Example of a disease. Contact: Vapor from an undead creature stings the eyes. ... Symptoms: The light of the sun is blinding.... Treatment: Walk careful in the sunlight.... Cure: Holy water from a cleric of the sun god.
Was a manga not a dnd game but I remember a story wherein the disease was resistant to magic and the main heroine ran into the issue that the church with healing magic saw all normal medical research as heresy; as if you were saying gods gift is not enough for you. Could have your players affected by the early stages and having to research the cure in secret to avoid being branded heretics
This is perfect timing! Im just now running a horror-leaning campaign which will feature disease heavily, better yet none of my players picked clerics or paladins, so early on I decided there just werent any in the world. No easy way out! Disease will be feared and finally a formidable opponent! :) As an aside, where might i find your supplement?
Glad to hear it! And you can grab it on my patreon or RUclips membership in the video description - it’s also available as a one off for 7 dollars, on my patreon store here: www.patreon.com/BenDeHart/shop/codex-of-contagion-29889?Link&
Hmmm.... Healing magic dependency😁 Every time a character receives magical healing they need to save or their ranks in MH tolerance increases. The higher level the spell is, the higher the difficulty of the save. Every month in the wilderness characters need to roll to save against the magical disease at a difficulty level matching how many ranks they've accrued. Every week on well travelled roads or trading ports. Every three days in small towns. Every day in cities. Every hour in taverns, brothels, or churches 😈 Every time a character fails their disease save, they get Plague Ranks. Every day a character needs to roll against the symptoms at a difficulty level matching how many Plague Ranks they have accrued or have succumbed. Characters succumbed to the symptoms face penalties to their functioning... beginning tiers it is as if under a Hex spell. low tiers it is as if under a Hex spell and a Bane spell. Medium tiers add a decrease in the ability score bonuses for Con and the primary spellcasting ability. High tiers add a loss of permanent HP. Manifested symptoms can be remedied by the further use of healing magic but only if the character saves against the DC of how many Plague Ranks offset by a bonus for how powerful the healing magic is. ... A slow burn weapon of mass destruction for oligarchical civilizations
Not bad, I'm making a campaign that is more survival-based, only having one city that the party has for refuge and then questing throughout the surrounding wilderness; disease will play a role but won't be integral to the plot. I have made most magical diseases immune to the effects of lesser restoration, requiring greater restoration or a treatment plan to cure. I know the central city only has so many clerics and paladins, meaning a pandemic sweeping the city is still possible. Catching a magical disease in the wild can severely impact travel, adding to the survival element. I just need to find a good list of diseases with mechanics already tied to them since the usual 5e diseases are convoluted and hard to use since I don't want to homebrew 10+ diseases for my players.
Been working on a class that uses diseases and poisons given kinda think those need a bit player use given how wewk they become later on. Also themeing class none evil as well givrn diseases wnd poisons rtc are part of yhe natural world type idea
Example of a disease. Contact: Vapor from an undead creature stings the eyes. ... Symptoms: The light of the sun is blinding.... Treatment: Walk careful in the sunlight.... Cure: Holy water from a cleric of the sun god.
Was a manga not a dnd game but I remember a story wherein the disease was resistant to magic and the main heroine ran into the issue that the church with healing magic saw all normal medical research as heresy; as if you were saying gods gift is not enough for you.
Could have your players affected by the early stages and having to research the cure in secret to avoid being branded heretics
Such a great idea for an infiltration!
Necrosy is such a magnifico idea. Your methods certainly make diseases far more interesting. Imma steal it! Thanks
This is perfect timing! Im just now running a horror-leaning campaign which will feature disease heavily, better yet none of my players picked clerics or paladins, so early on I decided there just werent any in the world. No easy way out! Disease will be feared and finally a formidable opponent! :)
As an aside, where might i find your supplement?
Glad to hear it! And you can grab it on my patreon or RUclips membership in the video description - it’s also available as a one off for 7 dollars, on my patreon store here: www.patreon.com/BenDeHart/shop/codex-of-contagion-29889?Link&
Play a paladin
Hmmm.... Healing magic dependency😁 Every time a character receives magical healing they need to save or their ranks in MH tolerance increases. The higher level the spell is, the higher the difficulty of the save.
Every month in the wilderness characters need to roll to save against the magical disease at a difficulty level matching how many ranks they've accrued. Every week on well travelled roads or trading ports. Every three days in small towns. Every day in cities. Every hour in taverns, brothels, or churches 😈
Every time a character fails their disease save, they get Plague Ranks. Every day a character needs to roll against the symptoms at a difficulty level matching how many Plague Ranks they have accrued or have succumbed. Characters succumbed to the symptoms face penalties to their functioning... beginning tiers it is as if under a Hex spell. low tiers it is as if under a Hex spell and a Bane spell. Medium tiers add a decrease in the ability score bonuses for Con and the primary spellcasting ability. High tiers add a loss of permanent HP.
Manifested symptoms can be remedied by the further use of healing magic but only if the character saves against the DC of how many Plague Ranks offset by a bonus for how powerful the healing magic is.
...
A slow burn weapon of mass destruction for oligarchical civilizations
Dependency on healing is such a genius idea that I'm mad I didn't think of it
@@BenDeHart Consider it the creation of a really big devil called Far Maa , an archdevil in service to Mammon.
Or maybe Fen Tenyl, or perhaps Mr Na.
Heh D&D is sick sign in the background
Ope you mentioned it at the end
Hey you’re the first one to mention it so gold star ⭐️
Heavy metal poison as part.. that magic can't help.. as (it's a living metal poison). Cure is lighting damage to player .. above HP of the slime
Not bad, I'm making a campaign that is more survival-based, only having one city that the party has for refuge and then questing throughout the surrounding wilderness; disease will play a role but won't be integral to the plot. I have made most magical diseases immune to the effects of lesser restoration, requiring greater restoration or a treatment plan to cure. I know the central city only has so many clerics and paladins, meaning a pandemic sweeping the city is still possible. Catching a magical disease in the wild can severely impact travel, adding to the survival element.
I just need to find a good list of diseases with mechanics already tied to them since the usual 5e diseases are convoluted and hard to use since I don't want to homebrew 10+ diseases for my players.
Been working on a class that uses diseases and poisons given kinda think those need a bit player use given how wewk they become later on. Also themeing class none evil as well givrn diseases wnd poisons rtc are part of yhe natural world type idea
This is literally the arc of Eda The Owl lady from The Owl House