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5 Minute Workday

Presents:

Diseases
& Poisons

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:

5mwd.com
New comics Tuesday & Thursday

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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.
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

vomit is most common in regions bordering wetlands,


such as swamps and marshes.
After spending 12-hours in an area with insects
carrying the disease, a humanoid creature must succeed
on a DC 12 Constitution saving throw or become
infected. Alchemical repellents, spells, and other effects
that ward against insects can confer either advantage on
the saving throw or outright immunity depending on the
nature and potency of the effect.
The disease incubates for 1d4 days, after which
symptoms appear, including fever, chills, nausea, and
pains throughout the back and head. Infected creatures
find it difficult to keep down food and their vomit is
black. An infected creature must succeed on a DC 10
Constitution saving throw to drink water (or similar
fluids such as milk or potions) and a DC 15
Constitution saving throw to eat food, vomiting
everything consumed in the last few hours on a failure.
At the end of each long rest, the affected creature
must make a DC 15 Constitution saving throw. On a
success the DC for this saving throw is reduced by 1d4.
When the DC of the saving throw drops to 0 the
creature has recovered from the disease. If a creature
naturally recovers from black vomit, they are immune to
this disease and cannot be infected again.

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

a DC 16 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.

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

Entire towns have been killed by this virulent and deadly


plague. Thankfully, the disease is now rare due to efforts
at controlling outbreaks, such as burning the bodies of
the dead. Blood contaminated with this disease remains
contagious for years, and there have been reports of
delvers becoming infected while exploring crypts where
victims of the crimson death were interred.
This disease is primarily spread through contact with
infected blood, although any bodily fluid can transfer the
disease. A humanoid creature that touches contaminated
fluids must make a DC 17 Constitution saving throw or
catch the disease.
Symptoms of the disease begin after 1d4 days,
causing the creature to cough blood and develop
weeping sores across their body. Infected creatures suffer
1 level of exhaustion.
At the end of end of each long rest an infected
creature takes 11 (2d6) necrotic damage and must make

This affliction is common among those who spend


lengthy periods of time surviving on preserved rations or
magically created food, such as adventurers, sailors, and
soldiers. Races accustomed to living underground are
often naturally immune to this disease, including
mountain dwarves, gnomes, drow elves, and half-orcs.
After a month without fresh food, especially fruits
and vegetables, a humanoid creature must make a DC 12
Constitution saving throw. On a failure the creature has
developed delver's malady and begins to show symptoms.
On a success the creature has avoided the disease but
must repeat the saving throw in another month unless
they consume fresh food.
Infected creatures become lethargic, with a spongy
tongue and gums, and slight bleeding from the nose and
ears. The infected creature suffers 1 level of exhaustion.
While the creature has 1 level of exhaustion the number
of Hit Dice they regain after a long rest is halved.

Until fresh food is consumed, the disease cannot be


cured. After each long rest the creature must make a DC
10 Constitution saving throw. On a failure they gain 1
level of exhaustion. If the creature has eaten fresh food
in the past day, a successful saving throw reduces the
creature's level of exhaustion by 1 level. When a
successful saving throw reduces the creature's level of
exhaustion below 1 they are cured. A remove disease spell
does not remove the affliction, but suppresses the
symptoms for 1 week.

vulnerability to all damage. While the creature has 1 or


more levels of exhaustion their flesh is visibly marred by
decay and they have disadvantage on all Charisma
checks.
At the end of each short or long rest, the infected
creature must succeed on a Constitution saving throw or
gain 1 level of exhaustion as their body begins to decay.
The decaying tissue affected by this disease can be cut
away, granting advantage on this saving throw. Removing
the diseased flesh in this manner is a DC 14 Wisdom
(Medicine) check that reduces the infected creature's
maximum hit points by 5 (2d4) until they have recovered
from the disease. If the infected creature succeeds on a
Constitution saving throw against this disease after a
long rest, the character's exhaustion level decreases by 1
level. When a creature's exhaustion level is reduced to 0
or lower the have recovered from the disease.

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

end of each long rest. After three consecutive failures,


symptoms return, and after three consecutive successes
the creature is cured.

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.

Jungle Fly Fever


Transmitted by insect bites, this disease only infects
humanoid creatures. Jungle fly fever is typically limited
to tropical areas, but there are occasional outbreaks in
temperate areas during warm years.
After spending 12-hours in an area with insects
carrying the disease, a humanoid creature must succeed
on a DC 14 Constitution saving throw or become
infected. Alchemical repellents, spells, and other effects
that ward against insects can confer either advantage on
the saving throw or outright immunity depending on the
nature and potency of the effect.
Symptoms of the disease appear after 2d10 days.
Symptoms include headaches, fever, and nausea;
symptoms of the disease are cyclic, alternating between
severe and mild. The infected creature gains 1 level of
exhaustion.
At the end of each long rest, the affected creature
must make a DC 10 Constitution saving throw. On a
failure they gain 1d3 levels of exhaustion. On a success
the creature's level of exhaustion is reduced by 1d3 levels.
When a successful saving throw reduces the creature's
level of exhaustion below 1 the disease goes into
remission, but the creature remain infected and
continues to make saving throws. After two consecutive
failures symptoms return, and after four consecutive
successes the creature is cured.

