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The Great Big Random D100 Of Tavern Drinks (D&D5e)

Number
Drink Name Drink Color Drink Short Description
Rolled
The cheapest rot gut ale in the land. This is the stuff that can be
1 Goblin Grog Putrid Green brewed with all types of ingredients sometimes including goblin. Taste
is terrible but gets the job done
2 Griffin Nest Medium Brown A shot of Dwarven Brandy with a raw egg in it.
A potent orcish ale where the vintage is measured by how many lumps
Pink with brown
3 Skullbuster XXX in it, the more the better. Normally only given as a rare gift by people
lumps
who have done the orcish people a great service
A nice tasting potion that became a widely served drink purely for the
Clockwhistle's Dark Purple,
4 fun of it. Invented by Dondaan Clockwhistle, this drink is said to cause
Surprise Glittery
strange effects, most of the time anyways.
The pride and joy of the Silvermane Clan, Silver's Ale is a powerful
5 Silver's Ale Clear Dwarven concoction of 296% ABV. The drink can also double as a
splash weapon in a bar fight!
green A gnomish concoction made from glowing mushrooms. Most non
6 Glowglass
phosphorescent gnomes refuse to drink this sweet liquor, most gnomes laugh at this.

Brown with A strong fungus ale, brewed by Eblo Harglet after he developed a taste
7 Old Stinky
floating debris for fungus ales in the Underdark.

A strong hearty Ale with a strong burning finish. No one knows why it is
Blood red with blood red in color. Possibly because of a reaction of the water they use
Roaring Eagle
8 various fine in the brewing process, or because they barrels they use are made with
Ale
chopped cloves Blood Root trees. Which grow special in the region where The Roaring
Eagle is. Specialty at "The Roaring Eagle" Shipped around the world.
This drink is taken from the waste barrel. All the leftover, half drunk, or
not made correctly alcohol is thrown into the barrel to be reused very
9 Slog Dark brown
cheap. the taste changes daily based off the most unused alcohol that
night.
Made by soaking the inner organs of various sea creatures soaking in a
Blue-ish Brown or
10 Bilgewater fermented brine, the concoction is the run through a sieve to remove
Jet Black
the bones and viscera
shiny golden
Taken from a keg with floating lumps of coal, initial strong charcoal
11 Deepminer liquid with black
taste followed by delicious warm honey golden taste
foam
clear with white Clear shot, strong apple and clove taste (drink came from a distiller that
12 Sildars itch
shimmer had itchy back but nobody to scratch it)
Deep candy
Dragonfire apple red w,
13 Aged brandy with a hint of Apple Cider / Red hots. Smooth
Brandy swirling orange
mist
Adapted from a well aged potion of cure wounds, this bitter drink feels
Deep Opaque
The Cranky and tastes like poison before entering stomach. A brief moment later,
14 Black with Stark
Clergyman warm feelings emanate from the drinker's gut as some small wounds
White Head
seal up. A tavern favorite for after-brawl drinks.
A brew hailing from one of the most revered Dwarven breweries,
Deep chocolate Milligun's is their signature brew. Even uncommon in Dwarven
Milligun's Deep
15 to black with a communities, it is rare to find in human establishments. A complex,
Stout
white frothy head deep, hearty flavor lingering of coffee and burnt grain with a bold body
and a hint of plum.
The best blend of magic and rum in the world. Dark rum mixed with a
cherry cordial in a silver strainer imbued with magic, it tastes like a
Rado's Death Blood red with a
16 perfect wine and rum mix. To add the blue topper, simply stir with a
Punch blue top layer
golden spoon and the magic reacts to the gold, giving a random flavor
each time it's poured.
It's as it sounds like. The drink is comprised of a green minty liquid filled
A greenish drink
with gelatinous cubes that can either be chewed or swallowed whole.
17 Jelly Drink that wobbles
The drink itself is a little sour but with the sweetness of the cubes in
when moved
contrast, it makes it a rather unique and flavoursome experience.
This salty bitter brew is made from the fermented blood of an orc chief's
Ork's blood Blood red with
18 rivals. after the first few gulps the drink feels thick and coppery. Brewed
brew crimson froth
by orcish shaman.
A drink made from potatoes, milk and some other kind of ingredients
Watered down
that you don't really want to think about. Raw and lacking in finesse and
19 Poorman's Wine milk lacking in
taste, it does the job it's supposed to - getting you blazing drunk... and
consistency
maybe forgetting about your old ball and chain of a wife.

The Hairy Various shades


20 Strong to the taste but can leave an itchy sensation in the throat
Wizard of brown

Warlock's Blue with dark


21 Burns all the way down, but has an amazing aftertaste.
Wasted Patron swirls
Cinnamon Schnapps with a special proprietary ingredient the bartender
22 Kossuths' Kiss Red and Flamey
lights on fire before serving
This ruby rich delight is packed with mouth-watering sumptuousness
with hints of bramble, blackberry, boysenberry, Don Cherry and
23 Firewine Pinot Noir Frankenberry flourishes. A treat to eat with beef testicles or lamb
spleen escabeche. Also an ideal companion for manic-depression.
Shows promise to last longer than your belief in an afterlife.
Goes down slowly and coats your mouth and throat. Usually followed
24 Squid Ink Black
by a chaser.
White yogurt on Topped in a thick layer of savory yogurt, it is both a drink and meal in
25 Twisty top, purplish one. The drink itself contains the flavours of blueberries mixed in with a
liquid underneath helping of spirits.
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

Any adventurer who drinks this will not regain HP on a Long Rest. They will be too
1 Silver
busy vomiting and feeling awful all night. Effect wears off after 1 day.

DC 10 CON save or vomiting ensues. 5 Copper

For non-orcs they must make a DC15 con save or pass-out for 1D6 hours, half- Free (see
orcs make the save at DC7 description)

DC 15 CON save. Roll on Wild Magic table upon fail, rerolling for effects that
directly harm someone. DM can also decide what happens. Effect can not be 5 Silver per Mug
affected by features granted to Wild Magic Sorcerers.

