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Published by goroiamanuci, 2023-08-20 04:05:45

Autera_ Curses & Disease _ GM Binder

Autera_ Curses & Disease _ GM Binder

Autera: Maladies 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Introduction In the vast and intricate tapestry of the world of Autera, where mighty heroes tread and legendary sagas unfold, there exist shadows that mar the brilliance of existence – diseases and curses, insidious and ever-looming. These afflictions, born of history's labyrinthine corridors, hold within them stories of suffering and resilience, of battles fought not only with swords but with the strength of the spirit. Disease In the chronicles of Autera, diseases are a relentless adversary, lurking in the corners of time, waiting to seize upon the unguarded. From the earliest annals, the tides of maladies have swept through civilizations, teaching hard lessons in the frailty of mortal flesh. Some, borne on the winds, rode upon the breath of travelers, spreading from village to city, from hamlet to empire. Others found residence in contaminated waters or tainted harvests, their origins a twisted puzzle woven by the threads of nature's complexity. Contracted through the breath of a sneeze, a touch too close, or a careless sip from a tainted chalice, diseases are a testament to the intertwined nature of life and its darker counterparts. And yet, even in the face of such adversity, heroes and scholars of Autera have risen to combat these foes. Through alchemical concoctions, divine blessings, and unwavering resolve, they have striven to mend the ravages wrought by these unseen adversaries. Curses Curses, however, delve beyond the realm of mere mortals, transcending the boundaries of the flesh to infiltrate the very essence of a being. With origins as diverse as the magic that shapes Autera, curses are the handiwork of vengeful spirits, arcane manipulations, and cosmic anomalies. A curse may arise from the whisper of a betrayed deity, the echo of a broken oath, or the unintended consequences of wielding powers beyond comprehension. Unlike diseases, curses aren't confined by the limits of biological transmission. They emerge as a dark confluence of will and magic, leaving their mark on the soul as much as the body. Curses might twist a warrior's valor into arrogance, shroud a land in perpetual darkness, or bind a once-proud lineage to an eternal sorrow. Their cures, equally enigmatic and convoluted, often require quests that span distant lands, trials of the heart, and the summoning of forgotten wisdom. Differentiating It is paramount to recognize the distinction between diseases and curses. A disease ravages the flesh, its origins grounded in the tangible realm of pathogens. A curse, on the other hand, is an intangible force, the offspring of the arcane and the ethereal. While both may exact a heavy toll, they represent different facets of Autera's intricate weave. As we delve into the pages of this tome, let us journey through the annals of Autera's history, where diseases and curses have weaved their tales of agony and triumph. We shall learn of the heroes who rose to the challenge, the sacrifices made to cleanse the blight, and the resilience that courses through the very heart of this world. Through knowledge and understanding, may we stand vigilant against the shadowed threats that seek to undermine the brilliance of Autera's legacy. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Disease 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Unveiling the Shadows: In the tapestry of Autera, where heroism and treachery intertwine, where magic and swordplay paint the canvas of destiny, there exists a haunting undercurrent that traverses the realms - diseases, unseen predators that lurk in the darkness, threatening life's fragile balance. From the darkest corners of the world to the most enchanted glades, diseases have woven their own stories, etching their mark upon the souls of the afflicted. Whispers of Maladies Within this section, you shall delve into the chilling embrace of diseases that cast their long shadows over the lives of both common folk and valiant adventurers. These ailments, born from nature's wrath, magical interference, or the mysterious touch of otherworldly forces, weave tales of affliction and survival. The Spectrum of Affliction Each disease holds its own malevolent tale, carrying unique symptoms, detriments, and challenges for those who dare to encounter their touch. Whether it be the spectral whispers of Spectral Sickness, the consuming decay of Gloom Rot, or the sylvan curse of nature's wrath in Sylvan Curse, each affliction adds depth to the world's challenges. The Quest for Remedies Yet, within this realm of suffering lies hope, for in understanding the diseases that beset the land, one may also uncover the path to their cure. Whether through the benevolence of celestial blood, the reclamation of one's life force, or the unearthing of potent antidotes, the pursuit of remedies becomes a heroic endeavor in its own right. Guiding the Journey As you explore these pages, may you gain insight into the myriad threats that diseases pose, from their origins and symptoms to the mechanical repercussions they bring to bear. May this knowledge empower you to craft richer narratives, complex challenges, and gripping tales of survival amidst the insidious embrace of ailments in the world of Autera. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bluerot: The Tainted Embrace In the ominous annals of afflictions that beset the world of Autera, one particularly insidious malady casts a pallor of dread upon its victims – Bluerot. This nefarious disease, often borne upon the malevolent touch of the undead, wraps its victim in a shroud of grotesque transformation and torment. The curse of Bluerot manifests with a malevolent subtlety, stealthily inflicting its agonizing grip upon its unwitting host. Typically, humanoids become the target of this ailment, and the affliction is often transmitted through wounds inflicted by the very creatures that carry it, undead horrors that prowl the shadows. Once ensnared by the clutches of Bluerot, a victim's visage takes on an eerie transformation. Boils, vibrant and vile, emerge upon their face and back, imbued with a haunting blue hue that mirrors the curse's name. In mere hours, the victim's Constitution and Charisma scores are gnawed away by the relentless progression of the disease. Like sands slipping through an hourglass, these attributes wane, diminishing the essence of the afflicted. Yet, this is but the prologue of suffering. As the fevered grip of Bluerot tightens, an unnatural tingling courses through the extremities of the victim. It is then that a peculiar transformation occurs, a twisted gift bestowed by the curse's malevolence. The victim's vulnerability to radiant damage is unveiled, rendering them susceptible to the very light that opposes the darkness of their ailment. Moreover, an uncanny ability to breathe beneath the waves takes root, granting them the strange power to traverse underwater realms as if they were a native of the depths. But hope is not entirely lost. The resilience of the spirit, the indomitable essence of Autera's inhabitants, sparks a dim glimmer amidst the darkness of Bluerot. The afflicted, in their fight against this wretched fate, have a chance at redemption. When the long shadows of night relent, and the victim's body is given reprieve in the embrace of slumber, a beacon of possibility shines. With each new dawn, an infected soul is granted a chance to defy the curse's relentless grip. As the first rays of light pierce the horizon, the victim summons their inner strength to confront the curse's demands. A Constitution saving throw, the culmination of sheer will and perseverance, takes place. Should the victim's spirit prove steadfast, they regain a measure of what was lost – both in terms of Constitution and Charisma points. Through this incremental restoration, the path to reclamation takes shape. However, the curse does not relent easily. For those who falter in their struggle against Bluerot, the price is steep. A failed saving throw is met with a surge of necrotic energy, a burst of searing agony as the cursed boils rupture and spread. The afflicted suffer 18 (4d8) necrotic damage, their very vitality withering under the curse's sinister touch. Should this ordeal reduce the victim to the brink of oblivion, their life teetering upon the edge, healing magic becomes a fleeting prospect. Until Bluerot's hold is shattered, the victim remains in a state of limbo, denied the respite of rejuvenation that would mend their shattered form. In the realm of Autera, the dance between light and darkness, life and death, is unending. Bluerot, a baleful reminder of these dualities, stands as both a testament to the enduring spirit of the afflicted and a chilling cautionary tale of the relentless march of disease. As we turn our gaze to the horizon of possibilities, may we navigate the treacherous waters of Bluerot with knowledge as our compass and resilience as our guide. Mechanical This disease target humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures. The disease’s boils manifest in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cackle Fever: The Mirthful Malady Within the