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5 Minute Workday

Presents:

Diseases
& Poisons m
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An assortment of new afflictions to use in your 5th Edition game

by “JESTER” DAVID GIBSON


5 Minute Workday
Presents: Diseases & Poisons

Written by “Jester” David Gibson

5 Minute Workday webcomic and blog:


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New comics Tuesday & Thursday


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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and 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.

This work contains material (such as Crystal virus, combustion virus, petrification virus, slimy doom, devil chills, flesh rot, ghoul
fever, and mindfire) that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.

5 Minute Workday Presents: Diseases & Poisons ©2016, David Gibson and 5 Minute Workday Publishing, and published under the
Community Content Agreement for Dungeon Masters Guild.

ISBN: 978-0-9937524-6-9
Diseases Black Vomit
Spread through biting insects, this disease can infect
Here are new and updated diseases for use in your 5th
humanoid creatures and most types of livestock. Black
Edition game.
vomit is most common in regions bordering wetlands,
such as swamps and marshes.
Bestial Rage After spending 12-hours in an area with insects
The magical disease spreads through close contact with carrying the disease, a humanoid creature must succeed
infected creatures, and affects humanoids and most on a DC 12 Constitution saving throw or become
animals. Bestial rage is sometimes known as “crimson infected. Alchemical repellents, spells, and other effects
fury”, especially in regions where barbarians are that ward against insects can confer either advantage on
common. the saving throw or outright immunity depending on the
The disease spreads via the bodily fluids of infected nature and potency of the effect.
creatures, typically blood or saliva. Simply handling The disease incubates for 1d4 days, after which
infected fluid is seldom enough to transmit the disease symptoms appear, including fever, chills, nausea, and
and it must enter the body, such as through an injury. pains throughout the back and head. Infected creatures
Being bitten by an infected creature is a common means find it difficult to keep down food and their vomit is
of transmission, as is killing an infected creature with a black. An infected creature must succeed on a DC 10
melee weapon while injured. When exposed to the Constitution saving throw to drink water (or similar
disease, a humanoid creature or beast must succeed on a fluids such as milk or potions) and a DC 15
DC 14 Constitution saving throw or become infected. If Constitution saving throw to eat food, vomiting
within 10 minutes of exposure the affected areas are everything consumed in the last few hours on a failure.
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thoroughly washed or treated with a DC 14 Wisdom Creatures unable to consume enough food and drink are
(Medicine) check the creature has advantage on the subject to the starvation rules.
saving throw to avoid infection. At the end of each long rest, the affected creature
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Onset of the disease varies wildly depending on the must make a DC 15 Constitution saving throw. On a
strain and virility, with early symptoms appearing after success the DC for this saving throw is reduced by 1d4.
2d6 days, 1d6 weeks, or 1d4 months. Particularly When the DC of the saving throw drops to 0 the
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aggressive strains might manifest after as little as 3d6 creature has recovered from the disease. If a creature
hours. Symptoms of bestial rage include a fever, naturally recovers from black vomit, they are immune to
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disorientation, and a sore throat. An infected creature this disease and cannot be infected again.
must succeed on a DC 15 Constitution saving throw to
eat or drink. Bloody Flux
Infected creatures are irritable and aggressive,
This stomach ailment is contracted by consuming
attacking wildly when startled or injured. When attacked
contaminated water or food, or contact with unsanitary
or otherwise provoked, the infected creature must
conditions. If often affects travellers in distant lands,
succeed on a DC 12 Constitution saving throw or fly
who are unaccustomed to the water or food.
into a mindless rage, similar to that of a barbarian,
When a creature comes in contact with the disease
making melee attacks with advantage while attacks
they must succeed on a DC 10 Constitution saving
against the infected creature also have advantage. The
throw or become infected. If the creature has consumed
raging creature tried to make melee attacks against a
contaminated food or drink, they have disadvantage on
creature each round, favouring enemies over allies. Each
this saving throw.
round they do not attack a creature, the infected creature
Symptoms of the disease begin after 1d3 days.
can repeat the saving throw. When an infected creature
Infected creatures develop a mild fever, stomach pain,
suffers a level of exhaustion, typically from dehydration,
and have a frequent need to defecate, but their stool is
their irritability increases and the DC to avoid this rage
liquidy and black or bloody. An infected creature suffers
increases to 15.
1 level of exhaustion. While the creature has at least 1
Bestial rage resists most natural curatives and
level of exhaustion they must consume twice the normal
mundane remedies, and remains until cured by spells
amount of water each day.
such as lesser restoration or heal.
After each long rest, the infected creature must make
a DC 12 Constitution saving throw. If they did not drink