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

24-hours spent resting in a calm environment the


creature can choose to make a DC 18 Constitution
saving throw, recovering from the disease on a success.
For every additional 24-hour period spent resting before
attempting the saving throw, the DC is reduced by 3.

When a humanoid creature is exposed to this disease


they must make a DC 13 Intelligence saving throw or
become infected. Symptoms begin immediately after
infection, with slight feelings of disorientation and a
slight buzzing sound in the ears. These symptoms pass
shortly, fading within an hour.
At the end the first long rest following infection, the
infected creature gains the ability to cast detect thoughts as
an action. The spellcast ability for this spell is the higher
of the creature's Intelligence and Charisma ability scores.
After this spell has been cast the creature must complete
a short or long rest before they can cast it again. After
each long rest the infected creature can cast the spell an
additional time between rests.
When within 60-feet of six or more creatures
experiencing strong emotions - such as during combat or
a stirring theatrical performance - an infected creature
must make a DC 8 Wisdom saving throw or experience
painful headaches that last for 1 hour. While suffering
from the headache, the creature takes a - 1 penalty to
attack rolls and ability checks that rely on sight or
hearing. After each long rest, the duration of the
headaches increases by 1 hour. When the headaches last
at least 8 hours the infected creature must succeed a DC
12 Wisdom saving throw at the end of each headache,
gaining an indefinite madness on a failure. When the
headaches last at least 10 hours, at the start of a
headache the infected creature must succeed a DC 12
Constitution saving throw or take 22 (4d10) psychic
damage. A creature reduced to 0 hit points by this
psychic damage is killed, as the massive psionic pressure
causes the creature's brain to explode.
Fluid from the brain and spine of a naturally
telepathic creature can cure the disease. A character who
has proficiency with the Medicine skill can extract this
fluid, which takes an hour from a living creature or half
that time from a dead creature. The brain of a medium
creature provides one dose and a large creature provided
four doses. Taking a dose of medication allows an
infected creature to make a DC 15 Constitution saving
throw, curing the disease on a success.

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

An infectious disease that spreads through proximity


with infected creatures or their bodily fluids. Virulent
and dangerous, the disease would be more rampant if
not for the visible signs of illness.
The infection moves slowly, and symptoms do not
manifests for 3d6 days. During the incubation period
infected creatures are not contagious. Symptoms include
fluid filled blisters, fever, and a red rash. A creatures that

This disease attacks the mind, opening mental doorways


and granting the infected creature psychic abilities. The
corpses of creatures slain by this virus are the primary
means of infection, but naturally telepathic creatures can
contract this disease through contact with the mind of
an infected creature, and transmit the infection to other
creatures they psychically contact.

starts its turn within 5 feet of a symptomatic creature,


touches the bodily fluids of an injected creature, or holds
an item used by an infected creature risk infection.
When a humanoid creature comes in contact with the
disease, they must succeed on a DC 15 Constitution
saving throw or become infected.
After each long rest the infected creature has their hit
point maximum reduced by 7 (2d6) and must make a
DC 15 Constitution saving throw. On a success the DC
for this saving throw is reduced by 1d6. A creature that
fails three of these saving throws becomes blinded until
its vision is restored by spells such as lesser restoration or
heal. When the DC of the saving throw drops to 0 the
creature has recovered from the disease, and their hit
point maximum increases by 3 (1d6) after each long rest
until it returns to normal. If a creature naturally recovers
from scarlet blight they are immune to the disease and
cannot be infected again.

least 30 gp and the infected creature swallows the gem


they can make a new saving throw against the disease.
On a successful saving throw, the creature is cured.

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

creature succeeds on three consecutive saving throws to


avoid infection, they are immune to twisting rot.
The disease lays dormant for some time before the
infected creature begins to show signs of illness.
Symptoms do not begin for 3d6 months. The disease
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
causes numbness in the extremities, making delicate
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.

