Professional Documents
Culture Documents
Presents:
Diseases
& Poisons
5 Minute Workday
Presents: Diseases & Poisons
Written by Jester David Gibson
5 Minute Workday webcomic and blog:
5mwd.com
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unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
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Crystal virus, combustion virus, petrification virus, slimy doom, devil chills, flesh rot, ghoul fever, and mindfire are2016 Wizards
of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
5 Minute Workday Presents: Diseases & Poisons 2016, David Gibson and 5 Minute Workday Publishing
ISBN: 978-0-9937524-6-9
Diseases
Here are new and updated diseases for use in your 5th
Edition game.
Bestial Rage
The magical disease spreads through close contact with
infected creatures, and affects humanoids and most
animals.
The disease spreads via the bodily fluids of infected
creatures, typically blood or saliva. Simply handling
infected fluid is seldom enough to transmit the disease
and it must enter the body, such as through an injury.
Being bitten by an infected creature is a common means
of transmission, as is killing an infected creature with a
melee weapon while injured. When exposed to the
disease, a humanoid creature or beast must succeed on a
DC 14 Constitution saving throw or become infected. If
within 10 minutes of exposure the affected areas are
thoroughly washed or treated with a DC 14 Wisdom
(Medicine) check the creature has advantage on the
saving throw to avoid infection.
Onset of the disease varies wildly depending on the
strain and virility, with early symptoms appearing after
2d6 days, 1d6 weeks, or 1d4 months. Particularly
aggressive strains might manifest after as little as 3d6
hours. Symptoms of crimson fury include a fever,
disorientation, and a sore throat. An infected creature
must succeed on a DC 15 Constitution saving throw to
eat or drink.
Infected creatures are irritable and aggressive,
attacking wildly when startled or injured. When attacked
or otherwise provoked, the infected creature must
succeed on a DC 12 Constitution saving throw or fly
into a mindless rage, similar to that of a barbarian,
making melee attacks with advantage while attacks
against the infected creature also have advantage. The
raging creature tried to make melee attacks against a
creature each round, favouring enemies over allies. Each
round they do not attack a creature, the infected creature
can repeat the saving throw. When an infected creature
suffers a level of exhaustion, typically from dehydration,
their irritability increases and the DC to avoid this rage
increases to 15.
Bestial rage resists most natural curatives and
mundane remedies, and remains until cured by spells
such as lesser restoration or heal.
Bloody Flux
This stomach ailment is contracted by consuming
contaminated water or food, or contact with unsanitary
conditions. If often affects travellers in distant lands,
who are unaccustomed to the water or food.
When a creature comes in contact with the disease
they must succeed on a DC 10 Constitution saving
throw or become infected. If the creature has consumed
contaminated food or drink, they have disadvantage on
this saving throw.
Symptoms of the disease begin after 1d3 days.
Infected creatures develop a mild fever, stomach pain,
and have a frequent need to defecate, but their stool is
liquidy and black or bloody. An infected creature suffers
1 level of exhaustion. While the creature has at least 1
level of exhaustion they must consume twice the normal
amount of water each day.
After each long rest, the infected creature must make
a DC 12 Constitution saving throw. If they did not drink
enough water the previous day, the creature has
disadvantage on this saving throw. On a failure they gain
1 level of exhaustion. On a success the creature's level of
exhaustion is reduced by 1 level. When a successful
saving throw reduces the creature's level of exhaustion
below 1 the creature has recovered from the disease.
Black Vomit
Spread through biting insects, this disease can infect
humanoid creatures and most types of livestock. Black
Combustion Fever
When this disease reaches its final stage its victims burst
into flames, and their ashes spreading the sickness to
new victims when they touch or inhale the ashes
Humanoid creatures that come into contact with the
disease must make a DC 14 Constitution saving throw
or become infected. Creatures that do not breath have
advantage on this saving throw as they do not risk
inhaling the contaminated ashes.
The first symptoms of the disease appear in 1d4 + 1
hours, as the victim develops an intense fever and sore
skin. The infected creature suffers 1 level of exhaustion,
and is vulnerable to cold damage while they have at least
1 level of exhaustion. At the end of each long rest, the
infected creature takes 3 (1d6) fire damage for each level
of exhaustion they possess. If the creature reaches level 6
of exhaustion they burst into flames that consume their
entire body leaving only a fine dust. All creatures within
10 feet of infected creature when it combusts must make
a DC 14 Dexterity saving throw or take 27 (5d10) fire
damage on a failed save, or half as much damage on a
successful one. Creatures that take this fire damage are
likely also exposed to the disease.
