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View Full Version : D&D 5e/Next Calyrian Knights: Sickness



Waterdeep Merch
2018-01-14, 03:04 PM
Calyrian Knights is a campaign setting that I am running that has needed extensive homebrew systems. As a setting, it is meant to treat magic and the supernatural as wondrous and the world itself as very dangerous, with challenges extending beyond the typical combat or traps. These systems are designed to emphasize these points and work in tandem.

MEDICAL WARNING- I am not a doctor. The cures present for various illnesses in this document are based on historical beliefs regarding medicine and may have no bearing on modern science. Do not use any part of this document to try and treat an ailment.

Except for using lavender tea for headaches. That one actually works.

Every morning, the players are to roll a Constitution saving throw at DC 6. A naturally rolled 1 is considered a failure regardless of any bonuses.

On a failure, the player contracts a debilitation. Roll a d100 and consult the following chart:

1-40 Headache: You have awakened with a throbbing ache in your head. Disadvantage on all Intelligence checks and saves.
41-70 Cramps: You slept poorly, causing pain and stress to your limbs. Disadvantage on Athletics and Acrobatics.
71-80 Cold: Your nose and lungs have filled with fluid, and you have a throaty cough. Disadvantage on Stealth and Perception.
81-87 Fever: Your body becomes overly hot even as you experience chills, a light head and fatigue. Disadvantage on Strength, Dexterity, and Constitution saving throws.
88-93 Nausea: Some disease has caused you to become dizzy and feel sickly. Disadvantage on attack rolls.
94-98 Flu: You have contracted a common but potentially deadly ailment. Disadvantage on all saving throws.
99-00 Corruption: A foul evil has found its way into your body, twisting you to its own ends. Disadvantage on Charisma checks and saves except Intimidation. Upon death, your body will become a demon with a CR equal to your level or lower.

Each debilitation (except corruption) may be cured by any magical method that may remove diseases, including a paladin's Lay on Hands ability or the spell lesser restoration. They may also heal naturally or be aided through the application of practical medicine.

Headache- ingesting lavender tea (medicine or alchemy DC 7 to prepare) allows a saving throw one hour after taking with advantage. Otherwise, a headache goes away after your next long rest after a successful Constitution saving throw (DC 10).
Cramps- applying wormwood paste (medicine or alchemy DC 9 to prepare) allows a saving throw after one hour. Otherwise, a cramp goes away after your next long rest after a successful Constitution saving throw (DC 11)
Cold- a cold cannot be cured by any nonmagical medical means. Sea pine resin (medicine or alchemy DC 12 to prepare) may be ground and inhaled to suppress the penalties from having a cold for four hours. A cold may go away after one week after a long rest after a successful Constitution saving throw (DC 12)
Fever- ingesting fine ground coriander (medicine or alchemy DC 7 to prepare) allows a saving throw after one hour with advantage. Otherwise, a fever goes away after your next long rest after a successful Constitution saving throw (DC 13)
Nausea- nausea cannot be cured by any nonmagical means. Ingesting mint tea (medicine or alchemy DC 9 to prepare) suppresses the penalties from being nauseous for one day. Nausea may go away after your next long rest after a successful Constitution saving throw (DC 14)
Flu- the flu cannot be cured by any nonmagical means. Ingesting a belladonna tincture (medicine or alchemy DC 16 to prepare, failure acts as a potion of poison if ingested) suppresses the penalties from having the flu for one day. A flu may go away after one week after a long rest and a successful Constitution saving throw (DC 15)
Corruption- corruption is not a disease, and does not cure naturally. A remove curse spell or similar effect will remove it. Wearing a holy symbol may suppress its effects, though the holy symbol may break and become ruined after each long rest (roll a d20; on a 1-10, the holy symbol is destroyed. Otherwise, nothing happens). Holy water, ingested or splashed upon you, will suppress the effects of corruption until after your next long rest. A holy artifact or consecrated ground will either remove the corruption, if powerful enough, or corrupt it instead if not powerful enough. This is up to DM discretion. If corruption is removed, it leaves a sign of its passing- a scar, unholy mark, or other permanent symbol of the grasp it once held.