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Customizable Drinks Menu | PDF | Alcoholic Beverages | Beer
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Customizable Drinks Menu

The document presents a customizable drinks menu for Dungeons & Dragons 5th Edition, designed to enhance tavern settings in campaigns. It includes various drink names, effects, and prices, allowing for unique interactions and experiences for players. Each drink can have different effects based on player consumption, adding depth and creativity to gameplay.

Uploaded by

Mr Crusader
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0% found this document useful (0 votes)
19 views4 pages

Customizable Drinks Menu

The document presents a customizable drinks menu for Dungeons & Dragons 5th Edition, designed to enhance tavern settings in campaigns. It includes various drink names, effects, and prices, allowing for unique interactions and experiences for players. Each drink can have different effects based on player consumption, adding depth and creativity to gameplay.

Uploaded by

Mr Crusader
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Customizable Drinks Menu

Playable with Dungeons & Dragons, 5th Edition


Many campaigns and one-shots use taverns for their setting, which makes sense as it is
often a place for common folk – be they humans or otherwise – to gather and share news
over nourishing refreshments. But how do you make your next tavern feel authentic and not
another cookie-cutter bar with the same tables, patrons and the mead for sale?

One fun way to keep your players interested is to create varied and mysterious drinks.
These can not only provide a local flavour but could also affect the players as well as the
weight of their purse.

I designed the following drinks tables for anyone to enjoy so please feel free to use or alter
for your own games. The names of the drinks are split into 3 parts with the effects and price
from each section described next to it. Like the names, the effects are prices are
accumulated together from all 3 sections.

The Customizable Drinks Menu and other D&D content found at rollplaysidekick.com
Customizable Drinks Menu
The effects of the drink occur after the user has consumed at least half the drink. How drunk the drinkers become is up to the DM.

Die roll Name, Pt 1 Description/Effect (price) Name, Pt 2 Description/Effect (price) Name, Pt 3 Description/Effect (price)
1 Lord Orrey’s Generally trusted merchant Questionable Drinker makes Intelligent Save dc10. Mead Alcoholic drink of fermented honey and
(2sp) See separate table* (2sp) water (1sp)
2 Auntie Elira’s Friendly brand (1sp) Fine A standard brew (1sp) Stout A strong, dark beer (1sp)
3 Fortune’s A clerical brotherhood (5sp), Portentous The drinker focusses on a single tavern Ale A drink like beer but without addition of
this gives the drinker event, believing it to be a sign of things hops (1sp)
advantage on any saving to come. DM decides if they are correct
throw vs drink effects (5sp)
4 Calister’s Effect’s don’t work 50% of Sizzling Incredibly potent mixture, the drinker Bitter A beer that is strongly flavoured with
time, for example a 1, 2 or 3 must make a Constitution Save dc10 to hops and has a bitter taste (1sp)
on a d6 (1sp) succeed or they cannot keep the
mixture inside and take 1d4 damage. If
they succeed then they have resistance
to cold damage for 1 minute (5sp)
5 Old A term of endearment (1sp) Windy It has undesirable side-effects on the Wine Alcoholic drink made from fermented
bowels (1sp) grape juice (2sp)
6 Gloriously Doubles any drink effects Dwarven Popular, especially as ales, stouts and Whiskey A spirit distilled from malted grain (2sp)
(1gp) bitters. (1sp) Wine, not so much. (0sp)
7 The (1sp) Fey Rare, unless in the Feylands. Light and Gin A clear alcoholic spirit distilled from grain
flavorful giving the drinker advantage or or malt and flavoured with juniper berries
charisma rolls for 1 hour. (4gp) (2sp)
8 Sparkling Complex to create (1gp) Elven Popular for wines and lighter drinks Tonic A non-alcoholic medicinal substance. If
(1sp) not so much ales and bitters. there are no other ill effects, this heals
(0sp) the drinker for 1d4 hit points (1gp)
9 Mystical Changes any effect subtly, up Marvellous This is the hallmark of quality. Expect Stinger This alcoholic spirit can feel a bit like
to DM to choose how (1gp) deliciousness (10gp) taking a dagger to the stomach. The
drinker must make a Constitution Save
dc10 or take 1d4 damage. If they
succeed, the drink is delightful! (5sp)
10 Authentic Extra credibility (5sp) Leafy Brewed in forests or enchanted glades, Clarity Magically brewed, this will give the
it tastes distinctly earthy. The user gets drinker a very drunken minute before the
advantage on drink effect rolls (2sp) effects evaporate completely (1gp)
11 Knock-off Some bar staff will keep this Golden Generally a clerical effect making the Elixir A low-ranking potion made with alcohol.
quiet. Drinker rolls a drink glow even in darkness for as long Roll on the Elixir effects table* (5gp)
Constitution Save dc10 or will as there is liquid in the cup (1gp)
be sick in 10 minutes (0sp)
12 Special Extra-strong alcohol content Hairy This will increase hairs on the drinker’s Conundrum If the other effects are positive, this
(2sp) body. See hair growth table * (2sp) contrary alcoholic drink will taste badly,
whilst any bad effects this drink will
improve the flavour. (1sp)