At the end of each long rest, an infected creature
must make a DC 16 Constitution saving throw. On a
failure they gains one level of exhaustion. On a
successful saving throw, the character's exhaustion level
decreases by 1 level. If a successful saving throw reduces
the infected creature's level of exhaustion below 1, the
creature recovers from the disease.
Crystalline Sickness
This disease slowly turns the victim's bodily fluids into
crystal. Sufferers die painfully as their blood hardens in
their veins, crystals burst through their skin, and their
lungs become incapable of taking in air.
After death, the crystalline body crumbles into a fine
red sand. This powder contains the disease in a dormant
state, and only becomes active when exposed to water.
Creatures exposed to the disease must make a DC 14
Constitution saving throw or become infected.
Symptoms of the disease progress steadily at a fixed
rate. The day after infection the infected creature
experiences joint pain and a low fever. Exactly 3 days
following infection patches of the infected creatures skin
begin to harden. 8 days after the infection, the creatures
eyes solidify and their joints harden. The infected
creature has disadvantage on all Dexterity checks and
their base movement speed is halved, but they have
advantage on Wisdom (Perception) and Intelligence
(Investigation) checks relying on sight. After 18 days the
infected creature must make a DC 12 Constitution
saving throw every hour or begin to suffocate.
There is no cure for the crystal virus. Creatures
suffering from the disease remain infected until the
disease is cured by spells such as lesser restoration or heal.
Crimson Death
Delver's Malady
Devil Chills
Also known as "red ache", this disease saps its victims
vigor and strength until they too weak to even move.
Spread by devils, tieflings are naturally immune to this
disease.
This disease is carried by some fiendish creatures,
typically devils and other denizens of the Nine Hells.
Mere contact is seldom enough to transmit the disease,
and injuries are typically required for contraction. When
exposed to the disease a humanoid creature must
succeed on a DC 12 Constitution saving throw or
becoming infected.
The disease incubates for 1d4 days before symptoms
begin. Initially, sufferers display a veiny red rash across
the body, typically emanating from the point of injury.
Infected creatures have disadvantage on Strength checks
and Strength saving throws. In addition, the creature's
melee weapon attacks deal minimum damage.
At the end of each long rest, the creature must make
a DC 13 Constitution saving throw. On a failure the
creature gains 1 level of exhaustion. On a successful
saving throw, the creature reduces their exhaustion level
by 1. If the creature succeeds on a saving throw against
this disease while their exhaustion level is 0 they recover
from the disease.
Ghoul Fever
Carried by some ghouls, this contagion is the primary
means by which ghouls increase their numbers. While
not all ghouls carry ghoul fever, any ghoul can be
infected. It is believed ghouls purposely contract the
disease by biting their flesh, injuring themselves for the
opportunity to increase the size of the pack.
Living creatures bitten by an infected ghoul must
succeed on a DC 14 Constitution saving throw or
become infected. After 1 day the creature develops a
fever, and the area around the injury becomes red and
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.
At the end of end of each long rest, an infected
creature must make a DC 14 Constitution saving throw.
On a failure the creature gains 1 level of exhaustion. On
a successful save, the DC of the saving throw is reduced
by 1d6. When the saving throw DC becomes 0, the
creature recovers from the disease. If the infected
creature has eaten raw meat within the last 24 hours,
they have disadvantage on this saving throw. A
humanoid creature that dies from ghoul fever rises as a
ghoul on midnight the following night. If the creature
has 6 or more Hit Dice it instead becomes a ghast upon
death.
Flesh Rot
Skin, muscle, and sinew affected by this disease becomes
necrotic and rapidly decays, hideously sloughing off the
bone prior to death. While deadly and highly contagious,
the obvious symptoms keep the disease in check, making
epidemics rare.
Flesh rot is spread through physical contact with
infected creatures and the corpses of those recently slain
by the disease. When a living creature comes into contact
with the disease they must succeed on a DC 15
Constitution saving throw or become infected.
The disease progresses rapidly, with early symptoms
being fatigue and pain of the muscles and joints. After
1d4 days the creature gains 1 level of exhaustion and has
Grave Stone
Its sufferers often mistaken for statues or the victims of a
medusa, this disease turns infected into stone. Victims
that have been restored report that their minds remain
active after petrification, and are aware of the passage of
weeks and months while being unable to move or act.
