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## Poison and Disease Revamped Poison is often used as a descriptor for elements, often conflicting and overlapping with **Necrotic damage** in its role as a magical form of illness or decay, and often resisted or rendered immune to completely by magical and planar forces. This guide proposes **Poison damage** not as an elemental damage type, but a type of physical damage similarly to **Bludgeoning, Slashing and Piercing damage**. Disease and the poisoned condition is also described similarly in the same vein, now differentiating between nonmagical and magical versions. As such, they are now tagged with **Poison from a nonmagical source** and **Poisoned (non-magical)** for the purposes of statblocks which interact only with nonmagical poisons. ## Magic, Damages and Materials Magic, damage types and physical materials also have unique interactive properties unexplored. For example, the effects of **Dispel Magic** against a source that isn't a spell, the application of various other magical and mundane materials for weaponry, armor and other forms of wondrous equipment, and the innate properties behind mastery over an element. This will be further explored deeper in the book. ### Changes to Existing Material The following changes are applied to existing material in the SRD, and any supplementary material. This can be changed or modified at the DM's discretion. \ **Classes** - **Barbarians** now gain poison resistance whilst raging. - **Purity of Body** gives immunity to non-magical poison, and resistance to magical poison damage. Additionally, they have advantage on all saving throws against being poisoned or inflicted with a disease. - **Divine Health** grants immunity to non-magical diseases, and advantage on saving throws against magical diseases. - All forms of poison resistance and immunity gained by **Race, Subclass and any other Class not listed** are considered to be against non-magical poison damage. \columnbreak **Spells** - All **Spells** that deals **Poison damage** deals **magical** poison damage, and **Poisons and Diseases** inflicted by a spell are considered magical. - **Lesser Restoration** and **Protection from Poison** now must roll against a DC equals 10 + the spell's level using their spellcasting modifier against sources of disease or poison higher than its spell level. On a successful check, the disease or poison is removed. - **Protection from Poison** only grants nonmagical poison resistance and advantage on saving throws against being poisoned (non-magical). - **Heroes' Feast** is notably not modified, as it is a high level spell with costly, consumed components. - **Remove Curse** now must roll against a DC equal to 10 + the spell's level using their spellcasting modifier against sources of curses higher than its spell level. On a successful check, the curse is removed or suppressed. \ **DM Material** - All forms of **Poison damage** resistance and immunity on **Non-Construct or Undead Creatures** in the bestiary are considered to only be against non-magical poison damage. Features that grant them advantage or immunity to disease or the poisoned condition is also modified. - **Objects** are immune to poison damage, both nonmagical and magical. - A **Periapt of Proof against Poison** grants immunity to non-magical poison, resistance to magical poison damage, and advantage on saving throws against all poison. - A **Necklace of Adaptation** functions as listed even against magical poisons due to its niche. - If a **Magical effect, Curse, Disease or Poison** is not from a spell; use the source's proficiency bonus to determine its "spell level". If there is no defined proficiency bonus, add one as appropriate. - Poison and disease dealt by **magical items or sources (including potions)** are considered magical. - **Magical items** that not listed that otherwise grant resistance or immunity to disease or poison only grants it to non-magical poison. > "By the way, I'm your guide and the author of this book. It was made with blood, sweat and bodies. A lot of bodies." - Betty
Poisons and Diseases; Magic and Materials Introduction