mystical tapestry of Autera's history, where fates intertwine and destinies collide, there exists a sinister enigma that bears a name both whimsical and ominous – Cackle Fever. A tale of laughter turned madness, this affliction whispers its chilling story through fits of mirth that descend into the abyss of the mind. Cackle Fever, like a macabre jest, selectively targets humanoids, yet peculiarly, gnomes remain untouched by its insidious grasp. Aided by the malicious grace of contagion, the disease thrives upon vulnerability, manifesting its dark dance within unsuspecting souls. The disease's name stems from its grimly poetic effects. As the first rays of infection take hold, the afflicted find themselves drawn into the web of "the shrieks," where raucous laughter turns hollow, a hollow that echoes through the chambers of their consciousness. Symptoms emerge 1d4 hours after contact, heralded by the twin specters of fever and disorientation. Yet, it is the exhaustion that follows which serves as a cruel signature – a burden carried until the chains of the disease are severed. And so, the dance of madness begins. Great stress becomes the catalyst for grotesque comedy. Battles, pain, fear, and the realms of dreams, all serve as stages upon which the infected perform their tragic roles. When the dice of fate roll against them, the victims must confront the insidious whisper of the disease. A Constitution saving throw, a fragile barrier against psychic torment, marks their resistance. The unkind outcome sees them subjected to 1d10 psychic damage, a price paid for their resistance to the relentless tide of mirth. The world around them fades, replaced by the haunting echo of their own laughter as they fall into the abyss of incapacity. But salvation flutters, a saving throw granted at the end of each ephemeral cycle, offering them a chance to break free from the shackles of madness. The cycle continues, insidious and unyielding. Those who stand too close to the afflicted, those whose proximity to the cruel symphony cannot be escaped, may find themselves ensnared. A Constitution saving throw, their only shield against infection, measures their fate. Yet, even success does not offer absolute immunity; for a mere 24 hours, the dance of laughter is held at bay, only to threaten once again in the unforgiving currents of time. Still, the tale is not bereft of hope. At each dawn's arrival, a victim's spirit awakens with the prospect of recovery. A Constitution saving throw, a manifestation of resilience and determination, guides their journey. With each successful invocation, the chains of resistance tighten, the disease's grip weakening as the barrier to madness crumbles. A triumphant moment awaits when the saving throw's challenge fades to naught, when the struggle yields to victory, and the creature reclaims their sanity. Yet, there is a shadow that lingers even in the light of victory. Those who fail to break free from Cackle Fever's relentless grasp thrice over, find themselves consigned to the depths of indefinite madness – a twisted reflection of the mirth that once danced upon their lips. The pages of Autera's chronicles bear the testament of this disease, its echoes resounding through the tales of the afflicted and the valiant who strive to cure them. As we embark upon this chapter, let us remember the duality that taints existence, the laughter that dances upon the edge of madness, and the strength that defies even the darkest of enchantments. In our understanding of Cackle Fever, may we find the path to salvation, and in the stories it tells, may we unravel the mysteries of resilience and the battle against the cacophony of chaos. Mechanical This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.” Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Sewer Plague: The Blight of the Depths In the obscure underbelly of Autera's realm, where shadows cling and forgotten echoes resonate, a dread moniker haunts the air – Sewer Plague. A chilling umbrella term, it enshrouds a sinister collection of afflictions, a testament to the darkness that festers in the heart of filth-laden domains, where refuse piles high and stagnant waters murmur tales of suffering. Sewer Plague, a malicious entity in itself, finds its breeding ground in sewers' dank corridors, amidst refuse heaps, and within the fetid embrace of stagnant swamps. Creatures that call these realms home, such as rats and otyughs, unwittingly bear the burden of disease, becoming carriers of maladies that wreak havoc upon those they encounter. The dance of contagion begins with a simple, almost innocuous act – a bite from a carrier, a brush against tainted filth. A Constitution saving throw, a fragile resistance against the malevolent embrace of the plague, stands as the line between health and affliction. Should fate favor the disease, the infection takes root, weaving its course through the victim's very essence. Days pass, a whisper on the winds of time, and the curtain rises on a macabre spectacle – the symphony of Sewer Plague's manifestation. Fatigue sets in, limbs aching with cramps as the insidious tendrils of affliction reach out. A single level of exhaustion is inflicted upon the victim, its weight a constant reminder of the darkness that seeped within. The promise of rest, of rejuvenation, proves but a fleeting illusion – hit points regained from spent Hit Dice halved, the respite of a long rest an empty vessel. The cycle continues, each dawn heralding both the potential for recovery and the looming specter of further decay. With each rising sun, the infected must confront the gamble once more. A Constitution saving throw, the battlefield of will against affliction, marks their journey. Success lifts the burden, exhaustion's shackles eased, while failure tightens the chains, the victim pushed further towards the brink of despair. The delicate balance between resistance and surrender, between victory and defeat, unfolds in each choice, each saving throw. For those whose resolve crumbles, whose spirit falters in the face of the relentless tide, the price is another layer of exhaustion, a heavier yoke upon their shoulders. Yet, the story need not be one of perpetual darkness. As exhaustion deepens, as the afflicted's strength wanes under the weight of Sewer Plague's grasp, the light of recovery glimmers. A successful saving throw, the culmination of resilience and determination, begins to erode the plague's hold. With each new cycle of day and night, the balance tips in favor of the victim, exhaustion dissipating, hope returning. In the annals of Autera's lore, Sewer Plague stands as a testament to the sinister power of its hidden corners, the dangers that lurk beneath our notice. It speaks of resilience in the face of decay, of the will to rise above the filth and emerge stronger. As we unravel the tales spun by the darkness of Sewer Plague, may we gain insight into the intricate dance between affliction and resilience, and emerge prepared to face the shadows that dwell beneath the surface. Mechanical Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Sight Rot: When Shadows Consume the Light In the realm of Autera, where light and shadow intertwine, there exists an affliction both agonizing and insidious – Sight Rot. A cruel testament to the vulnerability of the senses, this affliction casts a shadow upon the very essence of perception, a harrowing journey from clarity to darkness. Sight Rot, like a malevolent whisper upon the winds, inflicts its blight upon those who dare to drink tainted waters, the very lifeblood of existence twisted into an agent of torment. The curse begins its tale with a Constitution saving throw, the battleground upon which the forces of health and affliction contend. The outcome marks the victim's destiny, the dice of fate determining their descent into the abyss of this cruel malady. As the first day dawns after infection, the tendrils of Sight Rot begin their subtle invasion. The victim's vision, once a conduit to the world's beauty, becomes distorted, warped by the curse's relentless grip. A -1 penalty, a mark of the encroaching darkness, afflicts both attack rolls and ability checks dependent on sight. The world once vivid and sharp begins to blur, an ominous omen of the affliction's cruel course. With each passing day, the plague's grip tightens, its hold growing ever more malignant. Each long rest becomes a battleground, a struggle against the tide of deterioration. The penalty worsens by 1 with each sunrise, a constant reminder of the cruel countdown to blindness. And then, the inevitable descends – the penalty reaching -5, the victim plunged into a world of eternal darkness, robbed of the gift of sight. A shadow's embrace, relentless and unyielding, claims their vision. Yet, amid the bleakness, a beacon of hope pierces the shadows. An elusive remedy, Eyebright, emerges from the mists of swamps, its rare petals a whisper of salvation in the tempest of despair. A character skilled in the art of herbalism can harness its essence, crafting an ointment that holds the power to stave off the tide of affliction. When applied before a long rest, the ointment's magic halts the curse's progression, a respite granted against the relentless march of darkness. Three doses, a triad of salvation, mark the journey from affliction to cure. As