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Magical Drinks For Your D&D Campaign

Spice up that tavern life

By Tommy LeePublished 3 years ago Updated 3 years ago 10 min read
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In the images are magical drinks you can incorporate in your D&D or any TTRPG campaign you would like. Feel free to change anything as you see fit so it fits with your campaign and your style. These drinks have additional effects when consumed that I will detail below in the order they appear. Disclaimer: some of the drink names are a bit on the NSFW-ish side, but nothing overtly offensive or sexual.

Lemon-Aid: This strong lemonade drink is made with half lemons, some sugar and mint with a whole lot of tequila. The drinker heals 5d10 hit points and gains an equal amount of temporary hit points for the next 12 hours or until the temporary hit points are depleted.

Cocoanut: A satisfying hot chocolate infused with coconut rum, dark chocolate schnapps, and giant toasted marshmallows. For the next 12 hours, the drinker gains resistance to fire damage and the use of the cantrip Produce Flame. During the duration of the effects of this magical drink, the drinker's skin becomes light red and warm to the touch.

Beerserk: This drink will unleash your inner rage with beer, hot sauce, and lime juice served in a glass rimmed with chili powder. For the next 12 hours, the drinker has resistance to either slashing, bludgeoning, or piercing damage and when rolling to attack, rolling a 19 counts as a critical hit.

Icy U: Refreshing frozen daiquiri made with fresh and frozen strawberries, lime juice, rum, and simple syrup. For the next 12 hours, for each successful attack the drinker makes on a creature, the drinker can learn more about the creature and can either learn the creature's AC, a resistance, an immunity, or vulnerability if applicable.

Djinn and Tonic: You'll feel a nice breeze drinking this simple drink of gin and tonic water garnished with mint and lime wedges. For the next 12 hours, the drinker is resistant to force damage and gains use of the cantrip Gust.

Will-o'-Whiskey: You're not going to see straight after ingesting this dark and bitter whiskey. Some might say you see death. For the next 12 hours, the drinker has disadvantage on attack and initiative rolls, but has advantage on Insight, Perception, Arcana, and Investigation checks. During the duration of the effects, the drinker will see hallucinatory images of what looks like spirits or ghosts. For 6 consecutive hours within the duration of this drink, the drinker also has Detect Magic active.

Whorechata: Let go of all of your worries with this delicious blend of rum, rice, milk, vanilla, and cinnamon! After consuming this drink, the drinker is very likely to grow lustful towards anyone they see. For the next 12 hours, the drinker has advantage on all Charisma based ability checks and saving throws.

Brr-bin: This classic drink is made of brown sugar, bourbon, bitters, and orange peel with dunked frozen cherries and olives. For the next 12 hours, the drinker gains resistance to cold damage and gains the use of the cantrip Shape Water. For the duration of this drink's effects, the drinker's skin becomes icy blue and cold to the touch.

Feytal Attraction: Fall in deep love with someone with this mix of wine, absinthe, and fruit nectars. For the next 12 hours, the first two people that take a drink out of this magical cocktail will gain advantage on attack rolls and ability checks as long as they are within 10 ft. of each other.

Hex on the Beach: This tastes so good it hurts! Made with cranberry juice, orange juice, tons of vodka, and peach schnapps. For the next 12 hours, the drinker can cast the spell Hex at the cost of 1d12 damage. During the duration of this magical drink's effects, the drinker's skin will become more tan and darker in complexion.

Boys-in-Berry: Soaked in tequila are all sorts of berries topped with 2 cherries with a splash of coconut cream. For the next 12 hours, the drinker gains advantage on any Dexterity based ability checks and saving throws.

Pina Killada: An electrifying beverage made with coconut water, coconut milk, pineapple juice, and lots and lots of rum. For the next 12 hours, the drinker gains resistance to lightning damage and +2 to their initiative rolls. During the duration of this magical drink's effects, all of the drinker's hairs will stand up on end and any head hair will cause a harmless static shock to anyone that touches it.

JO: Get juiced by this drink of fresh orange juice and vodka with a splash of coconut cream and garnished with a banana. For the next 12 hours, the drinker gains advantage on all Strength based ability checks and saving throws.

Bubbled Tea: A rum spiked black or green tea with popping pearls at the bottom that are injected with your flavor of choice. A thin invisible bubble floats around the drinker that can only be seen if it is hit. The bubble shimmers in the color of the popping pearls of the drink. For the next 12 hours, the drinker gains +1 to their Armor Class and while the drinker talks, small bubbles will float out of their mouths.

Cough-E: Want to pull an all nighter? Drink this coffee concoction of vodka, heavy cream, and coffee liquor. The hot nature of this drink will cause the drinker to go into fits of coughing for 12 hours, causing them to be immune to the sleeping condition by any magical means and resistant to psychic damage.

Sweet Creams Are Made of These: This shake-like drink is made with sweet cream, chocolate liquor, and vodka. Blended to perfection. For the next 12 hours, if the drinker rolls a 1 during any ability check, saving throw, or attack roll they may re-roll but must keep the second roll.

Monster Mule: This classic cocktail is made with ginger ale, lime juice, vodka, mint, and garnished with a lime wedge. For the next 12 hours, the drinker has Speak With Animals casted on them and will sprout an animal feature such as: small horns, tails, small unflyable wings, longer nails, etc.

