![]() Sewer PlagueSewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later. When the saving throw DC drops to 0, the creature recovers from the disease. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. ![]() Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.Īt the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.Īny humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured.Īny event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. Symptoms manifest 1d4 hours after infection and include fever and disorientation. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.” Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.Ĭackle FeverThis disease targets humanoids, although gnomes are strangely immune. Sample DiseasesThe diseases here illustrate the variety of ways disease can work in the game. What matters is the story you want to tell. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.Ī disease that does more than infect a few party members is primarily a plot device. Ī simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!Ī plague ravages the kingdom, setting the adventurers on a quest to find a cure. These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20.
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