each application of the ointment takes root, the grip of Sight Rot wanes. Its tendrils recoil, its power broken by the potency of Eyebright's essence. A new dawn heralds not a descent into blindness, but a resurgence of sight, a rebirth of perception unclouded by affliction. Sight Rot's story is one of defiance, of resilience against the inevitable decay of the senses. As we tread the tapestry of Autera's world, may we remember the frailty of our perception, and in that remembrance, find the strength to resist the shadows that seek to consume our sight. Through Eyebright's delicate bloom, we discover that even amidst the darkness, hope and healing can bloom forth, casting aside the shroud of affliction and illuminating the path to recovery. Mechanical: This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Frigid Woe: The Chilling Embrace of Aeor's Bane In the tangled lore of Autera's history, where ancient mysteries intertwine with present dilemmas, a specter of malevolence looms – Frigid Woe. Born from the machinations of Aeor's mages, this insidious disease is a chilling testament to the lengths mortals will go to defy even the most divine forces that shape their world. Within the intricate weave of this curse lies a defiance beyond the ordinary, a defiance aimed squarely at the healing power of gods and their devoted servants. Conventional treatments and even the most potent magical remedies prove futile against the relentless grip of Frigid Woe. The antidote, a liquid as precious as gold, nestled within the ruins of Eiselcross, stands as the sole key to undoing the disease's cruel dance. Transmitted through spores of azure hue, a creation of Aeor's long-lost mages, the curse takes root through breath itself. Inhale these insidious particles, and the fragile balance of resistance is thrown into disarray. A Constitution saving throw, the herald of resistance against Aeor's chilling legacy, serves as the barrier between health and infection. Days pass, a countdown to the onset of Frigid Woe's relentless grip. Fatigue creeps in, an unyielding weight upon the victim's shoulders. Chills ensnare them, and blue veins, a morbid tattoo, trace their skin. Even movement becomes a struggle as the curse's icy fingers reach out, reducing their speed by 5 feet, a subtle reminder of Aeor's vindictive power. Time becomes an ally to the disease, a relentless march that erodes even the mightiest of spirits. Every ten days, the afflicted must confront another challenge, another Constitution saving throw against the encroaching cold. Failure yields further reduction in speed, the curse's inexorable progression towards stagnation. And at the abyss of this frigid journey lies a cruel fate – a speed reduced to zero, a body transformed into an icy monument of death. Yet, amidst the icy grasp of despair, there is a glimmer of hope. In the ruins of Eiselcross, gold vials cradle the antidote, a rare and potent elixir that defies even the most potent magics. Imbibing this milky liquid becomes a beacon of salvation, an end to the torment of Frigid Woe. As an action, the afflicted may consume the antidote, shattering the curse's hold and restoring them to health. Frigid Woe's tale is a chilling reminder of mortal ingenuity, an attempt to bypass even the most divine protections. In its depths, we see the lengths to which ambition can drive even the most learned of societies. Yet, in the shadows of Eiselcross, we also find a symbol of hope, a means to undo even the most potent of curses. As we navigate the labyrinthine narratives of Autera, may we heed the cautionary tale of Frigid Woe and draw inspiration from the promise of recovery, no matter how dire the circumstances may seem. Mechanical: Frigid woe is a special disease developed by Aeor's mages that cannot be cured by conventional treatment or magic. The only way a creature infected with the disease can be cured is by finding and drinking the manufactured antidote, a milky liquid stored in gold vials found in Eiselcross's ruins. This disease was created to slow down the forces of the gods and get around the healing power of their clerics and angels. The disease is transmitted by breathing in blue spores that Aeor's mages created long ago. When a creature comes into contact with these spores, it must succeed on a DC 11 Constitution saving throw or become infected with frigid woe. It takes ld4 days for the symptoms to manifest in an infected creature. These symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body turns into a statue made of ice. A creature can drink the antidote as an action, ending all symptoms and effects of the disease instantly 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Mad Monkey Fever: The Jungle's Haunting Echo In the heart of the lush and untamed jungles that grace the realm of Chult, a malevolent enchantment weaves a chilling tale – Mad Monkey Fever. Born from the ephemeral embrace of a magical mist, this affliction transcends the mundane, etching tales of madness upon the minds of giants and humanoids that dare to tread upon its path. An azure mist, ethereal and odorless, is the harbinger of Mad Monkey Fever, a phantasmal whisper that clings to the jungles' embrace. Against this enchantment, the forces of magic take their stand. Dispel Magic, a conduit of mortal mastery over the arcane, becomes a beacon of salvation. Cast forth within a 20-foot expanse chosen by the spellcaster, the mist dissolves, unveiling the path to dispelling this haunting presence. In a typical encounter, the mist envelops 1d6 such areas, transforming vast expanses into battlegrounds of life and madness. Within the mist's tender embrace, giants and humanoids face a harrowing trial. A Constitution saving throw, a defense against the eerie allure of Mad Monkey Fever, stands between resistance and affliction. The outcome determines whether the embrace of madness takes hold, ensnaring the victim in its chilling grip. Hours unfurl like shadows, and the curse begins its insidious dance. Long-term madness, a nebulous mire of thought, manifests as the curse's offspring. A roll upon the Long-Term Madness table, a fateful determinant, marks the shape of the madness that shall possess the victim's mind. It emerges 1d6 hours after infection, a tide of turmoil that lasts for the spell's duration – a span of 1d10 × 10 hours, where time becomes a realm of shifting thoughts and fractured realities. A single bout of madness becomes an echo, a repetition of the curse's cruel symphony. As the madness approaches its end, a second Constitution saving throw beckons. If defiance falters, if the enigma of Mad Monkey Fever lingers within, a second episode of long-term madness takes root. Again, the dice of fate roll upon the Long-Term Madness table, revealing a new verse in this haunting chorus. The cycle continues until the disease's grip wanes. Madness becomes the dance partner, a macabre waltz with no end in sight. Yet, even amidst this tumultuous realm of fractured sanity, hope resides. With the ebbing of the curse's power, the chance of recovery emerges. As we traverse the verdant tapestry of Chult's jungles, let us remember the echoes of Mad Monkey Fever, a chilling reminder of magic's volatile potency and the resilience of the mind. Through knowledge and understanding, we shall navigate the shadows and unveil the paths that lead from affliction to recovery, ensuring that even in the darkest of times, the light of clarity prevails. Mechanical: A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with mad monkey fever. The infected creature gains a random form of long-term madness (roll on the Long-Term Madness table in chapter 8 of the Dungeon Master's Guide) that manifests 1d6 hours after infection and lasts for the duration (1d10 × 10 hours). If the madness is allowed to run its full course, the creature must repeat the saving throw at the end of the madness. If the second saving throw fails, the creature suffers another bout of long-term madness (roll again on the table) that lasts for the normal duration. The madness symptoms continue until the disease ends. