Dire Diseases and Curses (5e Variant Rule)

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New rules meat to make Diseases And Curses And poisons more Dire in 5e, First we categorize Diseases And curses in to "lesser" "Grater" "incurable" And "Soul bound"

OPTIONAL IMPORTANT! I would change the paladins power that makes them unaffected by sickness so that instead they have just resistance maybe resistance and +4 on saves vs sicknesses. Also either take away lay on hands power to cure sicknesses or maybe change it so it requires 5 uses of lay on hands to cure 1 sickness. Or 10 hp out of the pool.

Very important! Change all spells or effects that say they cure 1 Disease to "Cure 1 Lesser Disease" and spells that say they cure all Diseases to "cure all lesser Diseases OR cure 1 Grater Disease"

(same rules go for curses just replace the word disease with cure in the above HOWEVER I strongly suggest nurfying or banning Remove Curse spell or making it so it only cures 1 lesser cure at a time or is a higher level spell.)

(same goes for poisons)

  No spell or effect in the nomral game should be able to cure "incurable" or "Soul bound" Diseases or curses. each should have there own special cure either stated in the description of set disease or curse Or made by the DM. Incurable is at least cured when the afflicted dies and comes back from the dead or becomes undead or some how placed in a new body. 
But Soul bound sickness and curses stay with the afflicted forever even if they die and come back with only very special ways of curing it. Some of them might even be incurable even by wish if the dm wills it.  

HOW THEY WORK

Most Diseases Are one Grater Sickness witch is linked to and causes a number of lesser sicknesses to effect the host. (note incurable and soul bound can be grater or even lesser sicknesses witch are just harder to cure)

Example of Effects form a a sickness in nomral 5e "Sewer Plague" The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest. At the end of each Long Rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease.

and this is how it would look in this system.

Grater Sickness "Sewer Plague". The next rest after catching this sickness Sewer Plague infects the host with the lesser sicknesses: "Exhaustion" "Exhausting Sleep" "half'd healing" and "Non recovering hitdice"

  "Sewer Plague" dose not cause any of these effects to stack however when one or more is removed each day it will re-infest the host with ONE of the effects that was cured. (this means if all the lesser sicknesses are cured but the grater sickness remains the host will day by day regain all the lesser Sicknesses one at a time.

(NOTE A grater sickness may never be cured until after all the lesser sickness linked to it are also cured.)

The lesser Sicknesses form this example.

Lesser sickness. "Exhaustion" Causes the host to take on 1 level of exhaustion when they get this sickness.

Lesser sickness "Exhausting Sleep" At the end of each Long Rest, an infected creature must make a DC 11(feel free to change the dc's dms) Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level(NOTE can only remove exhaustion levels caused by this sicknesses)

Lesser Sickness "half'd healing" When this creature would be healed the amount they heal is cut in half

lesser sickness "Non recovering hitdice" the host dose not recover hit dice.

As you can see a Grater Sickness in of it self dose not cause negative effects instead each effect is separated and made in to there own lesser sickness.

Most Grater sicknesses will infest the host with all the lesser sicknesses and replace them when a lesser sickness is cured. The rate at witch this happens is based on how fast acting the sickness is.

A Very slow Sickness will one by one effect the host with it's lesser effects once every X number of weeks or months. (maybe a d4 or 12 weeks or months) I would suggest making Sicknesses this slow incurable and or have very powerful lesser sicknesses)

A Slow sickness will infest the host with one of its lesser sicknesses once every X days. (I suggest a d4 or d12 days)

A nomral Sickness Will infest a host with between 2-4 of its lesser sicknesses after the first long rest. Then each day it will either add another lesser sickness or replace 1 of the lesser sicknesses each day.

A Fast Sickness Will infest the host with all of its lesser sicknesses the rest after getting it then replace 2 cured sicknesses each day.

A Deadly Fast Sickness Will infest a host with one of its lesser sicknesses every hour and replace them at the same rate. (feel free to make it every 2 hours or 4 or a d4)

CURE. Once all the lesser sickness linked to a grater sickness that grater sickness can now be targeted by effects that would cure it. However I also justest that each grater sickness is give 1-3 cures that will take care of it fully.

For example a special medicine/potion made to cure that sickness. Or you could have each lesser sickness have a con cheek if the host beats a con cheek that lesser sickness goes away (untell replaced by the grater sickness it's linked to) but once all the lesser sickness are by beating all the con cheeks then that triggers a harder con cheek if passed this cure's the grater sickness.

Also feel free to have some of them just go away in a d4 weeks or a d12 days. Or have a grater sickness that must be cured by having the host eat duble rations of food and water and rest all or for half the day for X number of days.

Have special ingredients be needed for some cures that pcs may need to quest for if they are dealing with a sickness that is either not cure-able by nomral means or is just hard to cure.

Now you can make a lesser sickness by taking a number of effects caused by a sickness in nomral 5e then making each one in to a lesser sickness. (I suggest 3-6)

 Then make a grater sickness by com-binding a number of lesser sicknesses linking them to your grater. Then pick the speed that grater infests with and choose if it should be a nomral grater or incurable or soul bound. 
 Then decide how to cure it. I highly suggest having special way of curing all your grater sicknesses but especially the incurable ones and soul bound. Because those are not just meant to be permanent debuffs but instead a way to make sickness that must be cured by special means.