Take a Breather: This spiced ale makes anyone's mouth salivate. Please specify upon ordering: fire, cold, lightning, poison, or acid. For the next 12 hours, the drinker gains the use of the spell Dragon's Breath of their chosen type. DC is 8 + proficiency modifier + Constitution modifier. During the duration of this magical drink's effects, the drinker's eyes become more reptilian.

Mimick: Want to pull a prank on someone? This magical drink is a disguised tiny water elemental that will take the form of any other drink. When consumed, the drinker must make a Constitution saving throw of 15. On a failure, the drinker takes 2d8 psychic damage.

Sea Salt: This light blue milkshake blends sweet and salty flavors with sea salt, milk, ice cream, and gin. After drinking this magical drink, the drinker feels attuned to someone close by. For the next 12 hours, the drinker is able to Mind Link with one other creature. While Mind Link is active this way, the drinker is able to give the help action to who they are Mind Linked with.

So-Duh: A simple drink with soda of your choice, ginger beer, and scotch. For the next 12 hours, the drinker has advantage on all Wisdom based ability checks and saving throws.

Dragon Beer Float: Sweet cream floats on the top of this dark bitter beer, neutralizing each other's flavors. For the next 12 hours, the drinker can use a bonus action to float up 20 ft. in the air.

Peach Fuzz: Vodka infused with tons of peach and apricot that will make you feel tingly. For the next 12 hours, the drinker has Resistance cast on them. During the duration of this magical drink's effects, the drinker grows a bull beard. Once the 12 hours ends, the beard quickly falls out.

Liquid Courage: Ready up that confidence. Served in a tall pint of beer is a shot of alcohol of your choice with sweet, golden ambrosia. For the next 12 hours, the drinker can add their proficiency bonus to any ability check, saving throw, or attack roll on top of their existing modifiers. During the duration of this magical drink's effects, Intimidation checks made against the drinker are made with disadvantage.

Blood-D: A strange savory concoction made with tomato juice, vodka, hot and barbecue sauce, garnished with a celery. For the next 12 hours, the drinker has advantage on all Intelligence based ability checks and saving throws. During the duration of this magical drink's effects, anything the drinker tastes will be salty.

Martiny: This small cocktail is made with vodka and bitters topped with lemon twists and a spritz of lemon juice. For the next 12 hours, the drinker is halved in size, becoming a small creature. After the 12 hours ends, the drinker rapidly grows back to their normal size.

B.B.B.: Get knocked out by this bright green concoction made with vodka, tequila, gin, citrus soda, and plenty of green curacao. For the next 12 hours, the drinker has disadvantage on all Dexterity based checks and saving throws, but gain advantage on all attack rolls. Additionally, during the 12 hours, as a reaction the drinker can change the target of an attack designated to them to a different creature within 5 ft. of the drinker.

Helixir: Spiraling in this beautiful drink of gin and tonic is a helix of grenadine and blue curacao. For the next 12 hours, the drinker can add 2 to the ability score of their choice (can exceed 20). After the 12 hour duration of this drink, the drinker gains 1 point of exhaustion.

Gizz: Sweet cream soda, gin, and vanilla ice cream will get all over you. DISCLAIMER: This drink might be shot at you. For the next 12 hours, the drinker has Guidance cast on them.

Fleet of Bols: This fleet of gin cocktails will make you feel energetic, as long as you're able to finish them all. For the next 12 hours, the drinker can, as an extra action, make a melee or ranged weapon attack.

Medisin: This incredibly medicinal ginger drink doesn't taste the best, but it boasts powerful benefits and harmful side effects. For the next 12 hours, the drinker is immune to the Blinded, Charmed, Deafened, Paralyzed, Petrified, Poisoned, Stunned, and Sleep Conditions. If the drinker falls to 0 hit points, they automatically have 2 failed death saves.

Abilitea: Choose 1 of 6 flavorful teas for a boost! Flavors come in:

  1. Strong Sakura: A strong floral smell with a sweet taste. For the next 12 hours, your Strength is increased by 1 and any Strength Saving Throws are made with advantage.
  2. Delicate Dragonfruit: A bit tart that keeps you on your toes. For the next 12 hours, your Dexterity is increased by 1 and any Dexterity Saving Throws are made with advantage.
  3. Composed Chai: Warm and spiced, perfect for a relaxing time. For the next 12 hours, your Constitution is increased by 1 and any Constitution Saving Throws are made with advantage.
  4. Intuitive Infused Ice: If you like your drinks cold, this will hit the spot. For the next 12 hours, your Intelligence is increased by 1 and any Intelligence Saving Throws are made with advantage.
  5. Whimsical Winter White: A mint-like flavor that sharpens the senses. For the next 12 hours, your Wisdom is increased by 1 and any Wisdom Saving Throws are made with advantage.
  6. Charming Chamomile: This flavor can calm your nerves, if you let it. For the next 12 hours, your Charisma is increased by 1 and any Charisma Saving Throws are made with advantage.

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About the Creator

Tommy Lee

Asian-American aspiring to be a successful author.

He/Him

https://amazon.com/author/tdlee

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