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shivering Sickness: The Frigid Clasp of Torment Amidst the symphony of existence that graces the lands of Autera, a dissonant chord rings – Shivering Sickness. A harrowing reminder of vulnerability, this affliction wraps its icy tendrils around giants and humanoids alike, its whispers of torment chilling the soul. The contagion's veil is woven of chance and constitution, where the outcome of a Constitution saving throw stands between health and the cruel grasp of affliction. But even amidst vulnerability, nature's defenses emerge. Those adorned with natural armor, a gift from the very world that bore them, find a slight advantage in this trial against torment. From exposure to this unseen force, giants and humanoids bear the burden of risk. Hours unfurl, and the dance of torment begins. Blurred vision clouds perception, disorientation shrouds clarity, and a sudden plummet in body temperature ignites uncontrollable shivering and the chattering of teeth. These symptoms, like whispers of the curse's touch, define the afflicted's descent into the abyss. With the onset of symptoms, the path to recovery becomes treacherous. The fabric of vitality unravels as hit points elude the victim's grasp. The comfort of rest, once a sanctuary of rejuvenation, becomes hollow. Only half the normal number of hit points are regained through spending Hit Dice, and the embrace of a long rest brings no healing solace. Worse yet, the torment extends beyond the physical realm, distorting the very essence of capability. Disadvantage cloaks both ability checks and attack rolls, a reminder of the affliction's insidious reach. Yet, even in the face of this relentless storm, there is a glimmer of hope. With the turning of time, as the cycles of day and night weave their rhythms, the afflicted are granted a chance to rise above the torment. A saving throw, a testament to endurance and resilience, accompanies the dawn. Success becomes the beacon that guides the victim from the depths of affliction, shaking off the curse's grasp and stepping into the light of recovery. Shivering Sickness stands as a testament to the intricacies of vulnerability and the resilience that rises from its depths. As we venture through the stories that weave the fabric of Autera's world, let us remember the chilling dance of this malady and find inspiration in the battles fought, the spirits unyielding, and the journeys from affliction to triumph. Through understanding, we shall navigate the labyrinthine paths of torment, emerging stronger in the face of adversity. Mechanical: A giant or humanoid exposed to the disease must succeed on a DC 11 Constitution saving throw or become infected. A creature with natural armor has advantage on the saving throw. It takes 2d6 hours for symptoms to manifest in an infected creature. Symptoms include blurred vision, disorientation, and a sudden drop in body temperature that causes uncontrollable shivering and chattering of the teeth. Once symptoms begin, the infected creature regains only half the normal number of hit points from spending Hit Dice and no hit points from a long rest. The infected creature also has disadvantage on ability checks and attack rolls. At the end of a long rest, an infected creature repeats the saving throw, shaking off the disease on a successful save. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Throat Leeches: A Chilling Plague from Chult Within the heart of Chult's untamed realms, where the tapestry of nature and magic intertwine, a microscopic terror thrives – Throat Leeches. These minuscule parasites, agents of torment, infest the waters of Chult's forests, swamps, and rivers, leaving a legacy of suffering in their wake. Swallowed, the waters become both a source of life and a harbinger of affliction. Against this invisible threat, a Constitution saving throw stands between resistance and infestation. The dice of fate determine whether the waters, a life-giver, will instead become a conduit of torment. Even giants and humanoids find themselves vulnerable to the unseen menace. Within hours, the symptoms emerge like a cruel whisper – inflammation claws at the throat, and the breath becomes labored, a reminder of the parasite's presence. Yet, this is but a prelude to the true torment. After 1d6 hours, the victim's body betrays them further, the touch of exhaustion's chill seeping into their very core. A level of exhaustion takes root, an unyielding weight upon their spirit. The cycle continues with each cycle of day and night, the dice of destiny rolling once more. A saving throw, a desperate bid for defiance, accompanies each dawn. Failure marks the escalation of exhaustion's grip, the weight intensifying as the leeches' torment drags the victim ever closer to the brink of despair. Success, a beacon of hope, lessens the burden, exhaustion's grip loosening like a tautened cord. Yet, a light exists amidst the darkness. The path to avoidance, the evasion of this insidious fate, can be found within the elements themselves. Rainwater, untouched by the parasites' malevolent touch, becomes a source of salvation. Boiling and magical purification, ancient arts of protection, stand as barriers against the insidious tendrils of affliction. Throat Leeches bear testament to the vulnerability that permeates existence, the fine balance between life's sustenance and torment's grasp. As we tread the verdant paths of Chult, may we remember the whispers of Throat Leeches, an eerie reminder of nature's duality. Through caution, preparation, and resilience, may we navigate the waters of Autera's realm, emerging victorious against the unseen enemies that seek to bring us to our knees. Mechanical: Minuscule parasites known as throat leeches infect the water in Chult's forests, swamps, and rivers. Any giant or humanoid that swallows tainted water must succeed on a DC 12 Constitution saving throw or be infested with throat leeches. Immediate symptoms include throat inflammation and shortness of breath. After 1d6 hours, the infected character gains 1 level of exhaustion that can't be removed (except as described below) until the disease is cured. At the end of each long rest, the infected creature must repeat the saving throw. On a failed save, the creature's exhaustion increases by 1 level; on a successful save, the creature's exhaustion decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. Explorers can avoid contracting throat leeches by drinking only rainwater or water that's been boiled or magically purified. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Ancient Spell of Contagion: Unleashing Nature's Wrath Thousands of years ago, in the annals of ancient sorcery, a spell of unparalleled power was crafted – Contagion. A testament to the mastery over both nature and disease, this spell was born from the union of magic and the raw forces that shape existence. When invoked, Contagion empowers the caster to wield the very essence of affliction, unleashing a selection of dire diseases upon their chosen target. Within the incantation's embrace lies a choice that echoes with the weight of centuries – which foul disease shall mar the victim's fate? Each affliction holds a horror uniquely its own, capable of altering the course of destinies, and some may prove more devastating to certain classes or individuals than others. Blinding Sickness: The Veil of Mind's Agony Upon the utterance of the spell's ancient words, pain finds its place within the creature's mind, suffusing every thought with torment. Milky whiteness claims the eyes, robbing them of sight. Wisdom, the guardian of discernment, becomes a battleground where disadvantage reigns supreme. Wisdom checks falter, and Wisdom-saving throws become a struggle against the unseen. Filth Fever: The Inferno of Vigor's Fall From the spell's invocation, an inferno kindles within the victim's very being. A fever, a tempest of rage, sweeps through their form, quenching vitality and weakening resolve. The weight of disadvantage settles upon Strength checks, Strength-saving throws, and attacks that draw from the well of strength. To stand firm against the fever's onslaught becomes a test of endurance. Flesh Rot: Decay's Embrace As the ancient words echo, the flesh shivers, succumbing to the grasp of decay. A curse that reaches into the essence of identity, charisma falters, and vulnerability becomes an inescapable shroud. Charisma checks bear the mark of disadvantage, while every instance of damage becomes a symphony of agony as vulnerability takes hold. Mindfire: Ember's Unrest Within the labyrinth of the mind, fevered whispers swirl, distorting thoughts and sowing chaos. Intelligence, the torchbearer of insight, becomes ensnared in fever's grasp. Disadvantage shadows Intelligence checks, and Intelligencesaving throws echo with discord. In combat's tumult, confusion reigns, echoing the tumultuous effects of the confusion spell. Seizure: The Quiver of Core With the incantation's resonance, tremors seize the victim's form. Dexterity, once a symbol of agility, becomes ensnared within the quivering grasp of affliction. Disadvantage hounds Dexterity checks, Dexterity-saving throws, and every endeavor reliant on nimbleness. To remain resolute amidst the quake becomes a test of endurance. Slimy Doom: The Bleeding Abyss The victim's lifeblood becomes an unstoppable torrent, a bleeding wound that refuses to heal. Constitution, the bastion of fortitude, crumbles under the curse's weight. Disadvantage marks Constitution checks and the resistance against Constitution-saving throws. Damage becomes a symphony of torment, stunning the victim until the turn's end. Mechanical: Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ervik's Bane: A Malevolent Creation In the annals of Autera's history, where the threads of magic and nature entwine, stories of disease span beyond the realm of natural origins. Amidst tales of affliction born from nature's embrace, there exists a chilling testament to the consequences of mortal interference – Ervik's disease. Centuries ago, a rogue wizard named Ervik, armed with a miscalculation and ambition, inadvertently unleashed one of the world's most dreaded scourges. A harrowing and draining affliction, Ervik's disease ravages with a relentless grip. It does not always consign its victims to death, yet it leaves them as mere husks, bereft of vitality and strength. The moniker "Ervik's disease" is etched in the annals of horror, a legacy that even time cannot erase. The origins of contraction remain shrouded, a mystery that eludes