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enough water the previous day, the creature has fluids must make a DC 17 Constitution saving throw or
disadvantage on this saving throw. On a failure they gain catch the disease.
1 level of exhaustion. On a success the creature's level of Symptoms of the disease begin after 1d4 days,
exhaustion is reduced by 1 level. When a successful causing the creature to cough blood and develop
saving throw reduces the creature's level of exhaustion weeping sores across their body. Infected creatures suffer
below 1 the creature has recovered from the disease. 1 level of exhaustion.
At the end of end of each long rest an infected
Combustion Fever creature takes 11 (2d6) necrotic damage and must make
a DC 16 Constitution saving throw. On a failure the
When this disease reaches its final stage its victims burst creature gains 1 level of exhaustion. On a successful save
into flames, and their ashes spreading the sickness to the DC of the saving throw is reduced by 1d6. When the
new victims when they touch or inhale the ashes saving throw DC becomes 0, the creature recovers from
Humanoid creatures that come into contact with the the disease.
disease must make a DC 14 Constitution saving throw
or become infected. Creatures that do not breath have Crystalline Sickness
advantage on this saving throw as they do not risk
inhaling the contaminated ashes. This disease slowly turns the victim's bodily fluids into
The first symptoms of the disease appear in 1d4 + 1 crystal. Sufferers die painfully as their blood hardens in
hours, as the victim develops an intense fever and sore their veins, crystals burst through their skin, and their
skin. The infected creature suffers 1 level of exhaustion, lungs become incapable of taking in air.
and is vulnerable to cold damage while they have at least After death, the crystalline body crumbles into a fine
1 level of exhaustion. At the end of each long rest, the filered sand. This powder contains the disease in a dormant
infected creature takes 3 (1d6) fire damage for each level state, and only becomes active when exposed to water.
of exhaustion they possess. If the creature reaches level 6 Creatures exposed to the disease must make a DC 14
of exhaustion they burst into flames that consume their Constitution saving throw or become infected.
entire body leaving only a fine dust. All creatures within Symptoms of the disease progress steadily at a fixed
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10 feet of infected creature when it combusts must make rate. The day after infection the infected creature
a DC 14 Dexterity saving throw or take 27 (5d10) fire experiences joint pain and a low fever. Exactly 3 days
damage on a failed save, or half as much damage on a following infection patches of the infected creature’s skin
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successful one. Creatures that take this fire damage are begin to harden. 8 days after the infection, the creatures
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likely also exposed to the disease. eyes solidify and their joints harden. The infected
At the end of each long rest, an infected creature creature has disadvantage on all Dexterity checks and
must make a DC 16 Constitution saving throw. On a their base movement speed is halved, but they have
failure they gains one level of exhaustion. On a advantage on Wisdom (Perception) and Intelligence
successful saving throw, the character's exhaustion level (Investigation) checks relying on sight. After 18 days the
decreases by 1 level. If a successful saving throw reduces infected creature must make a DC 12 Constitution
the infected creature's level of exhaustion below 1, the saving throw every hour or begin to suffocate.
creature recovers from the disease. There is no cure for the crystal virus. Creatures
suffering from the disease remain infected until the
Crimson Death disease is cured by spells such as lesser restoration or heal.

