An inebriated creature has disadvantage on Dexterity, Wisdom, and Intelligence ability checks and saving throws, as well as attack rolls.
An inebriated creature has advantage on Charisma ability checks.
An inebriated creature gains temporary hit points equal to their level + 5 for the duration of the condition.
Every time an inebriated creature fails a Constitution saving throw to resist further inebriation, they gain 1 level of exhaustion.
Every hour while they are conscious and inebriated, or if they are conscious and have levels of exhaustion caused by inebriation, a creature can make a DC 10 Constitution saving throw. If they succeed and they have levels of exhaustion caused by inebriation, a level of exhaustion is removed. If they succeed and don't have levels of exhaustion caused by inebriation, they are no longer inebriated.
The inebriated condition can also end when the creature finishes a long rest.