DC 15 CON save for 2d4 poison damage for non-Dwarves. If used as improvised
3 Silver per Pint
weapon, 2d4 Acid damage to anyone except Dragonborn, DEX save for half.

Drinker sheds a soft glow like a candle for 1d4 hours. 2 Silver a Shot

In the next 24 hours, a patch of mushrooms will grow from a random location on
the player's body. Harmless. This patch will continue to grow mushrooms for 1d4 1 Copper
days or can be cured by magical healing.

DC 12 Con Save 1d6 fire damage upon fail. If succeeded you gain fire resistance
2 Silver
for 16 hours. (At least a mug must be drank to trigger either effect.)

DC 8 con save to keep the random contents down. 3 Copper

The lingering taste of rotten, brackish seafood remains on the palette for a few 5 Copper or One
hours Tall Tale

Upon your next Long Rest, your character makes a bowel movement. You must
roll d100 if you roll under the number of drinks consumed your feces contains a 10 Silver per Pint
small gold nugget worth d10 gold, if not is a painful coal filled movement

upon drinking hands get very warm and fingernails grow d4 cm 2 Silver

DC 13 Con sv. Fail = Disadvantage on persuasion and seduction resistance tests,


but you're happy about whatever you did... until tomorrow. Maybe. I mean you DID 1 Gold per Snifter.
have fun. And the Tiefling twins were seriously alluring and sexy.

DC 11 Con Save, 1d4 poison damage upon fail. One round later (approx. five
7 Copper
seconds) later, heals 2d4 hit points

Advantage on saving throws vs. Fear for the next 1hr 1 Gold

2 Silver per Shot. If


DC 14 Con Save, 1d10 poison on a fail and become drunk for 1d4 hours. On a
already consumed
success, half damage and must succeed on a DC 16 Wisdom save to ask for
one shot, price
another which caused the consumer to have disadvantage on the next Con save.
doubles.

Allows sour food to taste sweet and visa versa. Effect lasts for only 30 mins per
10 Copper
drink.

con save 11 + 1 for every additional mug to become nauseous. if you consume
8 Copper
another tankard after becoming nauseous, you vomit.

Allows the consumer to forget one painful recent memory(in the last two weeks) for
1 Copper
1d6 in hours.

Roll 1d6 for every cup you drink. On a 5 or 6 your throat starts to become itchy.
Sensation wears off after a time. After <0.5*CON Score> cups, make a DC 15 Con
3 Silver
save. On a save you become drunk for 1d4 hours. On a fail, you vomit hairballs like
a cat.
Those who drink this drink can use Mage Hand (cantrip) at will for the next 24
1 Gold
hours

None. Feels nice and warm though. 5 Silver

Disadvantage on Charisma checks for 1d6 hours. 50 Silver

Advantage on hiding or escaping during the rest of the session. 3 Gold

You feel youthful, almost as if the drink has taken you a few years back into your
30 Copper
past. You gain +1 in Constitution and also heal 1d4 in hp per drink.
The Great Big Random D100 Of Tavern Drinks (D&D5e)
Number
Drink Name Drink Color Drink Short Description
Rolled
Served in a tall earthenware mug, this dark tea still has some ground
Treant leaves floating around in it to steep. It is advised to drink slowly
as not to swallow the leaves, as they leave a bitter aftertaste. The tea
Dark brown with
26 Treant Tea itself is quite sweet, but can be further sweetened to taste by putting a
green swirls
few twigs of sweetwood into the mug. It leaves a nutty aftertaste and an
uncanny feeling of connectedness with everything made of wood in
your general vicinity.

Black with red A drink preferred by fiends and devils. Made from Cinnamon Bark and
27 Demon's Blood
spots inside it of course demon's blood.

Dragon Poison Dark Green with A drink made with Poison that normally use to kill Dragons, however
28
Ale Bubbles the amount used is very minimum that it won't be fatal to drinkers

An expensive drink popular among desert dwellers. However, it is not


29 Glass Milk Clearish-white
for the faint of heart (or loot!)

A depressing drink that makes the consumer feel like nothing is


Hangman's
30 Yellowish brown working out, almost like a dark cloud looming over their head. Tastes a
Noose
little salty on the palette, almost like tears.

This drink, like absinth, has mild hallucinogenic properties. Its sweet
Green with purple
31 Wyvern wine and tangy with a slight burning aftertaste as the neurotoxin from the
swirls
wyvern poison comes into contact the the soft tissue in the mouth.
Sour at first, then burns with a vengeance. After taste leaves a lingering
32 Dry Heave White
effect.

It's short and sweet and leaves you light on your feet. Makes you feel
Red wine with a smart and attentive. You begin to notice things that you hadn't been
33 Giftmouth
dash of purple able to comprehend before. A popular drink among aristocrats and
nobles.

The flavours of different fruits hit your tongue but you're unable to
A soft palette of
describe which it is before it changes to the next. As you drink, you'll
34 Bard's Blessing subtle reds, pinks
feel it pooling around your voice box, stroking at it, almost as if it is
and yellows.
tempting you to sing.
Dark red with A drink made from material found only in the Underdark. Tastes
35 Blind Beholder large white somewhat musty, but has an incredible kick; doesn't take much to
bubbles make the world start spinning.
Phases between
a deep orange
and bright yellow.
Travera's A drink made by a dwarven wife who was dying of a terminal illness but
36 Clear but with
TIncture wished to take care of her husband even in death.
silver dust visible
when the liquid is
disturbed.
A slightly yellow
frothing milk drink
Banana It's thick. It's creamy and oh so bananary. Add chunks of ice to make it
37 with chunks of
Milkshake a refreshing drink throughout the hot summer months. Child-friendly.
banana scattered
throughout
A delicious alchemical / alcoholic concoction. Made with Tiefling Fire
vodka and a dash of a pixie sugar dust, a teaspoon of honey, and two
Clear with
spells, one of which is Faerie fire. The other spell is not named but its
pearl/opalesque
process easily followed even by the most novice spell caster. Its an
swirls and feint
38 Nyssa's Nectar ancient spell of warlock / fey origin. This drink designed for the patrons
random tiny
in the tavern, usually female, who tire of the endless rude adventuring
glowing pink
lot, making advance after rude advance on them. The ladies often buy
lights
this drink for the truly offending adventurer and enjoy the effects
caused on the unsuspecting offender.
Served in a curved glass in that of a claw. The drink's warmth can be
Black with a
39 Kenku's Claw felt spreading throughout the body. Then what feels like a cut across
streak of grey
your chest.