The Customizable Drinks Menu and other D&D content found at rollplaysidekick.com
Die roll Name, Pt 1 Description/Effect (price) Name, Pt 2 Description/Effect (price) Name, Pt 3 Description/Effect (price)
13 Heavy Any Dexterity rolls for next Fire Expect warmth in the belly and then the Spark The drinker feels a sudden surge of wild
hour are rolled with heat rises, causing the drinker to magic surge from their gut and into their
Disadvantage (1sp) breathe fire, causing damage of 2d6 hp hands. Roll on the Wild Magic Table for
if anything is in close proximity (2sp) effects * (1gp)
14 Homely A comforting feeling comes Icey This substance cools the body down to Chimera This blood-red spirit affects the drinker if
over the drinker. They cannot a slightly uncomfortable temperature. they fail a Constitution Save dc12. If they
be frightened for the next hour The drinker cannot catch on fire for 10 do, they grow two metaphysical (not
(5sp) minutes after drinking this (5sp) visible) heads and can see in all
directions for 2 minutes (2gp)
15 Classic A tried and tested drink (1sp) Dodgy Roll 1d6. On a 1 or 2, this drink causes Bite A strange type of mead, the drinker must
gut rot. Both the DM and drinker roll make a Constitution Save dc10, or they
1d20 (plus drinker’s Constitution save). lose control of their mouth, and any
If the drinker fails, I incapacitates the attempt to speak is to cause their mouth
drinker for 1 hour (0sp) to open and quickly snap shut again.
The drinker can attempt save every 5
minutes (2sp)
16 Warm A comfort drink. Cancels out Calming On taking this, the drinker cannot be Solarian This powerful drink has a pinch of
effects of any ‘Icey’ drinks. frightened or intimidated for 1 hour divinity. The drinker must make an
(2sp) (1gp) Intelligence Save dc 12 or roll on the
Solar table *. If they succeed, they have
magic resistance for 1 hour. (10gp)
17 Open range Brewed outside. Drinker rolls Loving The drinker behaves in an amorous Bugbear This pungent mix gives the drinker a
a Constitution Save dc5 or way, openly flirting with anybody headache even before any intoxication
becomes ill, taking 1 point of around for 1 hour, unless they try to takes place. It also gives them
exhaustion (0sp) resist and pass a Wisdom Save dc12 advantage on saving throws against
(5sp) being charmed or frightened for 10
minutes (2gp)
18 Tavern’s own Brewed on site (1sp) Challenging The drinker feels brave and can Spittle This strong spirit can only be sipped as
increase a particular skill they for 1 the taste is so strong (2sp)
minute after drinking (1gp)
19 Vintage A quality choice (1gp) Dangerous Containing mild hallucinogens, the Homebrew This highly toxic and volatile spirit can
drinker must make a Constitution Save make the drinker blind for 1 minute per
dc12 or be frightened for 5 minutes number of their Saving Throw. The DM
(5sp) rolls for potency, and the drinker must roll
a Constitution Save to try and beat that
number. (0sp)
20 Strangely Reverses other drink effects Sweet Extra sugary, for those who have sweet Faithful This special spirit allows the drinker to
(1sp) taste buds (1sp) walk outside of their body and move
ethereally in the world within 60ft in any
direction. The spell wears off after 5
minutes and the drinker immediately
takes 1 point of exhaustion. (1gp)

