Diseases Porting the book of Vile Darkness's Diseases to 5e Acid Fever Whenever a creature takes more than 30 points of acid damage while exposed to a source of great evil (such as a powerful fiend or a desecrated area), it risks contracting Acid Fever. The creature makes a DC 12 Constitution saving throw. On a failed save, the creature contracts the disease. It manifests 1d4 days after infection. The creature begins to break out in boils and pustules that slowly ooze black liquid. While infected, the creature has disadvantage on all Persuasion checks, and advantage on Intimidation checks. It is vulnerable to acid damage as well. If the disease is not cured within 5 days of infection, the creatures skin begins to blacken and wither. It's maximum hit points are reduced by 5 points after each long rest after this effect takes hold. If a creature's maximum hit points are reduced to 0, it dies. Blue Guts This disease comes from eating the flesh of particularly disgusting creatures like the otyugh, gibbering mouther, and gray ooze. On exposure to such vile food, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature's skin begins to turn a dull blue color. The creature's intestines turn a deep cerulean color, which the disease is named for. Any food the creature ingests while afflicted with this disease is immediately vommitted up as soon as it reaches the stomach, including magical food such as Goodberry. The creature begins starving. After a number of days equal to 3 + their constitution modifier, they take on a level of exhaustion. Each day after that they go without food, they automatically take on another level of exhaustion. Deathsong One of the worst diseases known, this terrible plauge has laid waste to entire communities in less than a week. Contracted by even the barest physical contact between a healthy creature and a current victim of the disease or their remains. Victims of deathsong can do nothing but shriek and howl as their bodies wither and blacken. Once the incubation period expires, the progress of the disease is so fast that a victim can hear his skin crackle and his bones grow brittle and break. The victim makes a DC 20 Constitution saving throw. On a failed save, the disease begins taking hold 1 day after. The victims bones begin to crack and break under the weight of his own body. The victim has disadvantage on Attack Rolls, Ability Checks, and saving throws using Strength, Dexterity, or Constitution. Their movement speed is also reduced by half. The day after the infection takes hold, the creature makes another DC 20 Constitution saving throw. On a failed save, the creature's movement speed is reduced to 0, and it is considered incapacitated. 1 day after the creature becomes incapacitated by this effect, they must make another DC 20 Constitution saving throw. On a failed save, the creature dies and their bones crumble to dust. Over the course of a day, their entire body crumbles and turns into a fine powder. Anyone who inhales the dust is at risk of succumbing to the disease. Faceless Hate A creature exposed to this disease makes a DC 16 Constitution saving throw. On a failed save, the creature is considered to be infected. Until the creature dies, it has no no noticeable symptoms. Should the creature die while infected, it immediately returns to life as if a Raise Dead spell was cast upon it, returning as a monster with no face. The creature loses its ability to see and smell, and gains blindsight for 60 feet. It loses the ability to speak, but can cast spells with verbal components as if they could. The victim becomes intent on killing all those who were dear to him. After they are killed, it turns its ire to all living creatures. This change is permanent, short of a Wish spell or the divine intervention of a diety. After the creature loses its face, effects that cure disease no longer function can cure the creature. If the creature is killed, spells such as Raise Dead raise the creature in it's still faceless form with its rage towards the living still intact. A Reincarnate or Resurrection spell cast upon the corpse of the creature returns the creature to life with it's face restored and it's original personality. Festering Anger Brought on by long-term anger, intense fury, and hatred, the incubation period varies, in most cases about 1 year. During a particurlarly stressful encounter with the source of its anger, the creature makes a DC 15 Wisdom saving throw. On a failed save, the creature is immediately infected with Festering Anger and gains +2 Strength and -2 Constitution, which drops its hit points accordingly. The creature immediately attempts violence upon the nearest source of his anger. Perhaps if he was a farmer angry at a local ruler, he would attack a guard or deface a statue of the ruler if he was not in the immediate vicinity. Each day, the creature must make a DC 20 Wisdom save or gain another +2 Strength and -2 Constitution. On a failed save, the creature also acts out against any source of his anger in the near vicinity.