Spread through physical contact, even dead and
petrified victims can continue the cycle of infection.
When a creature comes in contact with this disease they
must succeed on a DC 12 Constitution saving throw or
become infected.
The disease starts at the point of infection, typically
the hands. The skin hardens, appearing as a marbleized
patch of skin in 2d4 hours. The patch of stony skin
slowly spread over time, becoming less and less flexible.
At the end of each long rest, the infected creature's base
walking speed is reduced by 5 feet. When its speed
reaches 0 feet, the creature is petrified.
Once petrified, magic such as greater restoration is
required to restore the infected creature to flesh and
blood. However, removing their petrification does not
eradicate the disease, which must be cured separately.
Great Pox
Also known as "reveler's bane", this disease is common
among prostitutes, sailors, and amorous adventures.
Despite rumours to the contrary, elves are not immune
to this disease. Elves and half-elves do not display
symptoms of great pox or suffer negative effects, but can
readily spread the disease to other races.
When a creature has sexual contact with an infected
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.
The disease lies dormant for a variable length of time,
and creatures can be asymptomatic for many weeks.
Symptoms of the reveler's bane appear after 2d6 weeks
but the infected creature is contagious after 2d4 days.
Symptoms include a rash across the hands and groin that
eventually becomes painless ulcers.
After each long rest, the infected creature takes 5
(2d4) poison damage and must make a DC 13
Constitution saving throw. On a failure the poison
damage increases by 2 (1d4). On a successful saving
throw the damage decreases by 2 (1d4). When a
successful saving throw reduces the damage below 1 the
creature symptoms go away, but the creature remain
infected and must continue to make saving throws at the
Mindfire
This disease targets the mind of its victims, sending
crazed and feverish thoughts flooding through their
mind, leading to disorientation and unpredictability.
Mindfire spreads through proximity to infected
creatures. Living creatures exposed to the disease must
succeed on a DC 13 Constitution saving throw or
become infected. Creatures that do not breathe have
advantage on this saving throw.
Symptoms of the disease appear slowly, with the
infected creature gradually becoming more erratic. At
first, they might simply appear distracted but after 2d4
days the creature has disadvantage on Intelligence checks
and Intelligence saving throws. Additionally, when the
creature rolls initiative they must succeed on a DC 12
Intelligence saving throw or behave as if under the effects
of the confusion spell for the duration of the combat.
To recover from mindfire, the infected creature must
refrain from strenuous activity and still their mind. After
Phobic Malady
Spread through bodily fluids such as blood, this disease
attacks the mind, causing irrational fear. Because of their
fearless nature, halflings are immune to the negative
effects of this disease, but can still become infected and
transmit the disease to other creatures.
Creatures exposed to the disease must succeed on a
DC 13 Constitution saving throw or become infected.
After 2d10 hours the infected creature develops a high
fever as the disease spreads throughout their body. The
infected creature gains 2 levels of exhaustion. After each
long rest, the infected creature can make a DC 13
Constitution saving throw, removing 1 level of
exhaustion on a success. When the infected creature's
level of exhaustion is reduced below 1 their fever breaks,
but the secondary symptoms of the disease appear.
The infected creature suffering the secondary
symptoms is vulnerable to psychic damage and has
disadvantage on saving throws to avoid being frightened.
Additionally, the infected creature develops a strong
phobia, typically towards something they already
consider frightening. When exposed to the subject of
their phobia, the creature is frightened and must make a
DC 15 Wisdom saving throw. On a success they can act
normally (but are still frightened). On a failure they must
attempt to leave the area of the subject of their phobia,
and if they cannot leave, they are stunned until the
subject of their phobia is removed. They can repeat this
saving throw at the end of their turn, ending the desire
to flee or the stunned condition on a success.
There is no cure for the phobic malady, and sufferers
remain infected until the disease is cured by spells such
as lesser restoration or heal. Spells and effects that remove
fear suppress the disease and its symptoms for the
duration.
Scarlet Blight
Psychic Curse
Slimy Doom
Blood seeps from the eyes, nose, and mouth of those
suffering from this disease, and wounds inflicted bleed
uncontrollably. As the disease progresses, internal organs
begin to liquify and at death the victim's flesh dissolves
into an infectious sludge.