gp = Gold Piece(s), sp= Silver Piece(s), dc = Difficulty Class

The Customizable Drinks Menu and other D&D content found at rollplaysidekick.com
*Questionable Table *Hair Growth Table *Elixir Table *Solar Table
1 On a failed save the drinker cannot see other 1 Small amount of hair growth 1 The drinker can understand any 1 The drinker randomly
people for 5 minutes, when they can attempt to on top of the drinker’s head creatures for 5 minutes before teleports 60ft away from their
make the save again the effect fades current location
2 On a failed save the drinker believes there is 2 Small amount of beard 2 The drinker feels an increase in 2 Every creature within 10ft of
no tavern, for 5 minutes, when they can growth on the drinker’s chin strength (+2 modifier), lasting for the drinker suffers 3d6
attempt to make the save again 2 minutes radiant damage
3 On a failed save the drinker believes the being 3 No visible effects, apart from 3 The drinker can effortlessly read 3 With only 6 seconds
next to them (roll if more than one) is their a look of surprise on the another being’s mind. The warning, a blast shoots out
greatest foe, for 5 minutes, when they can drinker’s face effect lasts for 2 minutes of the drinker’s eyes, blinding
attempt to make the save again any creature it was looking at
4 On a failed save the drinker believes the being 4 Long dark hair growth on the 4 The drinker becomes invisible (or the drinker themselves if
next to them (roll if more than one) is their drinker’s arms and legs for 5 minutes eyes are closed). A Lesser
greatest love, for 5 minutes, when they can Restoration spell removes tis
attempt to save again blindness condition
5 On a failed save the drinker cannot cast spells 5 The drinker’s mane on top of 5 The drinker loses any points of
or communicate for 5 minutes, when they can their head grows twice the exhaustion and gains 1d4 hit
attempt to save again length in a matter of minutes points
6 On a failed save, gravity actually stops working 6 A large, fully formed beard 6 The drinker cannot stop
around the drinker and they can float freely grows on the drinker’s face laughing and is incapacitated for
around the room for 5 minutes when they must in a matter of minutes 1 minute, when they can attempt
attempt to save again a Constitution Save dc10 to
stop

*Wild Surge Table


1 A sudden surge of power ripples through the drinker’s fingers and they need to decide 6 A sudden burst of bubbles erupts from the drinker’s mouth. Each bubble
where they release this power. Once chosen, the drinker releases a fireball. Each contains images of other creatures looking puzzled in their bubble
creature within a 20ft sphere of that point must make a Dexterity Save dc12 or take environment. After 1d6 turns they disappear as the bubbles burst. In that time
8d6 points of fire damage. A successful saves halves the damage the player characters can interact with these creatures
2 The drinker starts to levitate into the air. If they want they can try to supress the 7 A black mark wraps around the drinker’s wrist. Every attack, ability throw or
magic with an Intelligence Save dc15 otherwise, they will rise to 15 feet in the air (or saving throw the drinker makes will be with disadvantage until they roll a
to the ceiling) for up to an hour. The user can attempt another saving throw after natural 20. This curse can also be cured using Lesser Restoration
every 5 minutes
3 A sudden surge of power ripples through the drinker’s fingers and they need to decide 8 The drinker glows with bright light in a 30 foot radius for the next minute. Any
where they release this power. Once chosen, grease sprays out onto an area up to creature that ends its turn within 5 feet of the drinker is blinded until the end of
60 feet away or until it hits a target. Any creature in a 10ft area of that point is its next turn
covered in grease. If it hits the floor, the creatures must make a Dexterity Saving
throw dc15 or fall prone
4 The drinker travels to the Astral Plane until the end of its next turn 9 The drinker is surrounded by faint, ethereal music for the next minute
5 The drinker is immune to being intoxicated by alcohol for 24 hours 0 The drinker and those in 10ft radius of them are transported into another
dimension (of the DM’s choosing) in a transparent bubble which they can burst
if they use excessive force. Otherwise, the bubble will reverse the dimension
jump and transport them back to the tavern

The Customizable Drinks Menu and other D&D content found at rollplaysidekick.com

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