.

Incapacitated

Once your Alcohol Level is equal to your Constitution score, you are immediately incapacitated. You must succeed a Constitution saving throw equal to your Alcohol Level or begin making death saving throws. Another creature can make a Medicine check to stabilize you as normal.

Poison Resistance

A creature with poison resistance has advantage on saving throws to avoid becoming drunk. If a creature is immune to the poisoned condition, they cannot become drunk and are unaffected by Drunken Conditions.