Eye of the An alcoholic drink made by nomadic groups (Goliath's come to mind) in
40 Milky white
Beholder which a hardboiled egg is added to fermented goats milk.

The drink tastes fluffy in your mouth, and nutty. It's smooth yet, light
A clear liquid
and bubbly enough to have you wanting more. Little do you realize
Parroty Parroty crossed with red,
41 however is that this fluffy feeling in your chest will soon extend to your
Parroty Parrot green and yellow
entire body. You believe you have wings now, and oh? Is that a crest?
stripes.
You are now a parrot, or so you believe.

A teal blue with a


Drink... but... very carefully... This drink was made by an
Pan- foamy whith froth
interdimensional being of great importance, well at least at one point he
42 Dimensional at the top.
was a leader of great importance. Noted to be the best drink in the
Gargle Blaster Served in a glass
known Universe.
of an odd shape.
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

While slowly sipping the hot tea, you sprout small twigs and leaves from your
orifices. As you continue drinking the twigs spread and your skin takes on a
barklike appearance. For an hour after finishing the drink, your skin is solid wood, 25 Silver
acting like the Barkskin spell, and you have disadvantage on saving throws against
fire.

If any other creature other than a fiend, a Tiefling, and a devil drinks this they take
1d10 Necrotic Damage. They also must make a DC 10 Con save or be poisoned
taking 1d4 poison damage every hour. If poisoned roll a 1d6 to determine how
5 Silver
many hours the creature is affected by the poison. The creature cannot heal while
poisoned by the drink.If the creature falls unconscious the poison stops until the
creature is awake. The creature can still be stabilized.
Anyone who drinks this needs to make a DC15 con saving throw. On a fail they will
10 Gold
be knocked out for 10mins, on a pass, they gain 10 temporary hit points for 10mins
If you drink this and pay up, you'll be fine and get a +4 to persuasion until you
succeed on a persuasion check. However, if you refuse to pay you will be cursed
with some form of madness for an hour or until you pass out- this does not apply 20 Gold
who anyone born in the desert, since they have usually drank this at least once
growing up and always receive the +4 persuasion bonus.
The consumer feels a depression overcome him. If they are already depressed,
this effect amplifies any anger, resentment, self-pity, sadness or any other negative
5 Copper
emotions that cloud their mind. They take a 1d12 temporary penalty to Wisdom
that lasts for 12 hours.

fort save dc 14 or suffer from mild hallucinations, they are distracting and give the
8 Gold
char a -2 on all skill checks and attack rolls. the effect lasts 2 hours.

Intimidation +2 for 1d4 rounds. Fort Save DC 17 or suffer from dry heaves lasting
3 Copper
1d4 rounds.
Effect: Allows the consumer to understand 1 random language for 1d4 in hours
(one they previously don't know or aren't fluent in). They also gain a +5 to
Perception or Notice rolls. Once the effect wears off, they will return to normal and 10 Gold
if they hadn't learned the language previously before consuming, won't be able to
understand it.
Effect: You suddenly feel like you could sing to the world! You gain a +5 to any
Performance (Sing) Rolls at the cost of taking on the Dazed Condition for the
20 Silver
duration of the performance, or as long as it takes before you need to go to the
bathroom.
Anyone attempting to cast a spell while still tipsy or drunk from this drink risks a
50% chance of the spell backfiring. Disadvantage on any Perception checks relying 5 Silver
on sight.

Upon drinking any vessel filled with this liquid the drinker will awake warm dry
clean and hunger free the following day at noon, with no recollection of any events(
5 Gold
because there were none) of the previous evening. The drink chooses the nearest
bed and makes the owner of the bed friendly until the following evening.

The consumer feels refreshened and cooled down. Allows the user to gain back 1
3 Copper
lower level spell usage.

This drink tastes amazing. It's almost EXACTLY what the drinker was wishing for.
Nice buzz. No hangover. DC 17 CON sv to notice effects of the drink, as you enjoy
2 Gold for the
your time in the tavern. Treat as Dazed for the 1st minute. After that minute is
bartender to cast it
over, and your head is not so fuzzy, you enjoy the rest of the night, in the form of
as a ritual from that
the opposite gender. Right down to the clothes your wearing as well. Now that the
dusty drink recipe
shoe is on the other foot, enjoy your fellow adventurer's attention. If you were only
tome.
slightly obnoxious, maybe the girls will have pity on you and you'll enjoy a "girl's
night." Effects wear off after 6 hours from the last swallow.

DC 16 Cons check or shout out *insert expletive*. But gives darkvision comparable
2 Silver
to that of a Kenku for 2d4 hours. Roll a 3d6 a 3 causes you to cough up a feather.

3 Copper for
normal livestock
egg, but price can
No special effects
increase depending
on the source of
the egg

Effect: The consumer thinks they become a parrot. They don't actually turn into
one, they just think they are. They lose the ability to formulate proper eloquent
30 Silver
speech as well as the will to act like a sane individual. They act like a parrot for 3
minutes before their mind is restored.

The effect of drinking one is like having your brains smashed out by a slice of
lemon wrapped around a large gold brick. The Pan-Dimensional Gargle Blaster
gives you all of the pleasant effects of alcohol, while shunting most of the nasty
after effects to a parallel you in another dimension.
Free but never
served more than 2
Just know that any time you drink one, there's a decent chance a parallel you in
another dimension is drinking one, too The DM can make you do a Con Save 20
during the remainder of the session at any time. On a failed save, you begin
vomiting profusely and lose your next Action.
The Great Big Random D100 Of Tavern Drinks (D&D5e)
Number
Drink Name Drink Color Drink Short Description
Rolled
Of halfling origin, this is a fermented juice of berries, honey and spices.
There are regional and seasonal variations, each with family variations.
Ranging from
Lightly alcoholic, Berry is usually drunk to refresh rather than to
clear lavender to
intoxicate (though in quantity, this the latter can be accomplished).
43 Blerry deep red,
Some varieties are dry, but most versions are at least slightly sweet,
depending on the
and almost all ideally have a light carbonation. A few variations made
berries
for sale to humans are sweeter and heavier, and are used as a kind of
dessert wine, but most native drinkers turn up their nose at these.

