DISCLAIMER (shortened):dnd5e-alcohol is a fantasy roleplaying module for FoundryVTT and does not promote or encourage real-life alcohol consumption. This is purely fictional and should not be interpreted as endorsing drinking, especially underage drinking or alcohol use during pregnancy. I seek no financial gain from this module. Please play and drink responsibly, and remember that real-world alcohol consumption carries risks. (See full disclaimer at bottom of Readme.)
Inspired by this ruleset by CupidFaust on GMBinder. Reproduced as a module for Foundry with permission.
Inebriation "points"
The characters now have a numeric flag of how many "inebriation points" they have. Consuming alcohol will prompt for a Save, if the save is failed, the potency of the drink is applied to the character.
Inebriation meter in character sheet

There is a bar / meter in the character sheet that shows the current inebriation points.
Thresholds for new conditions
When the inebriation points reach certain thresholds (decided by your constitution score), you will get increasing worse alcohol-induced conditions. Tipsy > Drunk > Wasted

Tipsy
- +2 to persuasion
- -2 to insight
- -2 to wisdom saves
Drunk
- -2 to all attacks
- -2 to int and wisdom checks and saves
Wasted
- Poisoned condition
- May vomit uncontrollably
- May fail regaining hp, hit dice and spell slots on first long rest
3 Macros for the DM

By selecting tokens, the GM can manipulate the inebriation points with these 3 macros.
Rest
Taking a short rest will reduce the inebriation points on a character by 1.
Taking a long rest will reduce inebriation to 0, but going to bed with the Wasted condition might ruin your sleep, and hinder you from regaining spell slots, hp and hit dice (constitution save).
Compendiums

Alcoholic Drinks
The drinks have an active effect they apply, this is replaced with potentially added inebriation points and other properties if the character fails a save. This means you can add new items that add inebriation points and the properties available in the module by following the naming convention on the ActiveEffect: "Alcohol - Potency 1 - Dangerous - Disarming" for example. Swap the number for the potency of the drink, and add as many of the properties as you want seperated by dashes.
Dangerous
Upgrade unarmed strikes to 1d4.
Disarming
-5 to perception checks
Infatuating
-2 to charisma and wisdom saves (unless the character has Fey Ancestry)
Racial
Can choose to fail if matching race / species, and gain 1 less potency from drink.
Sobering
Subtracts inebriation points, instead of adding them.
Wild Magic
Rolls on a Wild Magic table, with effects on the drinker.
Alcoholic Monsters
- Booze Drake
- Rum Gremlin
- Swarm of Rum Gremlins
- Keg Golem
Alcohol-Themed Items
- Barroom Knucks
- Drunkard's third leg
- Head Cleaner
Alcohol-Themed Feats
- Deep Gut
- Liquid Courage
- Liquid Talent
- Temperance of Mind