\pagebreakNum ## Character Feats The following are feats that can be chosen as a Player option, which pertains to materials and damage types. ### Energy Touch Your touch converts kinetic energy into other types of potential energy. - Increase your Strength, Dexterity or Charisma score by 1. - Choose one of the following damage types: acid, cold, fire, lightning or necrotic. If you roll a weapon damage dice, it deals the chosen type damage instead. Your weapon damage modifiers still deal the original damage type of the weapon. - You can select this feat multiple times, choosing a different damage type each time. > "Flavor-blast it! Acid could be raging torrents of water, or erosive wind, or blood magic. Wait no, blood's more necrotic, right?" - Betty ### Materia Skin You manifest a form of natural armor; your skin turns tough as leather, scales form like plates across your skin, or a supernatural force envelops your body. - Choose an armor type you are proficient with. You now have natural armor similar to the armor type in question. Resting with natural armor does not incur any penalties on your long rests. - Light Armor. Your AC is 10 + your Dexterity modifier + half your proficiency bonus (rounded down). - Medium Armor. Your AC is 12 + your Dexterity modifier (max 2) + half your proficiency bonus (rounded down). You have disadvantage on Stealth checks. - Heavy Armor. Your AC is 15 + half your proficiency bonus (rounded down). You have disadvantage on Stealth checks. - You can retract or remanifest your natural armor over the course of a short or long rest. Some features may still remain, like scales on your neck or face. \columnbreak ### Poisoning Expert You have gained a mastery over the application and use of poison. Whether you experimented on yourself to gain a suitable understanding of its intricacies or did so to others is unclear. - Increase your Constitution, Intelligence or Wisdom score by 1. - You can now apply poison as a bonus action. This is to a willing or incapacitated creature within your reach, or onto a weapon or ammunition. - You can create special poison during a short or long rest as long as you have access to natural resources in the wilderness, or 10 GP worth of stored materials. You can make a number of doses at once equal to your proficiency bonus. Each dose of poison can be slathered onto a weapon or ammunition, or applied directly through needles or vials. Once applied to a weapon or ammunition, it lasts for 1 hour. Each poison inflicts one of the following effects of your choice when applied. The DC is 8 + the modifier of the ability score increased + your proficiency bonus. - You deal poison damage equal to your proficiency bonus. - The creature makes a Constitution saving throw or takes 2d8 + proficiency bonus poison damage, or half on a success. Alternatively, it only deals 1 poison damage. - The creature makes a Constitution saving throw or is **Poisoned** for a number of rounds equal to their proficiency bonus. An unwilling creature can repeat their saving throw at the end of their turn, ending it early on a success. ### Trait Adept You have become adept enough with a damage type to enhance it with a trait. - Choose a damage type, and a Damage Trait under the damage type. You now have the Damage Trait, and can apply it to the applicable damage types when you deal them. You cannot choose a Primordial Damage Trait. \pagebreakNum ## Damage Traits Each damage type can have a damage trait associated with it; a property which enhances the capabilities of its wielder. The most renowned damage trait is **Hellfire**, which leaves its mark even on the soul. \ The DM can grant these traits to specific monsters or items, and a player can acquire them through the feats listed in this book. The exception is a **Primordial** damage trait, which can only be granted by Epic Boons or at the DM's discretion; their damage cannot be reduced nor prevented, and they have extremely powerful additional properties in turn. \ A damage trait typically adds a second damage type's properties, or doubles down on its original damage type. For the case of **Hellfire**, its secondary damage type is **Necrotic.** \columnbreak \ For damage traits with a second damage type's properties, whichever damage type would deal more damage is the one it is treated as, for the purposes of resistance, immunity and vulnerabilities. \ For example, a creature resistant to fire but not necrotic damage takes normal damage from **Hellfire**, while a creature immune to fire and resistant to necrotic damage resists **Hellfire.** \ You can replace either damage types with the Damage Trait. For the case of **Hellfire**, it can replace instances of fire damage or necrotic damage dealt. \ There are also damage types which double down on the same element, listing it as both their original and secondary damage type; in which case, they instead treat immunities as resistances, and ignore resistances.