Golden, fizzing,
Wild Magic Very bubbly, tastes a little sweet, and can often cause the drinker to
44 and sometimes
Brew see random sparks around them. Sometimes the sparks are even real.
sparkling

Fresh goat's milk. What more could you want (except an actual drink)?
45 Goat's Milk White Somewhere along the line of your order, the bartender confused your
order with that of a travelling monk, a strict teetotaller.

A drink thats more like cogulated blood than an ale considering how
Fiery red drink
thick it is. Bubbles crawl slowly to the surface through its sanguine
with thick orange
blood-like depths. It is an extremely spicy drink that makes it almost
bubbles that
46 Zozo Juice unbearable to consume. Only an idiot would think its a good idea to try
almost make it
drink this. Is also extremely flammable to the point that water and
appear molten in
suffocation won't be able to put it out. The only way to disperse the fire
nature.
is by dispelling it. Drink and use with caution.

Thick, dark brown


stout,
Tasty, mouth-coating, drink that tends to remind the consumer of fond
47 Drunken Uncle approximately the
family gatherings.
thickness of
eggnog

It's a nice, tall glass of water, known for hydrating thirsty travellers
48 Flavoured Water Clear exceptionally well. A slice of lemon has been added as a nice garnish.
The glass is surprisingly clean as well.

Made famous by prisoners who smuggled in goods into their cells in


A violent orange
order to forget the monotony of their sentences, the drink is composited
colour mixed with
49 Jailhouse Wine of cheap and easy to get materials in order to get you blazing drunk.
streaks of deep
Has a strong sugary and fruity flavour that borders on the sensation of
red
fermentation.
Served in a deep heavy tankard, the musty oakish odor is inviting to
Dwarven few but those with the affinity to damp basements. Meant to fill the void
50 Nut Brown
Drought of the deep dark caverns, brewed with only the finest dwarven barley
this is a strong beer for the strong willed.

Sweeter than the desert this mead is thick enough to hold up the spoon
51 Meaty Mead Mustard Yellow that harvested the honey that made it. Good luck to anyone who drinks
many of these devilish treats.

Heart of the Distilled from only the most select yellow mould, this sharp-tongued
52 Clear
Halls spirit brings vigor and life to any looking for a good fight.
This ethereal drink glows softly and emits a light mist. Light, clear and
53 Bluenose Blue almost flavorless the drink itself is merely a means to delight in the
wonderful vapors from the mist.
A highly addictive drink as it makes the consumer believe they are
kissing their lover with each sip. Can work on those who are single too.
Light pink with
Be careful when consuming though as it encourages drinkers to forget
54 Lover's Kiss tiny shards of
their surroundings and to indulge in intimate acts. Has resulted in many
white throughout
being caught publicly masturbating and making a fool of themselves,
only to wind up in jail somewhere.

Dark purple with


small silver A hallucinogenic drink concocted of tentacles obtained between space
55 Planar Guide
bubbles emerging and time by some Warlock of the Great Old Ones.
constantly

An orange slice decorates the side of the glass in which it is served.


A transparent
Tastes of a mixture of orange, lemon and ginger with a vague hint of
orange whose
spice. Travellers and nobles alike ingest this drink when they have
56 Citrus Tea bubbles sit on the
stomach upsets as it is known to aid in both indigestion as well as
bottom of the
constipation. Is also rather good for helping cure the common cold. Can
glass
be consumed either warm or cold.
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

The consumer is refreshed, energized and, usually, somewhat cheered. It


intoxicates like a standard lager, and takes at least a pint to get the average
1 Silver
halfling buzzed -- a good few pints for a typical human, and a dwarf or half-orc
would need more. The varieties made for humans are stronger-- like a light wine.

After drinking, any time you try to cast a spell in the next hour, roll 1d20. On a 1,
treat it as a Wild Magic Surge, as though you were a Sorcerer with the Wild Magic
4 Silver
Sorcerous Origin. If you are a Sorcerer, you get a Wild Magic Surge on a roll of 1
or 2.
Your bones feel enriched from the calcium in the drink. Your mother is proud of you
for making the right choice. The bartender is embarrassed for giving you the wrong Free
choice. He gives you your drink for free and hastily finds another patron to serve.
Effect: Wow, you're a real idiot aren't you? To drink it successfully requires a
Constitution Save DC of 18. Failure to meet this immediately puts the consumer
into a state of complete agony where they temporarily suffer moderate to large
penalties to all attributes depending on how cruel the GM feels like being (and
probably how much they tried to drink) and also take physical damage based on
how badly they failed. They also gain the Weakened or Petrified condition. If they 5 Gold
succeeded in taking the drink, they gain a +10 bonus to Constitution, Strength and
Intelligence and also a temporary immunity to fire and poisons whose duration is
based on how successful their roll is. (Duration capped at 48 hours.) Both
unsuccessful and successful drinkers also end up with a burned tongue and won't
be able to taste anything for 1d4 days.

Player must make a constitution check of DC 13: on a failure, the PC must reveal
one of their deepest, darkest secrets, or must tell an extremely
3 Silver
inappropriate/embarrassing story. If the PC continues to drink the drink, increase
DC by one for each pint consumed.

You are no longer dehydrated, and you feel like this will help whatever hangover
you may have had the next day. A stranger sits down beside you and orders the
same thing. You strike up a conversation over your strange, shared taste in this
odd environment. After some enlightening conversation the stranger gulps down
the rest of his water, bids goodnight and departs. Your realize that you not only do
1 Electrum
not know his name, but he left behind a small, glass coin beside his cup. You push
through the crowd to find him, but he seems to have vanished. The coin is a Clear-
water coin of Hydration: when dropped in a glass of any liquid, it turns into clean,
clear, refreshing water.The coin turns to granite, and must be given a day to
recharge.

