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Diseases and Contagions A content expansion for 5th edition Sample file by Toby Lowther DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. DISEASE 1 Disease ne of the most destructive forces in the At the end of each long rest, a creature suffering from Realms, beyond the power of mighty dragons broken bones can make a DC 11 Constitution saving throw and terrible villains, is the simple, creeping for each broken bone effect. After three successful saves, one curse of plague and disease. Simple, but set of broken bones is restored to normal function, and the unstoppable, diseases can lay low entire effect ends. A greater restoration spell can also restore a nations and infect even the mightiest of broken bone. Owarriors, draining their strength. Bone rot can be cured using a concoction of a root of the This expansion contains materials focussed on the concept Snowfoil flower mixed with a half pint of troll blood. Given an of diseases and plagues. It includes details for several hour, a character who has proficiency with an herbalism kit additional diseases beyond those offered in the Dungeon can turn the ingredients into one dose of medicine. If Master's Guide, as well as an additional cleric domain, consumed before a long rest, the medicine suppresses the sorcerous origin, additional background options, and effects of the disease until the end of the next long rest. After additional monsters. three doses, the medicine cures the disease. The medicine has no effect on bones already broken, which Sample Diseases are not restored by the disease. The diseases here expand upon the diseases offered in the Dungeon Master's Guide. Feel free to alter the saving throw Featherlung Featherlung refers to one of two respiratory diseases, which DCs, incubation times, symptoms, and other characteristics together are treated as one of the Three Plagues, the most of these diseases to suit your campaign. well-known contagious diseases of Faerûn. The two types of featherlung differ in how they suffocate the victim ─ one fills Bone Rot the lungs with dying flesh, while the other dries up all This wasting illness causes the bones to become brittle and moisture within the flesh of the lungs. gradually rot away. It is especially prevelant in swamps and in Featherlung is spread by inhalation. Any beast or places containing the dead, such as graveyards and humanoid that starts its turn in a gas cloud carrying the battlefields. disease or within 10 feet of an infected creature must make a A beast or humanoid that touches an infected creature or DC 13 Constitution saving throw, becoming infected on a corpse must succeed on a DC 11 Constitution saving throw failed saving throw. A creature does not need to make this or become infected. 1d3 days after infection, a creature saving throw if it is holding its breath. begins to feel deep aches in their bones, as with toothache It takes 1d3 days for featherlung's symptoms to manifest in but throughout the body. an infected creature. Symptoms include shallowness of The infected creature has disadvantage on Strength and breath, harsh coughing, and lightheadedness. The infected Dexterity ability checks and saving throws. creature suffers one level of exhaustion that can't be removed In addition, whenever the infected creature takes until the disease is cured, can only hold its breath for 1d10 bludgeoning damage, that creature must succeed on a rounds at a time, and can only survive 1 round without Constitution saving throw (DC equal to 11 or half theSample damage file breathing, before it drops to 0 hit points and is dying. taken, whichever number is higher). On a failed save, the When an infected creature takes damage, the creature infected creature's bones shatter under the impact. The effect must make a DC 13 Constitution saving throw or fall caused depends upon the part of the body struck by the unconscious. At the end of each of their turns, the creature damage. If the part was not specified, the DM can determine can repeat this saving throw, ending this condition on a the body part most likely to be hit by the impact or roll a d8 success. and determine the part from the table below. At the end of each long rest, an infected creature must Broken Arm. The creature loses use of that arm. It cannot make a DC 13 Constitution saving throw. On a failed save, wield a weapon or shield in that arm, or use that arm for the the creature gains one level of exhaustion. On a successful somantic components of a spell. save, the character can lose one level of exhaustion gained Broken Leg(s). The creature's base walking speed is from this disease. If a successful saving throw reduces the reduced by 15 feet for each leg broken. The creature has infected creature's level of exhaustion below 1, the creature disadvantage on Strength (Athletics) ability checks. recovers from the disease. Broken Ribs. The creature struggles to breath. They A creature which recovers naturally from the disease in cannot hold their breath for more than 1d10 rounds. At the this way is immune to the disease, but will continue to have end of each long rest, the creature must succeed on a DC 11 difficulty breathing in dry weather. The disease can also be Constitution saving throw or gain one level of exhaustion. cured by magic such as the lesser restoration spell. Broken Skull. The creature drops to 0 hit points. d8 Impact body part Fury A plague caused by demonic forces, originally a Voidharrow 1-2 Broken leg demon called Scour. This disease of the mind causes 3-5 Broken arm increasing aggression and eventual madness. 6-7 Broken ribs 8 Broken skull DISEASE | GENERAL 2 When a humanoid creature is bitten by a creature that carries If an infected creature succeeds its saving throw, it is cured of the disease, the creature must succeed on a DC 11 Wisdom the disease, and if the creature has not failed a saving throw saving throw or become infected. against this disease after first being infected, that creature It takes 1d6 hours for the symptoms of the disease to gains immunity to the disease, and has a 25% chance of manifest. Symptoms include development of oozing sores developing a mark shaped like a blue flame. and of strange, crimson, crystaline growths on the skin. An infected creature becomes increasingly aggressive, Spellscars irritable, and angry. If the creature feels insulted or offended by another creature, it must succeed on a DC 10 Wisdom Creatures which spontaneously recover from Halruaan saving throw or immediately attack the creature. At the end of consumption usually gained a spellscar. This may or may not each of its turns, the infected creature can repeat the saving include a visible mark (usually a blue flame on the skin when throw, returning to its right mind on a successful save. one was present), but it did grant the bearer immense power, At the end of each long rest, the infected creature must including the ability to tap a rare source of magical power make a DC 11 Wisdom saving throw. On a failed save, the DC called the spellfire. for the save to avoid diseased aggression increases by 1d6. This spellfire granted the wielder the ability to absorb spells On a successful save, the DC for the save to avoid diseased cast at them, convert them into raw magical energy, and then aggression decreases by 1d6. If the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails use this in a myriad of ways, including healing their self, three of these saving throws gains a randomly determined project destructive bursts of flame from the eyes, flight, and form of indefinite madness, as described in the Dungeon even rare powers, such as the Crown of Fire. Master's Guide. Details for how to incorporate spellscars and spellfire into If a creature dies while infected with this disease, a swarm your campaign will not be included in this expansion. of rats with bites infected with this disease emerge from the However, if you do choose to incorporate these elements, the victim's body. effect of Halruaan consumption should be altered appropriately, such that a creature which does spontaneously Halruaan Consumption A deadly wasting disease of magical origin, Halruaan recover, rather than merely gaining immunity and the consumption infected creatures who ventured into the possibility of a mark, gains a spellscar. wastelands of Halruaa before its return, although similar In addition, creatures already bearing spellscars are immune diseases can be contracted by creatures in other to Halruaan consumption. Plaguewrought lands.