Entire towns have been killed by this virulent and deadly


plague. Thankfully, the disease is now rare due to efforts
Delver's Malady
at controlling outbreaks, such as burning the bodies of This affliction is common among those who spend
the dead. Blood contaminated with this disease remains lengthy periods of time surviving on preserved rations or
contagious for years, and there have been reports of magically created food, such as adventurers, sailors, and
delvers becoming infected while exploring crypts where soldiers. Races accustomed to living underground are
victims of the crimson death were interred. often naturally immune to this disease, including
This disease is primarily spread through contact with mountain dwarves, gnomes, drow elves, and half-orcs.
infected blood, although any bodily fluid can transfer the After a month without fresh food, especially fruits
disease. A humanoid creature that touches contaminated and vegetables, a humanoid creature must make a DC 12
Constitution saving throw. On a failure, the creature has

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developed delver's malady and begins to show symptoms.
On a success, the creature has avoided the disease but
Flesh Rot
must repeat the saving throw in another month unless Skin, muscle, and sinew affected by this disease becomes
they consume fresh food. necrotic and rapidly decays, hideously sloughing off the
Infected creatures become lethargic, with a spongy bone prior to death. While deadly and highly contagious,
tongue and gums, and slight bleeding from the nose and the obvious symptoms keep the disease in check, making
ears. The infected creature suffers 1 level of exhaustion. epidemics rare.
While the creature has 1 level of exhaustion the number Flesh rot is spread through physical contact with
of Hit Dice they regain after a long rest is halved. infected creatures and the corpses of those recently slain
Until fresh food is consumed, the disease cannot be by the disease. When a living creature comes into contact
cured. After each long rest the creature must make a DC with the disease they must succeed on a DC 15
10 Constitution saving throw. On a failure, they gain 1 Constitution saving throw or become infected.
level of exhaustion. If the creature has eaten fresh food The disease progresses rapidly, with early symptoms
in the past day, a successful saving throw reduces the being fatigue and pain of the muscles and joints. After
creature's level of exhaustion by 1 level. When a 1d4 days the creature gains 1 level of exhaustion and has
successful saving throw reduces the creature's level of vulnerability to all damage. While the creature has 1 or
exhaustion below 1 they are cured. A remove disease spell more levels of exhaustion their flesh is visibly marred by
does not remove the affliction, but suppresses the decay and they have disadvantage on all Charisma
symptoms for 1 week. checks.
At the end of each short or long rest, the infected
Devil Chills creature must succeed on a Constitution saving throw or
gain 1 level of exhaustion as their body begins to decay.
Also known as “red ache”, this disease saps its victims
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The decaying tissue affected by this disease can be cut
vigor and strength until they too weak to even move.
away, granting advantage on this saving throw. Removing
Spread by devils, tieflings are naturally immune to this
the diseased flesh in this manner is a DC 14 Wisdom
disease.
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(Medicine) check that reduces the infected creature's


This disease is carried by some fiendish creatures,
maximum hit points by 5 (2d4) until they have recovered
typically devils and other denizens of the Nine Hells.
from the disease. If the infected creature succeeds on a
Mere contact is seldom enough to transmit the disease,
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Constitution saving throw against this disease after a


and injuries are typically required for contraction. When
long rest, the character's exhaustion level decreases by 1
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exposed to the disease a humanoid creature must


level. When a creature's exhaustion level is reduced to 0
succeed on a DC 12 Constitution saving throw or
or lower the have recovered from the disease.
becoming infected.
The disease incubates for 1d4 days before symptoms
begin. Initially, sufferers display a veiny red rash across
Ghoul Fever
the body, typically emanating from the point of injury. Carried by some ghouls, this contagion is the primary
Infected creatures have disadvantage on Strength checks means by which ghouls increase their numbers. While
and Strength saving throws. In addition, the creature's not all ghouls carry ghoul fever, any ghoul can be
melee weapon attacks deal minimum damage. infected. It is believed ghouls purposely contract the
At the end of each long rest, the creature must make disease by biting their flesh, injuring themselves for the
a DC 13 Constitution saving throw. On a failure, the opportunity to increase the size of the pack.
creature gains 1 level of exhaustion. On a successful Living creatures bitten by an infected ghoul must
saving throw, the creature reduces their exhaustion level succeed on a DC 14 Constitution saving throw or
by 1. If the creature succeeds on a saving throw against become infected. After 1 day the creature develops a
this disease while their exhaustion level is 0 they recover fever, and the area around the injury becomes red and
from the disease. tender. The creature gains 1 level of exhaustion. While
the creature has 1 level of exhaustion they crave raw flesh
and have difficulty eating cooked meat. An infected
creature must succeed on a DC 13 Constitution saving
throw to consume cooked food, vomiting the meal on a
failure.