Hits you hard and hits you fast. The consumer must roll a 1d6 save otherwise they
will be effected with the strong sense of paranoia for the remainder of the evening 1 Copper
or for up to 6 hours.

Increased Intimidation and Persuasion +1 for every 2drinks. Decreased Intelligence


5 Copper
checks by 2 for every 3 drinks.

Effect: The power of mead compels you: +2 for Str &Cha saving throws for 2
hours/drink. | Monster "next day"Hangover: Speed Reduced by half; + (2drinks: -3
Con, 3Drinks: -6 Con, >3drinks: - Xd4 Con where X is amount of drinks), Short 2 Copper
Rest = DC25. Long Rest = DC 20. If PC fails a check, effect lingers until after a
second long rest then DC = 0.

Temporary +2 Str and +1 Acrobatics. +5 against intimidation checks. 1Gold

Eliminates overpowering smells from being distracting. The pleasant smells put
5 Silver
you in a good mood, Advantage on Charisma checks.

Effect: The consumer makes a Constitution or Wisdom DC 10 roll. If they fail, they
partake in ludicrous acts of self love, or if in the company of someone they desire,
proceed to try and indulge them in their fantasies. If they succeed, they feel the 25 Silver
desire to do these urges but retain their control and will, leaving it up to the player
to decide if they give into them.

Upon drinking this. Roll a d4. Your mind is instantly teleported to one of the
following planes of existence for 1 min.
1) The 9th Level of Hell - suffer 1d8 psychic damage as you see the most terrible
things imaginable
2) The Void- you feel an emptiness within your being for the remainder of your
character's life, roleplay appropriately 10 Gold
3) Valhalla- You witness and take part in a great battle in a heavenly place. You
get a +2 to all Strength checks for the next 24 hours.
4) Gaia- Your consciousness returns to the collective unconscious that is the world
you live on. Gain some epiphany on your current adventure that you would only
know with a 20+ Knowledge Check.

The tea cures any minor sicknesses upon consumption as well as aids in any
digestive problems the drinker might be experiencing. Also grants a +2 to Cold 5 Copper
Resistance for up to 6 hours.
The Great Big Random D100 Of Tavern Drinks (D&D5e)
Number
Drink Name Drink Color Drink Short Description
Rolled

An infamous Gnomish brew known for requiring a waiver to be signed,


Crazy Al's A transparent,
absolving the tavern and brewer of any damage and/or loss of life
Gnomish greenish liquid
57 before it can be served. It comes in a black bottle, with multiple warning
Knock-Out that constantly
signs written in Common, Gnomish, and Dwarvish. Tastes absolutely
Lager bubbles.
foul.

A dark amber /
A traditionally brewed, thick, dark ale in which black peppercorns are
brown butter with
Angry Tom's added to the mash and brewed to 4.2% abv. It is rich, peppery, and not
58 a thick, creamy
Furious Ale at all infuriating.
taupe coloured
head.
Surprise! There ain't no strawberries in this drink, Strawberry Surprise,
Strawberry even though rosy in color, is actually mead made with the liquid from
59 A light pink
Surprise very hot peppers. It is made by brewers and sold to people who want to
play tricks on their friends, or teach someone a lesson.
Isn't actually what it says it is, but when you look at the glass as the
A tempered warm
bartender hands it over to you, you can't help but wonder if you're being
brown, served
60 Water pranked. In the bottom of the warm brown liquid sits an inanimate head
with a severed
of a dead snake. The drink itself tastes bitter with an earthy tang. A
snake's head
potent drink, in more ways than one...

61 Snake Venom

This drink is made in summer from Aurochs milk mixed with 6 different
kinds of peppers, which is then left to ferment until winter. It has a
62 The Pepperbox Light smoke-gray
strong, unsavory taste and his explosively hot for the throat even if you
drink it cold.

"What? Eww no of course I'm not going to drink it...What do you mean,
63 Goat's Piss Yellow
a coward?! Pass that here and watch me down this whole thing!"

Staring at it is almost hypnotising. Its flavour is distinctly something


A purplish blue
magical but you can't quite put your finger on what it might possibly be.
liquid that
The flavour changes and dances across your tongue as your mind
64 The Mind's Eye sparkles and
begins to peel open, revealing what was once lost to you. One of the
swirls like a
few alcoholic drinks to actually make you feel and be smarter upon
galaxy
consumption.

A swirling myriad Rainbows! Rainbows everywhere! This colourful drink is as much a


65 Pixie Piss
of rainbows pleasure to indulge as it is to look at.

Morg's A magically imbued Mead, created by the Mage's guild. (Morg being
66 magnificent A thick gold the guild master.) Often brewed for Royalty and Nobility, who embrace
meed magic.

Elven battle A sake Brewed by the Elves, this rice wine is believed to contain the
67 Clear
spirit spirits of Ancient warriors, consumed to gain those warrior's courage

Made with a mix of Dwarven Whisky, even Brandy, and fresh lemons.
Gregory's Mostly clear with
68 Captain Gregory created this tasty drink, to serve to his crew. This drink
groovy grog a light brown hue
will keep for months, making it perfect for a long voyage.

A shot of named after the taverns best lady of the evening. It is made
Deep amber red
The Redheaded from fermented berries, Tree Ent Root, and Deer's blood. The rim of
69 and thick like
Harlot the flagon or glass is also coated in honey and dipped in a red sweet
blood
powder that is to be licked before pounding down the drink.

Clear to It tastes like a centaur put on a shoe made out of black licorice and
70 Ouzo
shimmering white then kicked you in the mouth with it.