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

Price per Dose


200 gp
400 gp
200 gp
350 gp
150 gp
500 gp
500 gp
400 gp
750 gp
400 gp
200 gp
50 gp
100 gp
600 gp
300 gp

Cyanide (Inhaled or ingested). This deadly toxin can


be brewed as both a liquid or a vapour. A creature
subjected to this poison must succeed on a DC 15
Constitution saving throw or become poisoned for 8
hours. The poisoned creature cannot eat or drink
anything and gains 1 level of exhaustion. If the saving
throw fails by 5 or more, while poisoned the creature's
damage rolls from Strength-based weapons are halved.
Deadly Nightshade (Ingested). A creature subjected
to this poison must succeed on a DC 13 Constitution
saving throw or become poisoned for 8 hours. The
poisoned creature gains 1 level of exhaustion. If the
saving throw fails by 5 or more, the creature is also
paralyzed while poisoned. Also known as belladonna,
this poison is often used as a foundation for brewing a
potion of flying.
Distillation of Time (Ingested). A creature that
ingests this poison must succeed on a DC 15
Constitution saving throw or become poisoned for 48
hours. The poisoned creature magically age at a rapid
rate, becoming frail and wizened. Every 4 hours the
poisoned creature must succeed on a DC 12
Constitution saving throw or gain 1 level of exhaustion.
When the creature is no longer poisoned or exhausted
they return to their natural age after a long rest.
Dreamweed (Inhaled). A creature subjected to this
poison must succeed on a DC 13 Constitution saving
throw or become poisoned for 8 hours. This poison is
known for causing pleasing hallucinations and vivid

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.

dreams, and while poisoned the creature automatically


fails Intelligence (Investigation) and Wisdom
(Perception) checks and has disadvantage on saving
throws to avoid falling asleep. Repeated use has been
known to cause madness.
Healer's Bane (Injury). A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or become poisoned for 48 hours. The poisoned
creature cannot recover hit points from resting or
expending Hit Dice. If the creature receives magical
healing they must make a DC 14 Constitution saving
throw. On a failure the hit points gained are temporary
hit points that last 1 hour. On a successful saving throw
the creature recovers half the normal amount of hit
points.
Hemlock (Ingested). A creature subjected to this
poison must succeed on a DC 17 Constitution saving
throw or become poisoned for 12 hours. The poisoned
creature has their speed halved. If the saving throw fails
by 5 or more, the creature is paralyzed. The creature can
repeat the saving throw at the end of each of its turns,
ending the paralysis on a success.
Magebane (Ingested). A creature subjected to this
poison must succeed on a DC 12 Constitution saving
throw or become poisoned for 4 hours. While poisoned
the creature cannot maintain concentration on a spell. If
the saving throw fails by 5 or more, the creature cannot
cast spells of 1st level or higher while poisoned.
Night's Blood (Ingested). This poison is brewed from
the brackish blood of vampires or other undead
creatures. A creature that consumes this poison must
make a DC 13 Constitution saving throw, taking 7 (2d6)
poison damage and 7 (2d6) necrotic damage on a failure,
or half as much damage on a successful save.
Opium (Inhaled or Ingested). A creature subjected
to this poison must succeed on a DC 11 Constitution
saving throw or become poisoned for 4 hours. The
poisoned creature has disadvantage on all Wisdom and
Intelligence saving throws but has advantage on all ability
checks and saving throws related to pain.
Strychnine (Ingested). A creature subjected to this
poison must succeed on a DC 14 Constitution saving
throw. On a failed save, the creature takes 14 (4d6)
poison damage and become poisoned for 8 hours. The
poison causes convulsions when a poisonous creature is
exposed to loud noises or pain. After taking damage, the
creature must make a DC 15 Constitution saving throw
or become incapacitated for 1 minute. If the creature
takes thunder damage they have disadvantage on this
saving throw. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on a
success.

Thieves Bane (Contact). A creature subjected to this


poison must make on a DC 15 Constitution saving
throw. On a failure, they are poisoned for 24 hours and
the skin that touched the poison is stained pitch black.
On a success, they are not poisoned by their skin is still
stained for 12 hours.
Touch of Servility (Ingested). A creature subjected to
this poison must succeed on a DC 13 Constitution
saving throw or become poisoned for 24 hours. The
poisoned creature loses much of its free will and is highly
suggestible. The creature has disadvantage on Wisdom
saving throws, and is considered charmed by all
creatures.
Twined Death (Ingested). This poison is formed
from two components, which are harmless
independently and do not detect as a poison but become
toxic when combined. A creature subjected to this
poison must succeed on a DC 14 Constitution saving
throw or take 7 (2d6) poison damage and become
poisoned. The poisoned creature must repeat the saving
throw every hour, taking 3 (1d6) poison damage on a
failed saving throw. After four successful saving throws,
the effect ends.
Wolfsbane (Ingested). A creature subjected to this
poison must succeed on a DC 14 Constitution saving
throw or become poisoned for 24 hours. Lycanthropes
have disadvantage on saving throws against this poison.
Creatures recently cursed with lycanthropy that consume
wolfsbane within 48 hours of being afflicted can make a
new saving throw to avoid being cursed.

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