##### Damage Types and Damage Traits | Damage Type | Damage Traits |:---:|:---| | Acid | Dragonacid (Acid), Erosion (Necrotic) | | Cold | Dragonfrost (Cold), Hoarfrost (Necrotic) | | Fire | Dragonfire (Fire), Elementalfire (Fire), Frenzyflame (Psychic), Hellfire (Necrotic), Muspelflame (Primordial\*), Passionflame (Radiant), Silverflame (Force) | | Force | Gravity (Primordial\*), Temporal (Necrotic) | | Lightning | Dragonbolt (Lightning), Ljósta (Radiant) | | Necrotic | Blackfire (Fire), Negative (Necrotic) | | Poison | Adreneline (Necrotic), Dragonvenom (Poison), Intoxication (Psychic), Stress (Force), Virulence (Poison) | | Psychic | Mothfire (Psychic) | | Radiant | Hearthfire (Fire), Positive (Radiant) | | Thunder | ─ |
\ The following table below is a simplified table of damage types, and Damage Traits associated with the damage type. Bludgeoning, slashing and piercing damage are not listed, and instead will be seperately mentioned in Material Traits. > "Fire's over the top as always, there's a flame for everything. > My personal favorite though? Poison :) > I crowned the research into them in particular." - Betty \columnbreak ### Intensity \ A Damage Trait may call upon something called **"Intensity"**, which is a numerical value that determines additional effects. \ The **Intensity** of an effect is equal to a creature's proficiency bonus, or a flat equivalent to the value. It can also be seperately modified by features and items. \ For spells, an **Intensity** effect can only be applied once per target during a round. \ Certain effects may also call for the start or end of a source's turn. For a source that isn't part of initiative, treat as if it would end on initiative count 20 (losing initiative ties).
Damage Traits | Intensity Introduction
\pagebreakNum ## Fire From smoke to cinders; then embers to an inferno. Fire damage describes the process of immolation; to burn with scorching heat that uses its surroundings or a source as fuel. It is both a natural phenomena and one of the four primordial elements of fire, earth, water and wind. ### Dragonfire (Fire) The flame of the dragon. It is said that dragons stole the fire from primordials long ago. The flames scorch the earth and anything bound to it. Its coloration reflects the scales of its wielder. \ **Passive.** **Dragonfire** deals double damage to objects and structures. \ **Intensity.** **Dragonfire** lingers on earthly targets. Objects, structures, creatures and items primarily composed of wood, stone, earth, crystals or metals ignite. An ignited target take **Dragonfire** damage equal to its **Intensity**. Spaces on the ground composed of such materials also ignite, dealing the damage to creatures once per round who start their turn inside or move through an ignited space. A target or 5-foot area of space can be put out as an action. \ **Common Sources:** Red or Gold Dragons, Draconic Cultists or Worshippers, Draconic Artifacts or Items. ### Elementalfire (Fire) The flame of elementals. What was born from the original primordial fire has cooled into its own will. It is the only fire with innate sentience behind it. Its coloration is a molten glow like lava. \ **Passive.** **Elementalfire** lingers on spaces affected by fire. The area becomes heavily obscured for the duration, or becomes difficult terrain until the end of the source's next turn. Against targets, the target treats everything as lightly obscured and difficult terrain until the end of the source's next turn. \ **Intensity.** **Elementalfire** bend to the will of its wielder. It can modify the dimensions of a fire effect by units of 5 feet equal to their **Intensity** in total. For example, it can increase or decrease the radius of a Fireball by 5 feet per **Intensity**, or either the length, width or thickness of a Wall of Fire. \ **Common Sources:** Fire Elementals, Efreeti, Worshippers of Fire Elementals, Fire Giants, Natural Phenomena from the Plane of Fire. \columnbreak ### Frenzyflame (Psychic) The flame of eclipse. Also known as Abyssal Fire, Flames of Chaos, the Putrid Flame. Only the mad would dare use this fire. It turns creatures into but another voice in the fire. Its coloration is pale yellow with black cores, shaped like droppings or seeds splotched near its center. \ **Passive.** **Frenzyflame** is agonizing to use and to be struck by. A source creature, and creatures that take damage from **Frenzyflame** have disadvantage on Intelligence checks and take an additional 4 (1d6) psychic damage from other sources until the end of the source's next turn. \ **Intensity.** Intense pain wracks through those scorched by **Frenzyflame**. The source and creatures that take damage from it have a penalty to their attack rolls and DCs equal to the **Intensity** until the end of the source's next turn. \ **Common Sources:** Abyssal Cultists or Worshippers, High-Ranking Demons, Powerful Undead. ### Hellfire (Necrotic) The flames of hell. Native to Hell, it burns down to the soul and leaves its mark. Its true origins are theorized, but never outright confirmed by scholars. Its coloration is a pale white with no visible blemish. \ **Passive.** **Hellfire** cannot be extinguished by mundane means against the will of the source, and will always last to its listed duration. The source must still concentrate on the effect to maintain it, if it is concentration. \ **Intensity.** **Hellfire** burns down to the soul. Creatures lose current hitpoints and hitpoint maximum equal to the **Intensity** if they take damage from **Hellfire**. Hitpoint maximum lost can be restored through a long rest or Remove Curse. \ **Common Sources:** Hellish Cultists or Worshippers, High-Ranking Devils, Native Creatures to Hell, Natural Phenomena from Hell.