comprehension. Likewise, the quest for a cure is an enigma yet to be solved. The very nature of Ervik's disease defies understanding, its effects leaving devastation in their wake. The Spellcaster's Plight For spellcasters ensnared in its grasp, the effects are profound. Their highest level spell slots, the wellsprings of their power, are sealed off. Casting spells becomes a shadow of its former self, and the chaos of wild magic taints every incantation. A roll of the dice, the game of chance, determines if the magic remains under control or spirals into unpredictable surges. The Fighter's Desolation For those proficient in weaponry, the disease saps their strength. Strikes, once potent, become mere whispers of their former might. Attacks that should cleave through resistance are reduced to half their potential, a cruel irony of power waning against the tide of affliction. Advantage, that precious edge, becomes a distant memory, and the battlefield becomes a harsher reality. Dual Affliction: For those who straddle both worlds, the curse's weight is twofold. Both spells and weapons, the pillars of their abilities, crumble beneath the strain. The affliction becomes an inescapable noose, tightening with each endeavor to wield magic or blade. The Unyielding Toll Each sunrise heralds a trial of survival. With every dawn, the infected must face a death saving throw, the dice determining the fate that waits in the shadows. Success offers respite, failure deepens the abyss, and three of either path lead to destiny's crossroads. The Antidote's Promise Hope endures amidst the despair. An antidote, a flicker of light within the darkness, promises release from the disease's grip. Yet, its imbibing extracts a price, a toll of exhaustion that tempers salvation. Ervik's disease, born of interference and chaos, stands as a chilling tale of the dangers of tampering with the fabric of existence. As we traverse Autera's tales, let us remember the legacy that spells like Ervik's disease bring forth – a testament to the potency and consequences of magic. Through caution and understanding, we can navigate the labyrinthine paths of magic's potential, emerging triumphant against the most insidious of curses. Mechanical: When a spell caster is infected, the infected cannot use its highest level spell slot to cast a spell or expend for an effect or ability. In addition, when the spell caster casts a spell, it must roll 1d20 and on a roll equal to the character’s level or lower, it rolls on the Wild Magic Surge Table. When a character proficient with simple or martial weapons is infected, attacks made by the infected only deal half damage, which is applied to the total after all modifiers and effects. For example, the infected rolls weapon damage, additional damage, such as divine smites or sneak attacks, and modifiers for the total damage, then its halved. In addition, the infected cannot benefit from advantage on attack rolls. If the infected is both a spellcaster and proficient with weapons, both detriments apply. At the end of each long rest, the infected must make a death saving throw. Roll a d20. If the roll is 10 or higher, the infected succeeds. Otherwise, the infected fails. A success or failure has no effect by itself. On the third success, the infected is cured and takes 1 point of exhaustion for each failed save. On the third failure, the infected dies. 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Blood Poison: The Silent Decay In the tapestry of afflictions that drape the world of Autera, a shadowy threat looms – Blood Poison. A curse that weaves its tendrils through various vectors – from malicious flora to menacing beasts and sinister enchantments – this malevolence gradually corrodes both body and defense. Unveiling the Detriments When ensnared by the grasp of Blood Poison, a victim finds themselves ensnared in a web of detriments, their existence a battleground against decay's relentless march. Two banes become their constant companions: Creature cannot regain hit points Disadvantage on attacks and ability checks The Course of Decay: Basic Stage Yet, the curse's grip tightens with each sunrise. Should an infected creature embark on a long rest while still ensnared by Blood Poison, the disease progresses, unveiling deeper layers of torment. The basic stage emerges with cruel clarity: Concentration wanes, a victim to the poison's whispers. The ability to regain hit points becomes a distant memory. Attacks falter, ability checks flounder in the face of disadvantage. Each passing day exacts a toll – a skill proficiency is relinquished. Each cycle of rest and rise becomes a trial of endurance, as the victim's constitution is tested. Fail, and the body crumples under 2d6 necrotic damage. Succeed, and the torment is halved, a momentary reprieve from the relentless onslaught. Even the refuge of rest is tainted, hit points remain elusive, and the specter of exhaustion lingers. Three long rests mark the threshold, the disease's embrace deepening with each passing cycle. The Abyss Deepens: Advanced Stage As the moon wanes and waxes, the advanced stage unfurls, the poison's tendrils reaching ever further into the victim's essence: Concentration shatters, spells slipping through like sand. The body's plea for recovery remains unanswered, hit points an unattainable dream. The struggle to strike and excel becomes a Sisyphean endeavor, attacks and ability checks drenched in disadvantage. With each passing day, the body cowers against 21 (6d6) necrotic damage, each moment another scar upon the soul. A proficiency, once honed, becomes a casualty of the affliction's march. The rhythm of rest offers no solace, the toll of Constitution's gamble remains unchanged. Fail, and 6d6 necrotic damage seals fate's verdict. Succeed, and pain's bite lessens, but only slightly. The victim's quest for reprieve amidst rest only deepens the toll. Exhaustion's burden remains, and with each rise and fall of the sun, a new level emerges. The Unrelenting Journey Blood Poison, a tapestry woven from nature's malevolence and magic's taint, serves as a stark reminder of vulnerability and the depth of affliction's reach. As we traverse the realms of Autera, let us remember the lessons it imparts – of strength tested and the fragility of vitality. Through caution, perseverance, and the quest for understanding, may we navigate these treacherous waters and emerge triumphant against even the most insidious of curses. 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Withering Grasp: A Tale of Consuming Shadows Within the realm of Autera, where shadows dance and magic weaves its intricate tapestry, there exists a name that whispers dread upon the winds - The Wither. An insidious affliction of unknown origin, its very name invokes fear among creatures far and wide. This malady, a scourge that has spanned centuries, has cast its dark shadow over countless lives, siphoning the very essence of life itself. The Veil of Mystery The origin of The Wither lies shrouded in the mists of uncertainty. A silent enigma, it has defied the efforts of scholars and sages to trace its genesis. A tale lost in the labyrinthine passages of time, its beginning remains a haunting question unanswered. What remains undisputed is the malevolent touch it imparts upon all who fall beneath its grasp. The Dance of Symptoms As The Wither takes hold, its cruel touch leaves its victims ensnared in a symphony of torment. Fatigue cloaks them, a weight heavy upon their very bones. Each breath becomes an effort, as if the very air resists entrance. Confusion becomes a constant companion, a fog that shrouds the clarity of thought. Short-term memory slips through fingers like sand, and coordination falters like a marionette's strings cut loose. The Shrouded Gloom of Infection Once infected, the relentless march of The Wither's grip unfolds with every sunrise. A victim's very essence is eroded, their life force drained like the sands in an hourglass. Disadvantage clings to their actions, a reminder of the lurking darkness within. In the quiet of each long rest, the tendrils of The Wither reach deeper. The victim's Constitution score wanes, reduced by a cruel toll of 2 with each passing dawn. A grim march towards oblivion, as their very vitality is siphoned away. Should their Constitution score reach the abyssal precipice of 0, their life fades, leaving behind only a withered husk. The Flicker of Hope Yet, in the depths of despair, a glimmer of hope remains - a cure, though harrowing and elusive. The path to salvation lies in the most unlikely of places - the blood of celestial and fiend, beings of otherworldly power. To be freed from The Wither's grasp, the infected must acquire the raw blood of a celestial or fiend, their CR a mark of their potency, a testament to their resilience against the shadow's touch. Once the crimson elixir is consumed, a journey of restoration begins. Slowly, painstakingly, the victim's Constitution score is reclaimed, as if life itself returns with each drop. With each passing dawn, they awaken closer to their original vigor, the memory of The Wither's grasp fading like a haunting dream. The Lament of The Withered In Autera's tapestry, The Wither stands as a testament to the capriciousness of fate and the fragility of life's thread. As we navigate its realms, let us remember the tale of The Wither - of lives tested, and the resilience of those who stand against the encroaching shadows. Through courage, understanding, and the quest for the cure's elusive elixir, may we find our path to salvation against even the most sinister of plagues. Mechanical: At the end of a long rest, your Constitution score is reduced by 2. If your Constitution score is reduced to 0 in this way, you die. Cure: Consuming the raw blood of a celestial or fiend of CR 5 or higher. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Other Diseases Spectral Sickness Whispers from the ethereal realms weave through the veins of the afflicted, leaving them forever teetering between the living and the spectral. The infected creature has disadvantage on saving throws against being charmed or frightened. Additionally, when the creature is hit by an attack, there's a 25% chance that it takes half damage and the attack passes through it as if it were incorporeal. Gloom Rot The affliction of Gloom Rot casts a pall of darkness upon the afflicted, their vitality seeping away like dusk's embrace. The infected creature's hit point maximum is reduced by 1 every 24 hours, and they lose 1 hit point at the end of each long rest. This reduction can only be reversed through magical healing or the removal of the disease. Harmony Dissonance A cacophony of discordant energies courses through the veins of the infected, tearing at the very fabric of their being. The infected creature has disadvantage on concentration checks and cannot cast spells that require verbal components. Sylvan Curse Nature's wrath twists within the infected, turning their connection to the natural world into a source of pain. The infected creature cannot benefit from any form of magical healing that originates from nature, such as druidic magic or healing spells cast within natural environments. Cursed Echoes The past's echoes reverberate within the infected, causing reality to blur between memories and the present. The infected creature has disadvantage on Intelligence and Wisdom saving throws against spells or effects that target memory or manipulate thoughts. Celestial Taint A trace of celestial power twists within the infected, both a blessing and a curse, threatening to consume their mortal essence. The infected creature gains resistance to radiant damage, but they have disadvantage on Charisma saving throws against spells cast by celestial creatures. Ephemeral Flux Time's grasp wavers within the infected, leaving them adrift in the tides of temporal uncertainty. The infected creature has disadvantage on Dexterity saving throws against spells or effects that involve time manipulation, and their movement speed is reduced by 10 feet. Mystic Aversion The arcane's touch becomes a burden upon the infected, their connection to magic strained to the breaking point. The infected creature cannot attune to magical items and has disadvantage on all checks made to identify or interact with magical effects. Venomous Malaise A venomous haze infects the veins of the afflicted, their very lifeblood turned into a poison coursing through their body. The infected creature has disadvantage on saving throws against poison damage and effects, and any healing magic that targets them instead inflicts half the amount as poison damage. Spectral Lethargy The spectral realm's touch seeps into the infected, leaving them perpetually fatigued and yearning for rest. The infected creature's movement speed is halved, and they require twice the normal amount of rest to recover hit points and remove exhaustion levels. 17 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Curses 18 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Veil of Enchantment: Curses in the World of Autera In the realm of Autera, where magic weaves its threads through every corner of reality, and destiny unfolds amidst the clash of swords and the whispers of incantations, there exists a force that transcends mere spells and incantations - curses. These malevolent enchantments, born of malice or twisted fate, ensnare the unwary and bring a shadow of doom upon their lives. Echoes of Hexes Within the pages of this section, you shall peer into the mystic abyss of curses, the dark underbelly of magic that can twist the course of history and bring champions to their knees. Curses tell stories of vengeance, despair, and the unbreakable bonds between magic and misfortune. The Tangled Weave Each curse casts its own veil upon reality, each with a unique tale of suffering, torment, and the haunting allure of dark magic. From the chilling curse of eternal laughter in Cackle Fever, to the relentless grip of The Withers that drains away vitality, or the celestial taint of Celestial Taint, each curse adds layers of complexity to the tales woven in the world of Autera. The Quest for Salvation Yet, in the face of these ominous enchantments, a glimmer of hope shines through. Within the heart of every curse lies the path to its undoing, whether through quests for redemption, the acquisition of potent counter-curses, or the mastering of arcane arts to break the chains of malevolence. Guiding the Journey As you explore these pages, may you unlock the secrets of curses that beset your world, gaining insights into their origins, the intricate mechanics that bind their victims, and the ways in which those dark bonds can be shattered. May this knowledge empower you to craft tales of adversity, resilience, and the eternal struggle between the forces of magic and those who dare to challenge them in the world of Autera. 19 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spell Curses Bestow Curse A dark incantation shrouds the target in misfortune. The target has disadvantage on attack rolls and saving throws of a chosen ability score, and creatures have advantage on saving throws against their spells. Geas A powerful enchantment commands the target under a magical compulsion. The target must follow a specific command or take psychic damage each day it disobeys. Hex A malevolent hex weakens the target's abilities. The target has disadvantage on ability checks for a chosen ability score, and creatures have disadvantage on saving throws against their spells. Hunger of Hadar The cursed area channels the dark void of Hadar, consuming all within. Creatures in the area suffer cold and acid damage each turn they start their turn within it. Eyebite The target is afflicted by a sinister gaze, invoking various effects. The caster can choose to cause fear, induce sleep, or impose disadvantage on attack rolls against the target. Bane A malign hex clings to the target, sapping their vitality. The target must subtract 1d4 from attack rolls and saving throws for the duration. Curse of Strahd The dreaded curse of the vampire lord Strahd casts a shadow over the land. The target has disadvantage on attack rolls and saving throws while in Barovia, Strahd's domain. Vampiric Touch The touch of the undead saps life energy from the target. The caster gains hit points equal to half the damage dealt by the spell. Charm Person An enchantment makes the target regard the caster as a friendly acquaintance. The target regards the caster as a friendly acquaintance, and the caster has advantage on Charisma checks against the target. Feeblemind The target's mind is shattered, rendering them barely functional. The target's Intelligence and Charisma scores become 1, and they cannot cast spells, activate magic items, or understand language. 20 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Curse of the Moon: Lycanthropy in Autera Lycanthropy is a dark and primal curse that transforms a creature into a fearsome and uncontrollable beast during certain phases of the moon. The afflicted becomes a lycanthrope, gaining the characteristics of a specific type of werecreature, be it a werewolf, werebear, or similar. Lycanthropy is often contracted through a bite or scratch from an existing lycanthrope, but it can also be a hereditary curse passed down through generations. Contracting the Curse: Lycanthropy typically spreads through contact with the bodily fluids of a lycanthrope, often during a vicious attack. Additionally, some lycanthropic curses can be inherited if a parent carries the curse. The curse lies dormant until activated by the phases of the moon. Benefits and Detriments: Once afflicted with lycanthropy, the cursed gains a powerful hybrid form during the full moon, granting increased strength, speed, and other advantages associated with their chosen werecreature type. However, this form is also accompanied by a loss of control and a heightened ferocity. On nights of the full moon, the cursed is forced to transform and may pose a threat to allies and innocent bystanders. In their human form, lycanthropes may exhibit heightened senses and certain traits of their animal counterpart. However, they also risk becoming consumed by their beastly instincts, leading to erratic behavior and emotional struggles. Curing the Curse: Curing lycanthropy is a complex and challenging endeavor. It often involves a dangerous quest to acquire rare ingredients or locate a powerful magical artifact capable of breaking the curse. A ritual performed during a specific astronomical event may be required to sever the connection between the afflicted and the moon's influence. Alternatively, a