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At the end of end of each long rest, an infected The disease lies dormant for a variable length of time,
creature must make a DC 14 Constitution saving throw. and creatures can be asymptomatic for many weeks.
On a failure, the creature gains 1 level of exhaustion. On Symptoms of the reveler's bane appear after 2d6 weeks
a successful save, the DC of the saving throw is reduced but the infected creature is contagious after 2d4 days.
by 1d6. When the saving throw DC becomes 0, the Symptoms include a rash across the hands and groin that
creature recovers from the disease. If the infected eventually becomes painless ulcers.
creature has eaten raw meat within the last 24 hours, After each long rest, the infected creature takes 5
they have disadvantage on this saving throw. A (2d4) poison damage and must make a DC 13
humanoid creature that dies from ghoul fever rises as a Constitution saving throw. On a failure the poison
ghoul on midnight the following night. If the creature damage increases by 2 (1d4). On a successful saving
has 6 or more Hit Dice it instead becomes a ghast upon throw the damage decreases by 2 (1d4). When a
death. successful saving throw reduces the damage below 1 the
creature symptoms go away, but the creature remain
Grave Stone infected and must continue to make saving throws at the
end of each long rest. After three consecutive failures,
Its sufferers often mistaken for statues or the victims of a symptoms return, and after three consecutive successes
medusa, this disease turns infected into stone. Victims the creature is cured.
that have been restored report that their minds remain
active after petrification, and are aware of the passage of Jungle Fly Fever
weeks and months while being unable to move or act.
Spread through physical contact, even dead and Transmitted by insect bites, this disease only infects
petrified victims can continue the cycle of infection. filehumanoid creatures. Jungle fly fever is typically limited
When a creature comes in contact with this disease they to tropical areas, but there are occasional outbreaks in
must succeed on a DC 12 Constitution saving throw or temperate areas during warm years.
become infected. After spending 12-hours in an area with insects
The disease starts at the point of infection, typically carrying the disease, a humanoid creature must succeed
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the hands. The skin hardens, appearing as a marbleized on a DC 14 Constitution saving throw or become
patch of skin in 2d4 hours. The patch of stony skin infected. Alchemical repellents, spells, and other effects
slowly spread over time, becoming less and less flexible. that ward against insects can confer either advantage on
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At the end of each long rest, the infected creature's base the saving throw or outright immunity depending on the
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walking speed is reduced by 5 feet. When its speed nature and potency of the effect.
reaches 0 feet, the creature is petrified. Symptoms of the disease appear after 2d10 days.
Once petrified, magic such as greater restoration is Symptoms include headaches, fever, and nausea;
required to restore the infected creature to flesh and symptoms of the disease are cyclic, alternating between
blood. However, removing their petrification does not severe and mild. The infected creature gains 1 level of
eradicate the disease, which must be cured separately. exhaustion.
At the end of each long rest, the affected creature
Great Pox must make a DC 10 Constitution saving throw. On a
failure they gain 1d3 levels of exhaustion. On a success
Also known as "reveler's bane", this disease is common the creature's level of exhaustion is reduced by 1d3 levels.
among prostitutes, sailors, and amorous adventures. When a successful saving throw reduces the creature's
Despite rumours to the contrary, elves are not immune level of exhaustion below 1 the disease goes into
to this disease. Elves and half-elves do not display remission, but the creature remain infected and
symptoms of great pox or suffer negative effects, but can continues to make saving throws. After two consecutive
readily spread the disease to other races. failures symptoms return, and after four consecutive
When a creature has sexual contact with an infected successes the creature is cured.
creature they must succeed on a DC 15 Constitution
saving throw or become infected. If the infected creature
is symptomatic then this saving throw has disadvantage.
While there are many proposed methods of preventing
infection, none of these have any actual effect.