Fire (1)
\pagebreakNum ### Passionflame (Radiant) The flame of ardor. Like a disaster, it sweeps through and consumes as fast it appears. It reflects the emotions of its wielder, either moving as if in glorious laughter, tempered dignity or tempestous rage. Its coloration is a radiant sunshine gold. \ **Passive.** **Passionflame** manifests lightning-fast. A creature cannot use their reaction against any fire effect that is **Passionflame**. \ **Intensity.** **Passionflame** scorches wildly fast, spreading and leaping to nearby targets. It deals damage equal to the **Intensity** to other targets of the source's choice within 10 feet. A creature can only take this damage once per effect. \ **Common Sources:** High-Ranking Celestials, Fey and Fiends; Their Cultists or Worshippers, or their Lair. \columnbreak ### Silverflame (Force) The flames of force. It burns off not the air, but energy itself. Its form is incorporeal in nature, phasing through matter and objects of force. Its coloration is a reflective silvery hue. \ **Passive.** **Silverflame** flits incorporeally. The flames phase through objects and structures and only stop against an object of force, while still dealing damage. This means any area of effect and attack that solely uses fire ignores cover. Only deal the fire damage if it would phase through an object. \ **Intensity.** **Silverflame** devours excess energy. You remove a number of temporary hitpoints equal to its **Intensity** \* 5, before dealing damage. \ **Common Sources:** Archmagi and Mages, Concentrations of Planar Energy ### Muspelflame (Primordial) The Primordial Fire. An old, fundamental force of the universe which granted life to the first flames. They burn the hottest unwavering in even the face of oblivion. Its coloration shines like true gold with a platinum core in its center. \ **Passive.** **Muspelflame** cannot be extinguished by anything short of the will of the source. **Intensity.** **Muspelflame**'s minimum damage roll on damage dice is equal to its **Intensity.** \ **Common Sources:** Primordial Beings; the Center of the Elemental Plane of Fire
Fire (2)
\pagebreakNum ## Poison Poison, a phenomena partaken by both the natural world and the supernatural. It is a physical substance which kills the living; it weakens, it alters, and it spreads through the body. Where there is living matter, it consumes. Yet in life, there are those which indulge in poison. Willful consumption of toxic products in order to enhance the body momentarily. > Poison Damage Trait also specially modify the Poisoned condition, granting them additional properties for inflicting the conditions, and being affected by the condition. ### Adreneline (Necrotic) Adreneline is an organic compound produced by creatures of the material plane. This triggers their fight or flight response instinctively and enhances it in moderation, or debilitates it in excess. Although not directly produces by planar creatures, some indulge in them intentionally for the taste of a thrill not familiar with them. \ **Passive.** **Adreneline** causes a creature experiences heightened or hindered physicality. The source chooses whether they gain advantage or disadvantage on their Strength, Dexterity and Constitution checks (including concentration checks) until the start of the source's next turn. \ **Intensity.** **Adreneline** pushes the body to its limits. A creature either gains temporary hitpoints equal to the **Intensity**, or takes **Adreneline** damage equal to the **Intensity** (or both) at the end of its turn, if it took any action, reaction or movement before the end of its turn. \ **Poisoned.** The source can choose to suppress the effects of the **Frightened** or **Poisoned** condition and any levels of **Exhaustion** on a creature poisoned by them. Alternatively, the creature has disadvantage on saving throws against any effect that inflicts those conditions. \ **Common Sources:** Artificial Drugs, Barbarians or Berserkers, Blood Magic Users, Vampires. > "Adreneline and Intoxication are two sides of the same coin, as you can tell by how similar they are. One helps you survive in physical situations, and the other helps you survive in mental and social situations. Just don't exercise while drunk." - Betty \columnbreak ### Dragonvenom (Poison) Dragonvenom is exclusively produced by true dragons, and is capable of destroying inorganic matter normally resilient to the effects of poison. The fearsomeness of their poison extends to its capacity to turn even stone into an eroded mass. \ **Passive.