high-level divine spell or potent magical wish could lift the curse, but even then, the process is fraught with risk. The curse can also be passed on if a lycanthrope bites or scratches an uninfected creature, potentially perpetuating the cycle of transformation and turmoil. Lycanthropy is a powerful and gripping narrative element, offering both potential for heroic struggle and the dark allure of primal power within the world of Autera. Dreadshroud Affliction: Curse of Consuming Fear Dreadshroud Affliction is a malevolent curse that seizes hold of its victims, sowing terror that reverberates far beyond its initial origin. The potency of this curse varies, intensified by the terrifying aura of the creature inflicting it. Those afflicted find themselves paralyzed by an unrelenting fear, one that extends not only to the original source but to all creatures of the same type. Contracting the Curse: Dreadshroud Affliction can be cast upon victims by powerful monsters, their mere presence driving dread into the hearts of those they curse. The curse takes hold when certain activities are performed by the monsters, such as releasing a bone-chilling roar or exuding an aura of malevolence. When these terrifying actions occur, the target must make a Wisdom saving throw to resist the curse's grasp. Detriments of Dreadshroud: When a target fails the Wisdom saving throw against Dreadshroud Affliction, they become consumed by fright. This fear goes beyond mere terror, as it extends to all creatures of the same type as the original source. For example, if a demon bestows the curse, the victim becomes frightened not only of that demon but of all demons. In addition to the standard effects of being frightened, the victim also suffers specific detriments based on the cursed creature type. These may include disadvantage on certain checks or saving throws, reduced movement speed, or vulnerability to certain damage types associated with the creature's nature. The curse lingers until dispelled or the victim finds a way to break its grip, often involving a perilous journey to confront the source of their terror. Ways the Curse Can Be Inflicted: When a dragon lets out a roar that shatters the heavens. When a powerful undead entity emanates an aura of dread. When a fey creature enchants the air with haunting melodies. When a fiendish being brandishes its infernal presence. When an aberration distorts reality, causing minds to unravel. The Dreadshroud Affliction binds its victims in a relentless grip of fear, tainting their perception and distorting their world, offering both a unique narrative element and a compelling challenge within the world of Autera. 21 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Genovanosis: The Arboreal Curse Centuries ago, a once-respected archdruid known as Genovan delved too deeply into the mysteries of the natural world. Consumed by madness and seeking a dark communion with the very essence of plant life, he crafted a malevolent ritual that birthed the curse now known as Genovanosis. His ambition was to create a realm where the boundary between flora and fauna blurred, but his experiment spiraled into a curse that condemned creatures to a torturous transformation into plant-like entities. Genovanosis is a malevolent enchantment that enacts a gradual and agonizing transformation from creature to plant. The cursed victim undergoes a series of stages, each more grotesque than the last, as their body becomes intertwined with the essence of plants. Stages of Transformation: Slow Transformation into a Plant Creature: Vines begin to grow around the cursed creature's arms and patches of skin harden into bark, providing some natural armor. Green-Eyed Metamorphosis: The cursed creature's eyes turn an eerie shade of green, and their blood is replaced by a thick, dark green ichor. They gain vulnerability to fire damage. Vine-Embraced Form: Four vine-like appendages sprout from the creature's back, granting the ability to make an additional unarmed strike as a bonus action. Rootbound Stride: Roots start to grow from the creature's legs, reducing their movement speed by half. They gain resistance to bludgeoning, piercing, and slashing damage. Petrification: The roots of the cursed creature grow deep into the ground, anchoring them in place as they transform into a petrified tree. Their Dexterity score becomes 1, and they gain immunity to being charmed, frightened, paralyzed, or stunned. The cursed creature's transformation has significant mechanical effects, altering their physical appearance, abilities, and stats at each stage. The curse cannot be removed by conventional means and requires a powerful ritual or artifact to undo the enchantment. As the curse progresses, the victim's sentience becomes increasingly trapped within their petrified form, potentially leading to a desperate quest for a cure or salvation. Genovanosis stands as a grim testament to the folly of tampering with the natural order and the consequences of seeking power beyond mortal comprehension. 22 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Impervium: The Veil of Unfeeling Impervium is a unique and enigmatic magical curse that weaves a tapestry of painlessness and uncertainty around its victims. Those cursed with Impervium become immune to pain, seemingly invulnerable to the physical toll of combat and wounds. However, this newfound advantage comes at a profound cost – the loss of awareness regarding one's own hit point total. The Curse's Impact: When afflicted with Impervium, the cursed character's senses are detached from the realm of pain. This detachment enables them to fight with a heightened ferocity, often pushing their limits in combat without hesitation. The absence of pain can be a weapon, allowing the character to ignore injuries and continue fighting with reckless abandon. Yet, this seeming boon carries a shadowy consequence. The player of the character must relinquish control of their character's hit points to the Dungeon Master. The player is unaware of the character's current hit point total at all times. When the character takes damage, the DM subtracts the damage secretly, without revealing the true state of the character's health. Themes and Effects: Impervium allows characters to battle and live without the hindrance of pain or hesitation, embracing the fight with an almost inhuman zeal. However, the inability to gauge one's own vitality breeds a constant air of uncertainty. The player must make decisions in the dark, never knowing whether they are on the brink of collapse or far from danger. As a narrative element, Impervium can introduce a thrilling and nerve-wracking dynamic to gameplay, forcing the player to rely on instincts and intuition, while amplifying the consequences of their choices. It encourages resourcefulness, teamwork, and strategic thinking, as the player navigates the challenge of survival without knowing their true state of health. The curse mirrors the dual-edged nature of power, offering strength in exchange for an everpresent cloud of doubt. Additional Effects At times, when a creature is inflicted with this curse, there are other benefits and detriments that the creature experiences. These benefits and detriments contribute to the dynamic and unique playstyle that the Impervium curse introduces. The benefits emphasize the character's enhanced combat prowess and resolve, while the detriments highlight the uncertainties and vulnerabilities associated with the loss of awareness regarding their own well-being. Benefits: Painless Resolve: The character gains advantage on saving throws against being frightened or intimidated. Frenzied Assault: The character gains a +1 bonus to attack rolls and damage rolls when their hit points are below half. Last Stand: When reduced to 0 hit points, the character can take one more action before falling unconscious. Unyielding Strike: Once per short rest, the character can make an additional attack as a reaction when taking damage. Indomitable Presence: Allies within 10 feet of the character gain a +1 bonus to saving throws against being charmed or frightened. Detriments: Uncertain Health: The player is unaware of their character's hit point total, and the DM manages their hit points secretly. Reckless Bravado: The character has disadvantage on Wisdom saving throws to resist charm and fear effects. Incautious Approach: The character has disadvantage on Dexterity saving throws against area of effect spells and effects. Deaf to Danger: The character cannot take reactions to reduce damage from attacks or effects. Tactical Blindness: The character has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks related to assessing battlefield conditions. 