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attempt to leave the area of the subject of their phobia,
Mindfire and if they cannot leave, they are stunned until the
This disease targets the mind of its victims, sending subject of their phobia is removed. They can repeat this
crazed and feverish thoughts flooding through their saving throw at the end of their turn, ending the desire
mind, leading to disorientation and unpredictability. to flee or the stunned condition on a success.
Mindfire spreads through proximity to infected There is no cure for the phobic malady, and sufferers
creatures. Living creatures exposed to the disease must remain infected until the disease is cured by spells such
succeed on a DC 13 Constitution saving throw or as lesser restoration or heal. Spells and effects that remove
become infected. Creatures that do not breathe have fear suppress the disease and its symptoms for the
advantage on this saving throw. duration.
Symptoms of the disease appear slowly, with the
infected creature gradually becoming more erratic. At Psychic Curse
first, they might simply appear distracted but after 2d4
This disease attacks the mind, opening mental doorways
days the creature has disadvantage on Intelligence checks
and granting the infected creature psychic abilities. The
and Intelligence saving throws. Additionally, when the
corpses of creatures slain by this virus are the primary
creature rolls initiative they must succeed on a DC 12
means of infection, but naturally telepathic creatures can
Intelligence saving throw or behave as if under the effects
contract this disease through contact with the mind of
of the confusion spell for the duration of the combat.
an infected creature, and transmit the infection to other
To recover from mindfire, the infected creature must
creatures they psychically contact.
refrain from strenuous activity and still their mind. After
When a humanoid creature is exposed to this disease
24-hours spent resting in a calm environment the
they must make a DC 13 Intelligence saving throw or
creature can choose to make a DC 18 Constitution
filebecome infected. Symptoms begin immediately after
saving throw, recovering from the disease on a success.
infection, with slight feelings of disorientation and a
For every additional 24-hour period spent resting before
slight buzzing sound in the ears. These symptoms pass
attempting the saving throw, the DC is reduced by 3.
shortly, fading within an hour.
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At the end the first long rest following infection, the


Phobic Malady infected creature gains the ability to cast detect thoughts as
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Spread through bodily fluids such as blood, this disease an action. The spellcast ability for this spell is the higher
attacks the mind, causing irrational fear. Because of their of the creature's Intelligence and Charisma ability scores.
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fearless nature, halflings are immune to the negative After this spell has been cast the creature must complete
effects of this disease, but can still become infected and a short or long rest before they can cast it again. After
transmit the disease to other creatures. each long rest the infected creature can cast the spell an
Creatures exposed to the disease must succeed on a additional time between rests.
DC 13 Constitution saving throw or become infected. When within 60-feet of six or more creatures
After 2d10 hours the infected creature develops a high experiencing strong emotions - such as during combat or
fever as the disease spreads throughout their body. The a stirring theatrical performance - an infected creature
infected creature gains 2 levels of exhaustion. After each must make a DC 8 Wisdom saving throw or experience
long rest, the infected creature can make a DC 13 painful headaches that last for 1 hour. While suffering
Constitution saving throw, removing 1 level of from the headache, the creature takes a - 1 penalty to
exhaustion on a success. When the infected creature's attack rolls and ability checks that rely on sight or
level of exhaustion is reduced below 1 their fever breaks, hearing. After each long rest, the duration of the
but the secondary symptoms of the disease appear. headaches increases by 1 hour. When the headaches last
The infected creature suffering the secondary at least 8 hours the infected creature must succeed a DC
symptoms is vulnerable to psychic damage and has 12 Wisdom saving throw at the end of each headache,
disadvantage on saving throws to avoid being frightened. gaining an indefinite madness on a failure. When the
Additionally, the infected creature develops a strong headaches last at least 10 hours, at the start of a
phobia, typically towards something they already headache the infected creature must succeed a DC 12
consider frightening. When exposed to the subject of Constitution saving throw or take 22 (4d10) psychic
their phobia, the creature is frightened and must make a damage. A creature reduced to 0 hit points by this
DC 15 Wisdom saving throw. On a success they can act psychic damage is killed, as the massive psionic pressure
normally (but are still frightened). On a failure they must causes the creature's brain to explode.