Slimy doom is highly infectious, and spreads through
the air as well as physical contact. Creatures in proximity
to the disease must succeed on a DC 12 Constitution
saving throw or become infected. However, those who
come into direct contact with the disease, such as
contaminated blood or the oozing remains of a victim
must succeed on a DC 16 Constitution saving throw.
The disease advances rapidly, with symptoms
appearing after as little as 3d6 hours. Initially, the disease
is limited to bleeding from the nose, but this quickly
becomes other orifices. The infected creature has
disadvantage on Constitution checks and Constitution
saving throws. On each round that the creature takes
damage, at start of its turn it must succeed on a DC 12
Constitution saving throw or be stunned until the end of
its next turn.
At the end of each short or long rest, the infected
creature must make a DC 14 Constitution saving throw.
On a failure the creature takes 7 (2d6) poison damage. In
addition, the creature reduces their maximum hit points
by the poison damage taken. If the creature's hit point
maximum is reduced to 0 it immediately dies, its flesh
liquefying 10 minutes after death leaving only its
skeleton. On a successful saving throw, the creature takes
half as much poison damage. Additionally, each time the
infected creature succeeds on two consecutive saving
throws against the disease, the DC for this saving
decreases by 1d6. When the saving throw DC is reduced
to 0, the creature recovers from the disease.
Shadow's Grasp
This magical illness consumes the victim's shadow before
they fade and become a shadow themselves.
This disease is transferred by physical contact with an
infected creature, either a still living victim or a shadow
formed by the disease. Living humanoid creatures that
come into contact with an infected creature succeed on a
DC 11 Constitution saving throw or become infected.
The initial symptoms are a mild fever and tingling
across the scalp. At the end of the first long rest since
infection the infected creature's shadow seems blurry and
indistinct. Over the next week the infected creature's
shadow fades before disappearing altogether.
Seven days after infection, the creature's shadow is
consumed by the disease, which moves to the infected
creature's body. The infected creature becomes
vulnerable to radiant damage. At the end of each long
rest, one of the infected creature extremities becomes
incorporeal. Incorporeal limbs function normally but
with effort the creature can move their items through
solid matter. Held items remain solid. The infection
typically begins with the arms before moving onto the
legs, with one limb becoming insubstantial each night.
After all the infected creature's limbs have become
incorporeal, the disease targets their head and finally
their torso. Once the infected creature's entire body has
become insubstantial they begin to fade away, vanishing
after 1 day. 1 minute after the creature fades away, they
reanimate as a shadow.
Prior to the infected creature's shadow being
consumed the disease can be treated with minor magic.
If a light or similar spell is cast on a diamond worth at
Twisting Rot
This disease hideously scars its victims with deformities
resembling rough scales. Because of the appearance of its
victims, this disease is often known as "scaly blight" and
is often blamed on association with reptilian humanoids
such as kobolds or dragonborn.
Prolonged contact with the victims of this disease can
result in infection. For each day spent in contact with an
infected creature, a humanoid creature must make a DC
10 Constitution saving throw or catch the disease. If the
Poison
Here are new and updated poisons for use in your 5th
Edition game.
Poison
Item
Cyanide
Cyanide
Deadly Nightshade
Distillation of Time
Dreamweed
Healer's Bane
Hemlock
Magebane
Nights Blood
Strychnine
Touch of Servility
Opium
Thieves Bane
Twined Death
Wolfsbane
Type
Ingested
Inhaled
Ingested
Ingested
Inhaled
Injury
Ingested
Ingested
Ingested
Ingested
Ingested
Ingested/ Inhaled
Contact
Ingested
Ingested
Zombie Sickness
Spread through the bite of infected undead creatures,
living beings that perish while infected with this disease
rise as zombies.
When a living creature take damage from the natural
attack of an infected undead creature the creature must
succeed on a DC 12 Constitution saving throw or
becoming infected. Zombie sickness is typically
transmitted through bites, but occasionally claws can also
transmit the disease. The disease moves quickly and
symptoms begin in 2d6 hours as the infected creature
experiences a sudden fever. The infected creature suffers
1 level of exhaustion and cannot regain hit points by
spending Hit Dice.
After each hour the infected creature must succeed a
DC 14 Constitution saving throw or take 7 (2d6)
necrotic damage. In addition, the creature reduces their
maximum hit points by the necrotic damage taken. If the
creature's hit point maximum is reduced to 0 it
immediately dies. All living creatures that die while
infected with this disease arise as a zombie after 1d4
minutes. There is no cure for zombie sickness other than
spells such as lesser restoration or heal.