** **Dragonvenom** is considered magical for the purposes of resistances and immunities. Additionally, **Dragonvenom** deals double damage to objects and structures. \ **Intensity.** **Dragonvenom** seeps into earthly targets. Objects, structures, creatures and items primarily composed of wood, stone, earth, crystals or metals take additional **Dragonvenom** damage equal to its **Intensity.** \ **Poisoned.** **Dragonvenom** lingers on earthly targets. Objects, structures, creatures and items primarily composed of wood, stone, earth, crystals or metals can be affected by the **Poisoned** condition. If it is armor, creatures have advantage on attack rolls against them while the item is **Poisoned.** Otherwise, using the item treats the creature as **Poisoned** for the purposes of making an ability check or attack roll. \ **Common Sources:** Green Dragons, Draconic Cultists or Worshippers, Draconic Artifacts or Items. ### Intoxication (Psychic) Intoxication; both a physical and mental affliction which drastically alters a creature's sense of judgement and perception of reality. This not only applies to chemical forms of intoxication such as alcohol, but also strong binding emotions such as love or hatred. A master of intoxication can ebb and flow from applying its boons and banes. \ **Passive.** **Intoxication** causes a creature experiences heightened or hindered mentality. The source chooses whether they gain advantage or disadvantage on their Intelligence, Wisdom and Charisma checks along with concentration checks until the start of the source's next turn. \ **Intensity.** **Intoxication** pushes the mind to its limits. A creature either gains temporary hitpoints equal to the **Intensity**, or takes **Intoxication** damage equal to the **Intensity** (or both) at the end of its turn, if it took any action, reaction or movement before the end of its turn. \ **Poisoned.** The source can choose to suppress the effects of the **Frightened** or **Poisoned** condition and any levels of **Exhaustion** on a creature poisoned by them. Alternatively, the creature has disadvantage on saving throws against any effect that inflicts those conditions. \ **Common Sources:** Alcohol, Artificial Drugs, Fey, Fiends (particularly Incubi and Succubi)
Poison (1)
\pagebreakNum ### Stress (Force) Stress as a phenomena is what occurs when continuous exertion occurs; in short, it is energy poisoning from overuse and continuous exertion, or wasted energy or residue that recoils back into the source. This phenomena is likely the most observable form of "poison", as it affects matter and energy. \ **Passive.** **Stress** ignores **Poisoned** immunity of any kind. Additionally, **Stress** damage removes an equal amount of hitpoint maximum that can only be recovered through a long rest. Spells that normally remove lost hitpoint maximum fail against this effect. \ **Intensity.** **Stress**'s **Intensity** effect only takes place when **Poisoned**; see below. \ **Poisoned.** **Stress** causes a target to become strained when exerting themselves. While they are poisoned by the source, they take **Stress** damage equal to their **Intensity** whenever they expend a limited resource, such as a once per rest or recharge option. If it is armor, creatures have advantage on attack rolls against them while the item is **Poisoned.** Otherwise, using the item treats the creature as **Poisoned** for the purposes of making an ability check or attack roll. \ **Common Sources:** Magical Overload; Aberration and Undead, Artificial Drugs. > "Is your DM cruel or vindictive? Luckily I have the perfect gift for them. > Considering making each damage dice rolled against a creature be considered 1 point of Stress damage! > Now each fight has a lingering presence!" > \- Betty \columnbreak ### Virulence (Poison) Virulence describes diseases or infectious poison; toxins that spread on contact or close proximity.
Poison (2)
## Optional Rules A DM may determine a creature's mastery over the element is greater than usual, for the purposes of narrative or otherwise scale. They may use the Damage Traits as a template and modify them to be more powerful for monsters to display their greater mastery. They can also choose for an item or effect to benefit from multiple traits.