Firewater

=== Firewater ===
Drug (alcohol), uncommon
Firewater is an extremely potent variation of alcohol. The nature of the drink is that it is avoided by casual alcohol drinkers and sought after by the most taken by the addiction. Upon consumption, you can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. Additionally, you are immune to the charmed condition. These effects last for 1 hour.
Addiction: After the effects of the drug wear off, you must make a Wisdom saving throw DC 10 or become poisoned for 1d3 days or until you take another dose of alcohol or firewater. If you are immune to the poisoned condition but you willingly took this drug, this drug ignores your condition immunity. Additionally, you have disadvantage on saving throws to resist the addiction and overdose effects of this drug and alcohol in the future. You can remove this addiction by going three (3) months without consuming the drug. Dwarves have advantage on this saving throw.
Overdose: If a suitable amount determined by the DM and the player is consumed in one sitting, you must make a Constitution saving throw (base DC 13, adjusted for amount consumed and if other alcohol is consumed) or become hungover. After completing a long rest, you gain one level of exhaustion and are considered hungover. Dwarves have advantage on this saving throw.
Recipe. Tools: Brewer's Supplies (proficiency required). The creation of firewater requires one (1) dwarvish root. Making firewater takes between 5 days, but only requires one (1) day of downtime activity to start any volume of the drug you'd like to make.
Price. 25gp per bottle