Fire Taint After being exposed to 30 points of fire damage under the same conditions of evil exposure as Acid Fever, the creature must make a DC 12 Constitution saving throw. On a failed save, the creature contracts Fire Taint, the symptoms of which develop after 1d4 days. The creature's skin reddens, and a feeling of dull burning spreads through the creature's entire body. The creature is vulnerable to fire damage while infected. The creature has disadvantage on Strength checks and attack rolls. 1d4 days after symptoms appear, the creature's insides begin to feel as if they are literally afire. The creature is incapacitated while infected, and is considered to have the poisoned condition as well. Iron Corruption A common affliction of slaves working in iron mines. Working in extreme toil and misery while being exposed to large amounts of iron dust puts one at risk of contracting Iron Corruption. The creature makes a DC 12 Constition saving throw. On a failed save, symptoms develop 1d6 days after infection. The creatures skin takes on a dull-blueish gray hue, and the creature begins to feel as if his bones and skin are slowly turning to metal. The creature's movement speed drops by 10 feet, and it has disadvantage on Dexterity checks. A week after infection, and on each subsequent week on a successful save, the creature must make a DC 15 Consitution saving throw. On a failed save, the creature's skin becomes an iron prison from which they have no escape. The creature is considered petrified. A Lesser Restoration spell has no effect on this condition. Life Blindness Perhaps the most horrific of afflictions placed on those who tread too far into an area tainted by the Far Realm. Upon exposure, the creature makes a DC 14 Constitution saving throw. On a failed save, the creature loses all ability to perceive living creatures, even plants. All such beings are treated as invisible, silent, and odorless. The loneliness and alienation eventually drive the victim to be completely antisocial. Lightning Curse When a creature takes 30 lightning damage while exposed to evil under the same conditions as Acid Fever and Fire Taint, they risk being exposed to Lightning Curse. 1d4 days after exposure, the creature makes a DC 12 Constitution saving throw. On a failed save, the coursing electric energy moves through their entire body. As their blood vessel's burst, the victim is covered in blue and black bruises. Their muscles ache and they cannot think straight. The creature has disadvantage on Intelligence checks. Should they roll under 5 on any Intelligence check, incorrect information comes to mind that the creature believes wholeheartedly. 1d4 days after the symptoms develop, the creature develops even worse mental trauma. The creature makes a DC 15 Constitution saving throw. On a failed save, the creature gains an indefinite madness trait. Even if the disease is cured, this madness persists. Melting Fury Caught by creature's who handle undead flesh, the borders between the living and the dead are eroded. The creature makes a DC 17 Constitution saving throw. On a failed save, symptoms begin to manifest after 1d10 days. The skin of the creature begins to slough off, exposing muscle and bones. Each time the creature takes damage, it must make a DC 10 constitution saving throw or be stunned until the end of their next turn as their insides are exposed to direct pain. Each day after their symptoms develop, the creature must make another DC 17 constitution saving throw. On a failed save, they get -2 to their Constitution score and lose hit points accordingly as more and more of their skin sloughs off. When their Constitution score reaches zero, the creature dies as all of its skin melts off its body. Misery's Passage Brought on by intense feelings of sadness and despair, this disease manifests as dark boils. The incubation period varies just as for Festering Anger. On the onset of the disease, the creature must make a DC 14 Consitution saving throw. The boils erupt soon after, and the creature is paralyzed with depression. Every day, the creature must make another DC 14 Consitution saving throw, or be stunned for the rest of the day as even moving takes too great an effort. Possession Infection This malady occurs only after an evil spirit, outsider, or other dominating force (including the effect of a Dominate Person cast by an evil caster). 1 day after the possessing effect, the creature makes a DC 14 Constitution saving throw. The victim slowly becomes despondent and lethargic, apparently metally affected by the alien presence that was within its soul. The creature has disadvantage on Charisma checks and saving throws. The creature's sense of self is eradicated as the gaping hole left in their psyche continues to grow and grow. 1 week after the infection, the creature must make another DC 14 Consitution saving throw. On a failed save, the creature succumbs to the desire for something to fill the gap in their soul, and seeks out carnal or base desires such as alcohol, drugs, or sex. This dramatic shift in the behavior supersedes all other desires.

Sound Sickness When a creature takes 30 or more thunder damage while exposed to evil under the same conditions as Acid Fever. The creature makes a DC 12 Consitution saving throw, on a failed save becoming infected. 1d4 days after exposure the symptoms of the disease manifest. Given to fits of shouting, the victims of this disease shows no visible illness, but he staggers about, barely able to keep his feet. It has disadvantage on Stealth checks as he is incapable of judging the amount of sound he is created. 1d4 days after symptoms develop, the creature must make an additional DC 12 Constitution saving throw or be permanently deafened. A lesser restoration spell does not cure this effect, even when the disease is cured. Vile Rigidity This infection at first seems to grant a boon. Upon exposure the creature makes a DC 13 Constitution saving throw or watch as his skin begins to change. The victim's skin hardens, granting a +1 bonus to AC after 24 hours. On the second day, this becomes a +2 bonus. Each day after, the rigidity of the creatures skin increases, becoming a +3 bonus to AC, but a -2 penalty to Dexterity. This lasts until the victim's Dexterity reaches 0, indicating that this ever-thickening flesh entraps it. At this point, the creature dies of suffocation. Warp Touch The effects of planar entities and the mere existence of the Outer Planes themselves have been known to dramatically change and warp the flesh of the living. One of the worst effects of raw chaos and dissolution, the malady known as warp touch has a random set of effects that manifest immediately. Upon exposure, the creature must make a DC 15 Constitution saving throw or be warped.Once it takes hold, no more saving throws are needed: The malady gets neither better nor worse. A remove disease accomplishes nothing. When a character falls victim to this disease, roll on the Warp Touch Effects Table