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Fluid from the brain and spine of a naturally indistinct. Over the next week the infected creature's
telepathic creature can cure the disease. A character who shadow fades before disappearing altogether.
has proficiency with the Medicine skill can extract this Seven days after infection, the creature's shadow is
fluid, which takes an hour from a living creature or half consumed by the disease, which moves to the infected
that time from a dead creature. The brain of a medium creature's body. The infected creature becomes
creature provides one dose and a large creature provided vulnerable to radiant damage. At the end of each long
four doses. Taking a dose of medication allows an rest, one of the infected creature extremities becomes
infected creature to make a DC 15 Constitution saving incorporeal. Incorporeal limbs function normally but
throw, curing the disease on a success. with effort the creature can move their items through
solid matter. Held items remain solid. The infection
Scarlet Blight typically begins with the arms before moving onto the
legs, with one limb becoming insubstantial each night.
An infectious disease that spreads through proximity After all the infected creature's limbs have become
with infected creatures or their bodily fluids. Virulent incorporeal, the disease targets their head and finally
and dangerous, the disease would be more rampant if their torso. Once the infected creature's entire body has
not for the visible signs of illness. become insubstantial they begin to fade away, vanishing
The infection moves slowly, and symptoms do not after 1 day. 1 minute after the creature fades away, they
manifests for 3d6 days. During the incubation period reanimate as a shadow.
infected creatures are not contagious. Symptoms include Prior to the infected creature's shadow being
fluid filled blisters, fever, and a red rash. A creatures that consumed the disease can be treated with minor magic.
starts its turn within 5 feet of a symptomatic creature, If a light or similar spell is cast on a diamond worth at
touches the bodily fluids of an injected creature, or holds fileleast 30 gp and the infected creature swallows the gem
an item used by an infected creature risk infection. they can make a new saving throw against the disease.
When a humanoid creature comes in contact with the On a successful saving throw, the creature is cured.
disease, they must succeed on a DC 15 Constitution
saving throw or become infected. Slimy Doom
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After each long rest the infected creature has their hit
point maximum reduced by 7 (2d6) and must make a Blood seeps from the eyes, nose, and mouth of those
DC 15 Constitution saving throw. On a success the DC suffering from this disease, and wounds inflicted bleed
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for this saving throw is reduced by 1d6. A creature that uncontrollably. As the disease progresses, internal organs
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fails three of these saving throws becomes blinded until begin to liquify and at death the victim's flesh dissolves
its vision is restored by spells such as lesser restoration or into an infectious sludge.
heal. When the DC of the saving throw drops to 0 the Slimy doom is highly infectious, and spreads through
creature has recovered from the disease, and their hit the air as well as physical contact. Creatures in proximity
point maximum increases by 3 (1d6) after each long rest to the disease must succeed on a DC 12 Constitution
until it returns to normal. If a creature naturally recovers saving throw or become infected. However, those who
from scarlet blight they are immune to the disease and come into direct contact with the disease, such as
cannot be infected again. contaminated blood or the oozing remains of a victim
must succeed on a DC 16 Constitution saving throw.
Shadow's Grasp The disease advances rapidly, with symptoms
appearing after as little as 3d6 hours. Initially, the disease
This magical illness consumes the victim's shadow before is limited to bleeding from the nose, but this quickly
they fade and become a shadow themselves. becomes other orifices. The infected creature has
This disease is transferred by physical contact with an disadvantage on Constitution checks and Constitution
infected creature, either a still living victim or a shadow saving throws. On each round that the creature takes
formed by the disease. Living humanoid creatures that damage, at start of its turn it must succeed on a DC 12
come into contact with an infected creature succeed on a Constitution saving throw or be stunned until the end of
DC 11 Constitution saving throw or become infected. its next turn.
The initial symptoms are a mild fever and tingling At the end of each short or long rest, the infected
across the scalp. At the end of the first long rest since creature must make a DC 14 Constitution saving throw.
infection the infected creature's shadow seems blurry and On a failure the creature takes 7 (2d6) poison damage. In
addition, the creature reduces their maximum hit points

