Dungeons and Dragons is already an epic social experience. Add drinking rules and your campaign sessions, one-shots, or watch parties become even more entertaining. Here are drinking game rules for players, DMs, and even people watching D&D streams like Critical Role.
DND Session Drinking Rules (For Players)
These rules apply during any regular D&D session. Pick 5-8 that fit your group’s play style:
Combat Rules
- Drink when you roll a natural 1 (critical fail)
- Drink when you miss an attack
- Drink when your character takes damage
- Drink when someone casts a healing spell on you
- Drink when you roll for initiative
- Take 2 drinks when your character drops to 0 HP
- Finish your drink when your character dies
- Everyone drinks when someone rolls a natural 20
Roleplay Rules
- Drink when you break character
- Drink when someone says “I roll to seduce”
- Drink when the bard does something stereotypically bard-like
- Drink when someone makes a real-world reference in character
- Drink when a player argues with the DM about a ruling
- Drink when someone says “Can I do [something ridiculous]?”
- Drink when a player checks their phone during someone else’s turn
Exploration and Social Rules
- Drink when someone says “I search the room”
- Drink when the rogue tries to steal something
- Drink when someone splits the party
- Drink when the party gets into an argument about what to do next
- Drink when you enter a tavern
- Drink when someone rolls Perception or Investigation
DND Drinking Rules (For the DM)
Being a Dungeon Master is hard work. These rules make sure the DM gets to drink too:
- Drink when a player does something you did not plan for
- Drink when you have to improvise an NPC name
- Drink when a player asks “Can I roll for that?”
- Drink when you say “Are you sure you want to do that?”
- Drink when a player ignores your carefully planned plot hook
- Drink when you have to look up a rule
- Finish your drink when a player completely derails the session
Class-Specific Drinking Rules
Each player follows the rules for their class in addition to the general rules:
- Barbarian: Drink when you rage. Drink when you take damage and just shrug it off.
- Bard: Drink when you use Bardic Inspiration. Drink when you try to charm someone.
- Cleric: Drink when you heal someone. Drink when you invoke your deity.
- Druid: Drink when you Wild Shape. Drink when you cast a nature spell.
- Fighter: Drink when you use Action Surge. Drink when you say “I attack.”
- Monk: Drink when you use Ki points. Drink when you punch something.
- Paladin: Drink when you use Divine Smite. Drink when you lecture the party about morals.
- Ranger: Drink when you use your favored terrain or enemy. Drink when someone jokes about rangers being weak.
- Rogue: Drink when you use Sneak Attack. Drink when you pick a lock or disarm a trap.
- Sorcerer: Drink when you use Metamagic. Drink when you run out of spell slots.
- Warlock: Drink when you cast Eldritch Blast. Drink when your patron is mentioned.
- Wizard: Drink when you cast a spell from your spellbook. Drink when you remind everyone you are squishy.
D&D One-Shot Drinking Game
Running a one-shot specifically designed as a drinking game? Try this structure:
- Character creation: Everyone rolls stats with 4d6 drop lowest. For every stat below 10, drink.
- The tavern start: Classic opener. Everyone drinks when the quest giver approaches.
- First combat: All standard combat drinking rules apply. The player who deals the killing blow on the final enemy gives out 3 drinks.
- The puzzle: Set a timer. If the party does not solve it in 10 minutes, everyone drinks.
- The boss fight: Double all drinking rules during the boss fight. Natural 20s give out 2 drinks instead of 1.
- Victory celebration: Campaign ends in the tavern. Everyone finishes their drink.
Critical Role / D&D Stream Drinking Game
Watching Critical Role, Dimension 20, or any D&D actual play? These rules work for any stream:
- Drink when someone rolls a natural 20
- Drink when someone rolls a natural 1
- Drink when the DM makes someone roll with disadvantage
- Drink when a player cries or gets emotional
- Drink when there is a dramatic monologue
- Drink when a player says something that makes the whole table laugh
- Drink when someone does something incredibly stupid that somehow works
- Finish your drink when a character dies or a major plot twist happens
Tips for DND Drinking Games
- Keep drinks light. D&D sessions run long — 3 to 4 hours is normal. Beer, cider, or mixed drinks are the way to go.
- Pick fewer rules for long sessions. If your campaign runs 4+ hours, stick with 4-5 rules max. For one-shots (1-2 hours), you can use more.
- The DM should drink less. A coherent DM is essential. Give the DM fewer triggers or let them use lighter drinks.
- Have water available. This is a long game. Alternate drinks with water.
- Snacks are essential. Pizza and D&D drinking go together perfectly.
- Do not combine with complicated encounters. If the DM has a big tactical battle planned, ease up on the drinking rules for that session. Save the heavy rules for social or exploration sessions.