NOTE also put some of the lesser sicknesses in an order some times. For example You could have a grater sickness that is linked to 6 lesser sicknesses 2 of witch are very simple minor effects 2 of witch are stranded effects and 2 of witch are quite deadly. But make it so the stranded effects can't take place until after the simple ones and the deadly can't take place until after the standersed with the grater sickness adding one lesser each day or x number of days. This will let you make a sickness with a progression of worsting effects.

  CURSES

Use most of the same rule for curses but unless your going for a curse with progressive stages Have each curse set all its lesser effects off at once. But the grater curse in all but the most rare of cause dose not replace the lesser curses linked to it when they are cured.

Also unlike even the fast acting sicknesses Curses in most causes should come in to effect the moment the host is effected buy set curse.

Also A cruse can have a lesser curse effect that causes grater sicknesses or grater poison to infest the host but grater sicknesses or poison can not infest the host with curses.

And as a rule of tumb I would make curses both have either more powerful or stranger more magical effects and be harder to cure when making speical cures.

  POISON. 

Grater Poisons will aplie one or more of there lesser effects per turn (you could make it every other turn if you wish for some) If one of the effects just causes a number of damage then that effect can be repeated over and over each time the other lesser effects go off.

but most position should only last for X number of turns before awaring off by it self. I suggest 5 turns for a weak poison 10 for nomral ones 20 for strong ones and feel free to make even longer lasting ones to. , mechanics, etc. -->

Dire Diseases/Curses[edit]

New rules meat to make Diseases And Curses more Dire in 5e, First we categorize Diseases And curses in to "lesser" "Grater" "incurable" And "Soul bound" 

Very important! Change all spells or effects that say they cure 1 Disease to "Cure 1 Lesser Disease" and spells that say they cure all Diseases to "cure all lesser Diseases OR cure 1 Grater Disease" (same rules go for curses just replace the word disease with cure in the above)

  No spell or effect in the nomral game should be able to cure "incurable" or "Soul bound" Diseases or curses. each should have there own special cure either stated in the description of set disease or curse Or made by the DM. Incurable is at least cured when the afflicted dies and comes back from the dead or becomes undead or some how placed in a new body. 
But Soul bound sickness and curses stay with the afflicted forever even if they die and come back with only very special ways of curing it. Some of them might even be incurable even by wish if the dm wills it.  

HOW THEY WORK

Most Diseases Are one Grater Sickness witch is linked to and causes a number of lesser sicknesses to effect the host. (note incureable and soul bound can be grater or even lesser sicknesse witch are just harder to cure)

Example of Effects form a a sickness in nomral 5e "Sewer Plague" The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest. At the end of each Long Rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease.

and this is how it would look in this system.

Grater Sickness "Sewer Plague". The next rest after catching this sickness Sewer Plague infects the host with the lesser sicknesses: "Exhaustion" "Exhausting Sleep" "half'd healing" and "Non recovering hitdice"

  "Sewer Plague" dose not cause any of these effects to stack however when one or more is removed each day it will re-infest the host with ONE of the effects that was cured. (this means if all the lesser sicknesses are cured but the grater sickness remains the host will day by day regain all the lesser Sicknesses one at a time.

(NOTE A grater sickness may never be cured until after all the lesser sickness linked to it are also cured.)

The lesser Sicknesses form this example.

Lesser sickness. "Exhaustion" Causes the host to take on 1 level of exhaustion when they get this sickness.

Lesser sickness "Exhausting Sleep" At the end of each Long Rest, an infected creature must make a DC 11(feel free to change the dc's dms) Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level(NOTE can only remove exhaustion levels caused by this sicknesses)

Lesser Sickness "half'd healing" When this creature would be healed the amount they heal is cut in half

lesser sickness "Non recovering hitdice" the host dose not recover hit dice.

As you can see a Grater Sickness in of it self dose not cause negative effects instead each effect is separated and made in to there own lesser sickness.

Most Grater sicknesses will infest the host with all the lesser sicknesses and replace them when a lesser sickness is cured. The rate at witch this happens is based on how fast acting the sickness is.

A Very slow Sickness will one by one effect the host with it's lesser effects once every X number of weeks or months. (maybe a d4 or 12 weeks or months) I would suggest making Sicknesses this slow incurable and or have very powerful lesser sicknesses)

A Slow sickness will infest the host with one of its lesser sicknesses once every X days. (I suggest a d4 or d12 days)

A nomral Sickness Will infest a host with between 2-4 of its lesser sicknesses after the first long rest. Then each day it will either add another lesser sickness or replace 1 of the lesser sicknesses each day.

A Fast Sickness Will infest the host with all of its lesser sicknesses the rest after getting it then replace 2 cured sicknesses each day.

A Deadly Fast Sickness Will infest a host with one of its lesser sicknesses every hour and replace them at the same rate. (feel free to make it every 2 hours or 4 or a d4)



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