6
by the poison damage taken. If the creature's hit point
maximum is reduced to 0 it immediately dies, its flesh
Zombie Sickness
liquefying 10 minutes after death leaving only its Spread through the bite of infected undead creatures,
skeleton. On a successful saving throw, the creature takes living beings that perish while infected with this disease
half as much poison damage. Additionally, each time the rise as zombies.
infected creature succeeds on two consecutive saving When a living creature take damage from the natural
throws against the disease, the DC for this saving attack of an infected undead creature the creature must
decreases by 1d6. When the saving throw DC is reduced succeed on a DC 12 Constitution saving throw or
to 0, the creature recovers from the disease. becoming infected. Zombie sickness is typically
transmitted through bites, but occasionally claws can also
Twisting Rot transmit the disease. The disease moves quickly and
symptoms begin in 2d6 hours as the infected creature
This disease hideously scars its victims with deformities
experiences a sudden fever. The infected creature suffers
resembling rough scales. Because of the appearance of its
1 level of exhaustion and cannot regain hit points by
victims, this disease is often known as "scaly blight" and
spending Hit Dice.
is often blamed on association with reptilian humanoids
After each hour the infected creature must succeed a
such as kobolds or dragonborn.
DC 14 Constitution saving throw or take 7 (2d6)
Prolonged contact with the victims of this disease can
necrotic damage. In addition, the creature reduces their
result in infection. For each day spent in contact with an
maximum hit points by the necrotic damage taken. If the
infected creature, a humanoid creature must make a DC
creature's hit point maximum is reduced to 0 it
10 Constitution saving throw or catch the disease. If the
immediately dies. All living creatures that die while
creature succeeds on three consecutive saving throws to
infected with this disease arise as a zombie after 1d4
avoid infection, they are immune to twisting rot.
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minutes. There is no cure for zombie sickness other than
The disease lays dormant for some time before the
spells such as lesser restoration or heal.
infected creature begins to show signs of illness.
Symptoms do not begin for 3d6 months. The disease
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causes sore skin as patches of pale scaly bumps appear


across the body. If the disease is not cured, these lumps
eventually spread cover the entire body. The disease
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causes numbness in the extremities, making delicate


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manipulation tricky and leading to repeated injuries that


often become infected with other diseases. The infected
creature has disadvantage on Constitution saving throws
related to diseases as well as on checks requiring finesse,
such as Dexterity (Sleight of Hand) or treating injuries
with Wisdom (Medicine). In areas where the disease is
prevalent, infected creatures are often shunned, and also
have disadvantage on Charisma (Persuasion) checks with
those fearing infection.
Creatures stricken with twisting rot remain infected
until they die or the disease is cured with magic. There
are a number of herbs and tonics that are said to cure
the disease, but no known treatment has any lasting
effect.