A light red that


Red Ribbon turns darker the A mixture of something between rosewater and wine. The more you
71
Runs Red deeper into the drink, the heavier the taste becomes.
glass it goes
Black at the
The Dwarven A mixture of strong, bitter ales, dark rum, and coffee. Most people put
72 bottom, but gold
Hammer raw sugar on top of the foam to get a "spark" effect
at the top
In a colour similar
to skin, with what This concoction, despite its appearance, isn't actually that bad. It tastes
73 Harpy's Scream looks like very a little bit bitter at first, but once you swallow the "skin" on top it
thin skin floating becomes sweet... and then spicy. Very spicy.
at the top

74 Green Fey Lime Green Made from the wormwood root but not sweetened like liquors.

Made by the finest brewers in all the land, the Beveridge Brew has the
The Beveridge
75 Dark brown initial taste of joy and happiness, but an aftertaste that reflects the
Brew
texture and taste of dirt.
A thick liquid that has a sweet taste, but has a slightly bitter aftertaste.
76 Fuzzy Night Opaque Purple Many patrons enjoy it with a spoonful of honey mixed in to cut the
aftertaste.
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

Upon consumption, the drinker must immediately make a DC 15 Constitution save.


If passed, the drinker immediately gains a temporary +2 boost to Strength and
Constitution scores (maximum of 20) until the next long rest, has Advantage on
Constitution saves until the next long rest, and has Resistance to Cold damage
until the next long rest. The drinker is also immune to the drink's effects for 24
hours. If the drinker fails the 15 Gold per bottle
save, but does not roll a Natural 1, the imbiber is knocked unconscious for 2d6
hours. Upon regaining consciousness, the character has Disadvantage on all
ability score checks, skill rolls, and saves until two long rests have been spent.
Should the drinker roll a Natural 1, he or she immediately drops to 0 Hit Points, and
begins rolling Death Saves.

Other than the natural inclination to enjoy the drink with a thick cut steak, standard
3 Copper
drinking rules apply

Must make a DC 10 Constitution save or drop the drink and appear foolish in front
of their friends. PCs who make the save by more than 5 may order another, and if
5 Copper
they pass the test again, they gain advantage in one action resolution the next day
due to their boost of confidence due to the rise in popularity from their fellows.

Free but sometimes


a charge is applied
You feel a little better and a little more hydrated.
depending on the
venue.

You gain a 1d10 to resist poisons for the next 12 hours. It also makes any male
consumers of the drink feel intimately invigorated. They become aroused over the
1 Copper
course of the night and instilled with sexual stamina. Consume to impress your
lover with your newfound prowess.

More than just making people piss drunk, it also helps to fight symptoms of cold
and flu. PCs who keep a flask of this can drink it to have Advantage on its next 1 Gold for a bottle
saving throw against cold environmental effects.

You must roll a constitution save of DC 10 to not get sick from the drink. If you fail
you're nauseous the rest of the night, and several people laugh at you (1/3 of bar
patrons will not take you seriously, and you have disadvantage on any Charisma
Free as a challenge
checks against them). If you pass you gain the admiration of all of the bar-goers,
gaining advantages on all Charisma checks at the bar the rest of the night, as well
as a free drink of your choice or a free round of ale/beer for the bar.

Effect: The consumer gains +2 to Wisdom and Intelligence and also gains +5 to all
Knowledge rolls previously known by the consumer. Does not allow them to gain
knowledge on a topic they know nothing about. They also wake up to an almost 20 Silver
soul-crushing hangover as it feels like your skull has been split in two the morning
after.

Effect: Makes you feel funny. The consumer finds it very easy to laugh. Great to
use around people who can't tell good jokes. Also, if you drink enough of it, you'll
50 Silver
find yourself levitating slightly. It's not enough to quell fall damage but it brings that
feeling of walking on air while hovering off the ground a few inches.
Choose one. a) increase Intelligence by 4 for 10 minutes, (one drink) b) recall one 50 Gold per bottle
spell used today (one drink), c) affect people's attitudes as per the suggestion (contains 4 drinks)
spell. (one + one drink served to each person to be affected) Limited circulation
500 Gold per Jug
(15-20 servings)
Con +2, -1 penalty to reflex saves, +2 moral boost to saves against fear effects, for
Often given out as
24 hours.
military rations
before a battle.
300 Gold per Barrel
For 24 hours, you get a +2 to resist the effects of heat, thirst, and +2 against
(about 100
contracting diseases. also gains a +2 to con checks and fort saves for extraneous
servings) Often part
effort.
of a sailor's rations.

All who drink this get Advantage on Charisma skill checks/saves toward the
5 Gold
opposite sex while in the tavern.

After 3 drinks, characters will either gain 2 points of Intelligence (25%), 2 points of
Wisdom (25%), or will merely believe himself to have maximum possible 5 Silver
Intelligence and Wisdom for his species (50%). Effects last 1 hour.

Turns the consumer's hair and clothes different shades of red for up to 1d6 hours.
They also gain +2 Charisma for the same duration and are easier in attracting 10 Copper
attention.

Male consumers will find their beard grows an inch for each mug taken in, while
female consumers will feel their hair getting thicker and longer. Effect wears off 15 Copper
after an hour.

Once the drink turns "spicy", the PC must roll an 11 or higher on a STR throw in
order to keep themselves from screaming. If they succeed, they will gain a +2 in
10 Copper
performance for an hour, but if they fail they will scream for the next five minutes,
and probably be kicked out of... wherever they are.

This spirit requires a DC 16 con save to avoid vomiting, and suffering a level of
40 Gold
exhaustion for 1d12 hours the following day
Sends the drinking into a dream( unknown to the player ) were something really
great happens to the character. After the effect wear off the character notices that it 15 Copper
was just a dream, and most likely throws up from the taste of dirt.
After drinking a single mug, the events of the evening will be forgotten the next
time the character takes a long rest, unless they succeed at a DC 8 Constitution 2 Gold
saving throw. For each additional mug after the first, increase the DC by 2.
The Great Big Random D100 Of Tavern Drinks (D&D5e)
Number
Drink Name Drink Color Drink Short Description
Rolled
77 Gutbuster Dark brown A thick dwarven brew, very rarely shared with non-dwarves.

This odd liquid is a constantly swirling mass of orange and red, and has
Swirl of Orange
78 Brimstone Brew a faint glow to it. The brew carries a slight odor of sulphur, and is warm
and Red, glowing
on the tongue.

