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Inflict Disease in Dungeons & Dragons 5e

Replacement Series

Inflict Disease

5-level Necromancy

Casting Time: 1 Action
Range/Area: touch
Components: V,S
Duration: instant
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is afflicted with one of the diseases listed below (your choice). The spell has no effect on constructs, undead, or creatures immune to disease. The disease is magical, and can only be cured by the heal spell or equivalent magic.   At the end of each of the target’s turns, they must make another Constitution saving throw. If they succeed on the saving throw, they suffer no effects from the disease until the end of their next turn. When the target has succeeded on three of these saving throws, they are no longer diseased. When they have failed on three of these saving throws, the disease sets in, and lasts for 7 days unless treated by an appropriate means. Once the target has either three successes or three failures on these saving throws, they stop making saves for this spell.
  • Muscle Weakness. The creature's arms become unbearably weak. They have disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Their attacks using Strength deal half damage.
  • Trembling Spasms. The creature is overcome with terrible tremors. They have disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Their attacks using Dexterity do half damage.
  • Skinslough. The creature's skin becomes paper-thin and causes agonizing pain when it tears. They have disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell. In addition, when the creature takes damage, its movement speed is reduced to 10 feet until the end of its next turn.
  • Mindrot. The creature becomes disoriented and confused. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and cannot tell friend from foe in combat.
  • Fire-eyes Fever. The creature's eyes turn milky white and are searingly painful. They have disadvantage on Wisdom checks and Wisdom saving throws, and are blinded.
  • Flesh Rot. The creature’s flesh decays. They have disadvantage on Charisma checks and Charisma saving throws, and take 5 additional points of damage when they suffer bludgeoning, piercing, or slashing damage.
Available for: Cleric, Druid

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