7
known for causing pleasing hallucinations and vivid
Poison dreams, and while poisoned the creature automatically
fails Intelligence (Investigation) and Wisdom
Here are new and updated poisons for use in your 5 th (Perception) checks and has disadvantage on saving
Edition game. throws to avoid falling asleep. Repeated use has been
known to cause madness.
Poison Healer's Bane (Injury). A creature subjected to this
Item Type Price per Dose poison must succeed on a DC 16 Constitution saving
Cyanide Ingested 200 gp throw or become poisoned for 48 hours. The poisoned
Cyanide Inhaled 400 gp creature cannot recover hit points from resting or
Deadly Nightshade Ingested 200 gp expending Hit Dice. If the creature receives magical
Distillation of Time Ingested 350 gp healing they must make a DC 14 Constitution saving
Dreamweed Inhaled 150 gp throw. On a failure the hit points gained are temporary
Healer's Bane Injury 500 gp hit points that last 1 hour. On a successful saving throw
Hemlock Ingested 500 gp the creature recovers half the normal amount of hit
Magebane Ingested 400 gp points.
Night’s Blood Ingested 750 gp Hemlock (Ingested). A creature subjected to this
Strychnine Ingested 400 gp
poison must succeed on a DC 17 Constitution saving
Touch of Servility Ingested 200 gp
throw or become poisoned for 12 hours. The poisoned
Opium Ingested/ Inhaled 50 gp
creature has their speed halved. If the saving throw fails
Thieves’ Bane Contact 100 gp
by 5 or more, the creature is paralyzed. The creature can
Twined Death Ingested 600 gp
Wolfsbane Ingested 300 gp
filerepeat the saving throw at the end of each of its turns,
ending the paralysis on a success.
Magebane (Ingested). A creature subjected to this
Cyanide (Inhaled or ingested). This deadly toxin can
poison must succeed on a DC 12 Constitution saving
be brewed as both a liquid or a vapour. A creature
throw or become poisoned for 4 hours. While poisoned
ple

subjected to this poison must succeed on a DC 15


the creature cannot maintain concentration on a spell. If
Constitution saving throw or become poisoned for 8
the saving throw fails by 5 or more, the creature cannot
hours. The poisoned creature cannot eat or drink
m

cast spells of 1st level or higher while poisoned.


anything and gains 1 level of exhaustion. If the saving
Night's Blood (Ingested). This poison is brewed from
throw fails by 5 or more, while poisoned the creature's
Sa

the brackish blood of vampires or other undead


damage rolls from Strength-based weapons are halved.
creatures. A creature that consumes this poison must
Deadly Nightshade (Ingested). A creature subjected
make a DC 13 Constitution saving throw, taking 7 (2d6)
to this poison must succeed on a DC 13 Constitution
poison damage and 7 (2d6) necrotic damage on a failure,
saving throw or become poisoned for 8 hours. The
or half as much damage on a successful save.
poisoned creature gains 1 level of exhaustion. If the
Opium (Inhaled or Ingested). A creature subjected
saving throw fails by 5 or more, the creature is also
to this poison must succeed on a DC 11 Constitution
paralyzed while poisoned. Also known as belladonna,
saving throw or become poisoned for 4 hours. The
this poison is often used as a foundation for brewing a
poisoned creature has disadvantage on all Wisdom and
potion of flying. Intelligence saving throws but has advantage on all ability
Distillation of Time (Ingested). A creature that checks and saving throws related to pain.
ingests this poison must succeed on a DC 15 Strychnine (Ingested). A creature subjected to this
Constitution saving throw or become poisoned for 48 poison must succeed on a DC 14 Constitution saving
hours. The poisoned creature magically age at a rapid throw. On a failed save, the creature takes 14 (4d6)
rate, becoming frail and wizened. Every 4 hours the poison damage and become poisoned for 8 hours. The
poisoned creature must succeed on a DC 12 poison causes convulsions when a poisonous creature is
Constitution saving throw or gain 1 level of exhaustion. exposed to loud noises or pain. After taking damage, the
When the creature is no longer poisoned or exhausted creature must make a DC 15 Constitution saving throw
they return to their natural age after a long rest. or become incapacitated for 1 minute. If the creature
Dreamweed (Inhaled). A creature subjected to this takes thunder damage they have disadvantage on this
poison must succeed on a DC 13 Constitution saving saving throw. The creature can repeat the saving throw at
throw or become poisoned for 8 hours. This poison is

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