A healthy amber A pleasant herbal tea constructed from various plants and resources.
with leaves of Mint, lavender, honey, chamomile, sugar - plus other ingredients that
79 Angel Tea
mint stirred make your whole body feel silky and smooth. Both a refreshment and a
throughout welcome sleep remedy.
A dark beer A tall glass broth served with a kebab of pickles and bacon staked
The Ghillain served with a through it. The combination of beer served with the sides makes it a
80
Special skewer of bacon flavour combination to behold, mixing sour, sweet and savory all into
and pickles one.
Made from fermented goat's milk and a proprietary blend of
psychoactive deep mushrooms, this dwarven brew preferred by
Yellow-brown,
81 Gut Shaker Battleragers is not for the faint of heart or stomach. It tastes like a
lots of body
mixture of hangover bile and someone punching you in the face
repeatedly with a spiked gauntlet.
A strong Mead that has a very high alcohol content. Brewed from the
Hop, Skip, & Go best barley, hops, and herbs in the land. Is known to get the local
82 Light green
Naked townsfolk to do things they normally might not do with just one goblet.
Hence the name.
The drink swirls constantly in the glass, tugged downward like a
Aqua blue,
83 Sea Shanty whirlpool. This constant animation makes it a little annoying to
almost azure
consume as it is prone to spill.
Thick and red as Some think that the drink originally started out using crushed up
blood but with vegetables and fermented alcohol. Some recipes still do use the
green-ish swirls. original recipe, but have decided to actually add in the blood of a
84 Bloody Medusa
Served with a Medusa. Not only does it taste great for a morning pick me up, but it
green snake's also grants the drinkers who partake with a special surprise. Be wary
head on the rim. not to go picking a fight in a bar where this is served...
A simmering
brown with tiny The drink tastes almost like copper, like you'd been licking coins or
Merchant's golden flecks pipes all day long. The metallic aftertaste however slowly begins to
85
Lucky Day swirling whittle down the more you drink of it, and eventually becomes
throughout its something enjoyable.
depths
A buttery brown
drink with a Foaming, smooth to taste with enough kick to keep itself interesting. A
86 Butterbeer
creamy foaming popular purchase among novice drinkers.
top
No one knows where this concoction comes from or what exactly it is
made from. Strange monks in hooded robes deliver the drink by
A slimy green
nightfall and give it at a highly discounted rate. Some say that drinking
87 Cthulhubrew color and thick
enough of it not only does the desired effects of alcohol but also
like syrup.
enlightens their brain chemistry to a high state. The taste of it is like
Licorice or Absynth
Have you ever wondered what hell fire would taste like? Then fireball is
88 Fire Ball Fiery Red for you! "Man i chugged a quart of fireball before the dance and the
guards were all over my ass as soon as i walked in." Best night ever!
Brewed by Demons, Devils, and even Dwarves. It is said that Hades
89 Hellfire Whisky Deep Dark Red himself came up with this drink as a way to get himself drunk. Primarily
Tastes of Strong Whisky and Lots of Cinnamon.
Tamaranian Cherry red with
Tanqueray & Purple swirls and An extremely rare drink, obtained by a group of Spelljamming
90
Zorkaberry glowing green adventurers. Fruity taste.
Tonic fruit
Gathered from the three Dire Mangrove Monitors behind T'hal's Tavern,
this drink smells of rotting flesh and metal. T'hal will give anyone who
91 Lizard Spit Bubbly Clear
can keep this drink down 2gp and a place on his tavern wall with their
name on it.
Brewed in a secretive enclave known who mark their bottles with the
rune of Othala. Born of a mixing of an ancient dwarven recipe with skill
A deep rusty
and flavor from members of all the civilized races and it is even said the
brown, almost
aid of a few dragons. This brew has a strong flavor of chocolatey
black with toffee
grains, vanilla, bitter hops, and a myriad of spices appealing differently
92 Dragon's Milk colored bubbles,
to each imbiber. It is most commonly found in dwarven enclaves and
almost opaque
elven kingdoms but has been making headway into the taverns of all
when held to the
the civilized races; though with limited supply this is leading to an
light
overall price increase over time making it ever more popular among
nobles as a status symbol.
A clear liquid but
The drink was brewed by an Evil Dark lord of a land far far away from
when held to
this tavern. Some say that they don't even know how long ago it was
heat, elven
One Beer to brewed. It is extremely Rare and the contents of a barrel of it has been
93 writing appears
Rule Them All known to be killed over. It is known to taste like the absolute best drink
as fiery wisps
one has ever had in their lifetime. Due to creatures having different
throughout the
tastes, it mimics to their desired favorite flavor magically.
drink
The translation of this drink's name is an old, orcish curse - one you
don't say in polite company. Known for being one of the toughest drinks
94 Glavgalask A golden brown ever, few people can handle this and not end up on their backside. It is
rarely drunk purely for fun, generally it is drunk in ceremonies and
competitions.
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

After drinking this brew, you are resist poison effects for 1d4 hours 5 Gold
After drinking the brew, the character must make a DC 8 Constitution saving throw
or hear an unintelligible whispering plague them. However, Warlocks and other
characters in the service of infernal masters gain a slight boost in their spell 3 Gold
powers, with all damaging spells dealing +2 bonus damage, and all saving throw
difficulties to resist their spells increasing by 2. Both effects last 1d4 hours.

You feel your eyelids grow heavy and your body beckons you to sleep. The
consumer gains Restful Sleep, which allows them to gain the benefits of a full 70 Copper
night's rest in 4 hours. Once awakened, they feel completely refreshened.

Effect: All the different flavours allows the consumer to become inspired. They gain
a +5 to any Crafting rolls as well as a +1 to Dexterity. Any person who consumes
80 Silver
this drink with the Cooking skill gains a +15 to the next meal they craft, ultimately
making it delicious and filling. Watch your waistline with this drink.

You become enraged, as the barbarian ability, but you are unable to voluntarily
20 Silver
end this for 1 minute; after the effect wears off, gain one level of exhaustion

Any character that drinks from this must Roll on ANY Carousing Table. I suggest
the https://www.reddit. 1 Gold
com/r/DnD/comments/3uunbt/the_bigger_badder_longer_uncut_d100_carousing/

The consumer gets drunk, but is able to breathe underwater for approximately 1
2 Gold
minute. Swim drunkenly at your own risk.

Drinking this concoction is as if casting Stoneskin on oneself. Creature has


10 Gold
resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour.

Effect: You feel lucky, so lucky in fact that any ability or action taken to gain money
means you get a slightly increased income. You also have a higher chance of 2 Gold
finding loot and items.

The consumer feels a little more alert and sociable. They gain a +1 to Charisma
20 Copper
and Perception checks. This effect only lasts an hour.

Once consumed, the player gets Telekinesis for the next 24 hours. But in
exchange the player hears dissonant whispers from another being calling them to
join their cult. Deals 1d6 Psychic Damage.

After drinking a fireball shot you feel the hot embrace of hell in your lungs. You get
9 Silver per Shot
resistance to cold damage for the next 30 minutes.

Drinking this could cause death, partial intelligence loss, or just a slight buzz. The
GM should select what is right for their campaign and situation. Before doing so, 5 gold per Shot
ask yourself "What would add the most to the story currently?"
2 Gold (Unless it's
DC 13 CON sv. Success = The ability to levitate for the next 3 hours, and + 2
Blorthog's Day,
STR. Failure = A splitting headache and Disadvantage on WIS checks for the next
then your Friend is
3 hours and complain like a bloated Clorbag.
buying)

It smells of rotting goblin flesh T'hal feeds his beasts. Drinking it requires as Con
4 Silver a Pint
save with a DC of 18, or risk vomiting and taking 2d6 necrotic damage.

This dank brew instantly warms the drinker and produces a profound euphoria.
This brew removes one level of exhaustion as well as making the drinker immune 25 Gold per pint,
to the ill effects of cold weather, the frightened condition, the poisoned condition 310 PP per keg
and damage for an hour after drinking. It also tends to make its drinkers foolhardy (taverns tend to
as the euphoria and lack of fear associated with drinking it leads some to disregard buy at roughly 250
their own safety, this has lead to bartenders being careful to whom they serve this PP per keg)
amazing brew.

On consumption, any character must back a Wisdom Save of DC 20. On a failed


1 Platinum per Pint
save, their alignment changes to Chaotic Evil for the next 24 hours. After the 24
or Free by doing
hours they must roll a Constitution Save of DC 16 or think of nothing but trying to
the tavern owner a
get more of this drink. If they fail this and do not have the drink in the next 24 hours
favor (GM's
after, they no longer have to make saving throws (they have been detoxed long
discretion)
enough)

The drinker must make a DC 15 constitution saving throw. On a success the


drinker is poisoned for one minute. On a failure the drinker falls unconscious for 100 Gold for a pint.
1d4 hours. If this drink is mixed into food all diseases are removed from it. Any You drink it in shot
food that has this drink mixed in does not force the constitution save that drinking it glasses.
straight would cause.
The Great Big Random D100 Of Tavern Drinks (D&D5e)
Number
Drink Name Drink Color Drink Short Description
Rolled

Shirley Temple
95 of Elemental Swirly chaotic mix Incorporates the various base elements together, all with an evil taint.
Evil

A sweet, light craft beer brewed from magically grown sugar. It's is
Clear with flecks often drunk at parties and given as a gift between nobles.
96 Glitter
of gold and silver Must be bought from the distiller. Will only be sold to those of upper
class or renown.
A drink made by distilling strong dwarves spirits through a mash made
of hallucinogenic mushrooms and powerful chillies. Staggeringly strong
and harsh yet incredibly tasty. Imbibing the drink often produces
Jet black with red soothing hallucinations, making this a popular drink among the
97 Skullbungle
highlights downtrodden as well. Bottles are generally bought right from the
distillery. A popular gift among nobles with a penchant for booze such
as Dwarves, Orcs and Stoutblood halflings.

98 Scumble Muddy Brown It's made from apples, mostly. Slightly fizzy,don't let it contact metal.

2 freshly squeezed oranges from a local orchard mixed with a pint of


99 Brewmosa Gold
mead.
Brewed with the sole intent of forgetting whatever trouble you may
cause under it's influence. The Mindflayer, has had many of its
100 The Mindflayer Blueish Purple
imbibers waking up in jail, or naked in a puddle of their own vomit and
piss, or even one poor fella in bed with a deformed goblin named Bob...
The Great Big Random D100 Of Tavern Drinks (D&D5e)

Drink Effect Price

Gives visions of evil elemental creatures nearby for d20 minutes/drink. On a roll of
1 on a d6, one of the following occurs (roll 1d4): 1 - Drinker is turned into a Water
Weird for 1d8 hours, but retains his or her mind. 2 - Drinker grows 1d20
mushrooms on their body, giving -4 to Charisma until cured with Cure Disease;
1 Silver per Glass
broken mushrooms grow back within one hour. 3 - Drinker catches fire for 1d4
rounds, doing 1d4 damage per round - flammable mundane items such as clothes
or axe handles are destroyed. 4 - Drinker finds it difficult to breathe for 1d4 hours,
causing dizziness and -2 Constitution for the duration.

Generally sold for


Roll a d20. On a 19-20, the drinker is cured of all non-magical poisons and
100 Gold for a 2
diseases. A bottle contains 40 drinks.
pint bottle.

The drinker must make a DC 15 constitution saving throw or be poisoned for 1


minute. While poisoned in this manner the character cannot be frightened or 5 Silver per shot.
charmed.

1 shot =Acts as a potion of Heroism. 3 shots=memory loss of the next 12 hours.


1 Silver per Shot
CON save (-2 per shot) or incapacitating hangover for the next day.

Second Wind - Restore Health: Roll 4d4 divide by 4 4 Copper

Only 1 shot is needed for "I DID WHAT?!" to take effect... "I DID WHAT?!": Until
your next long rest your INT is lowered by 10, afterwards until your second long 1Gold per shot
rest your INT is lowered by 5. Note: Your Int can never decrease below 1.

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