23 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Channelbreak: The Arcane Unraveling Channelbreak is an arcane curse of ancient origin that has resurfaced from the depths of forgotten lore. It originated from a catastrophic event known as the "Rupture of Aether," which shattered the weave of magic itself, leading to a disruption of the natural flow of arcane energies. This curse, once thought to have faded into obscurity, has returned to haunt spellcasters, ensnaring them in its enigmatic grasp. When a spellcaster becomes cursed with Channelbreak, their connection to the weave of magic becomes fundamentally altered. This curse manifests in one to two benefits and one to two detriments from the list below, representing the curse's complex and unpredictable effects: Benefits: Disruptive Channeling: Your understanding of magic's vulnerabilities grants you advantage on checks to identify or dispel magical effects. Resilient Casting: Your connection to the weave has grown more tenacious. You have advantage on concentration saving throws. Mana Burst: The curse has heightened your ability to harness magical energies. Once per long rest, you can amplify a spell's damage by rolling an additional damage die. Spell Recoil: You've learned to turn your curse into a weapon. When hit by a spell attack, you can use your reaction to reflect a weaker version of the spell back at the caster. Channeled Feedback: The curse allows you to convert your hit points into sorcery points or spell slots. Spend 1 hit point to gain 1 sorcery point or a 1st-level spell slot. Mystic Resilience: The curse grants you resistance to a specific type of magical damage, chosen when the curse is acquired. Spellward Defense: You can harness the curse's essence to impose disadvantage on the next spell attack roll made against you. Arcane Leech: Successful counterspells empower you. You gain a temporary spell slot of the same level as the countered spell. Detriments: Ebbing Focus: The curse affects your initiative, giving you disadvantage on initiative rolls. Muddled Weaving: The curse hampers your spell accuracy, imposing disadvantage on spell attack rolls. Veiled Cantrips: Your cantrips' potency has diminished. Cantrips you cast deal half damage. Fractured Channeling: The curse introduces uncertainty, causing a 10% chance of spell failure, where the spell fizzles. Arcane Strain: Maintaining concentration becomes a challenge. You have disadvantage on Constitution saving throws for maintaining concentration. Ephemeral Reserves: The curse diminishes your magical resources. Your maximum sorcery points or spell slots are reduced by half. Casting Quandary: Preparing spells becomes a struggle. You can't prepare more than half your usual number of spells each day. Warded Imbalance: The curse affects your very essence. Your maximum hit points are reduced by a percentage, such as 10%. Channelbreak is a double-edged curse, bestowing both potent benefits and crippling detriments upon spellcasters. Its unpredictable nature adds an element of uncertainty to spellcasting, forcing those afflicted to adapt their tactics and strategies to harness the curse's arcane intricacies. As it has reemerged from ancient lore, spellcasters across the world of Autera must now grapple with the unique challenges and opportunities that Channelbreak presents, its true origins still shrouded in mystery and intrigue. 24 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Class Curses Within the realm of Autera, where magic and mystery intertwine, the forces of fate and destiny are not always benevolent. As adventurers traverse its landscapes and delve into its hidden corners, they may find themselves confronted by curses that reach beyond the ordinary boundaries of challenges. These insidious enchantments, known as class curses, are tailored to afflict those who wield the unique powers of each class. Born from ancient lore, forgotten rituals, and supernatural beings, these curses serve as tests of character, trials of strength, and crucibles of determination. Class curses are not mere ailments; they are dark reflections of a character's abilities, a confluence of magic and fate that targets their strengths and vulnerabilities alike. Each curse twists the threads of a character's class features, reshaping their abilities and compelling them to overcome the dire circumstances imposed upon them. From the battlehardened barbarian to the enigmatic wizard, every class bears the potential to be ensnared by the relentless grip of a class curse. The Autera book delves deep into these unique curses, exploring the intricacies of how they intertwine with the abilities, features, and identity of each class. Unveiling the origins and stories behind these curses, we invite you to explore the depths of your chosen class as you confront challenges that resonate with your character's essence. Embrace the adversity that class curses present and emerge as a hero whose triumph over adversity shapes their journey in the world of Autera. The chapters that follow provide detailed descriptions of class curses tailored for each class, from the stout-hearted barbarian to the cunning rogue, the mystical wizard to the devoted cleric, and beyond. Venture forth and discover how these curses can both hinder and inspire, testing the very core of your character's identity and offering the chance to rise above the trials they face. Embark on a journey into the realm of class curses, where the choices you make and the actions you take will define your path in Autera. May you find the strength to overcome, the wisdom to unravel mysteries, and the courage to emerge victorious in the face of these unique challenges that bind your abilities, fate, and identity as a hero within this everevolving world. 25 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Artificer: Cogs' Jinx Curse Effect: Your intricate creations become cursed, causing any magical item you craft to have a chance of malfunctioning. Whenever a creature attunes to an item you crafted, roll a d20; on a roll of 1, the item malfunctions. Cure: Engage in a complex ritual involving crafting a powerful item while under the guidance of a master artificer, dispelling the curse's influence. Inhibited Contraptions Curse Effect: Your ability to craft intricate devices weakens, causing you to require twice the usual amount of time and resources to create magical items. Cure: Reverse engineer a complex magical contraption and discover the flaw that caused the curse, allowing you to restore your crafting speed and precision. Barbarian: Ragebound Curse Effect: When you enter a rage, you cannot end it voluntarily. The curse forces you to remain in a rage until all enemies are defeated or incapacitated. Cure: Defeat a powerful enemy while under the effects of this curse, proving your dominance over your own fury. Unyielding Chains Curse Effect: While raging, you are restrained by spectral chains, causing disadvantage on Dexterity saving throws and reducing your movement speed by half. Cure: Break the chains by passing a Strength check (DC 15) while raging, or receiving a Greater Restoration spell. Bard: Silenced Verse Curse Effect: You are unable to speak or use verbal components for spells. All spells that require verbal components are cast at a higher spell slot level. Cure: Perform a magnificent musical performance that resonates with the magic of your class, restoring your voice and spellcasting abilities. Discordant Inspiration Curse Effect: When you use Bardic Inspiration, instead of aiding your allies, your words sow discord. Your Bardic Inspiration die subtracts from their attack rolls, ability checks, or saving throws. Cure: Share a moment of true camaraderie and encouragement with your allies, dispelling the curse's influence. Blood Hunter: Tainted Blood Curse Effect: Your blood becomes tainted by dark forces, causing your Crimson Rite damage to deal half damage and making it difficult to channel your inner power. You must roll a d20 when you activate your Crimson Rite; on a roll of 1, the activation fails. Cure: Undertake a perilous quest to purify your own blood by hunting down and defeating a powerful fiend or undead creature, breaking the curse's hold. Haunted Hunter Curse Effect: Your encounters with the supernatural leave you haunted, causing disadvantage on Wisdom saving throws against spells cast by fiends and undead creatures. Cure: Seek out a renowned exorcist or cleric specialized in banishing malevolent entities, and undergo a cleansing ritual to break the curse's lingering presence. Cleric: Divine Disconnect Curse Effect: You lose the ability to sense your deity's divine guidance. You cannot prepare spells, regain Channel Divinity, or use any class features that rely on your deity's favor. Cure: Undertake a pilgrimage to a sacred site dedicated to your deity, reconnecting with their divine presence. Muted Healing Curse Effect: Whenever you cast a healing spell, the healing is halved, and your target is afflicted with a temporary loss of hit points equal to half the healing provided. Cure: Successfully perform a divine ritual of purification, asking for your deity's forgiveness, and restore your healing abilities. 26 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Druid: Shackled Wildshape Curse Effect: You can only transform into the same creature type (e.g., beast) each time you use Wild Shape. You cannot assume forms from different categories (e.g., plant, elemental). Cure: Show your unwavering connection to nature by communing with powerful spirits of each type you wish to transform into. Wilted Connection Curse Effect: Your connection with the natural world weakens, causing you to cast spells with the "plant" descriptor at one spell slot level higher and granting enemies advantage on saving throws against your spells. Cure: Reconnect with a primal source of nature's energy, such as a revered tree or ancient grove, to renew your druidic powers. Fighter: Stalwart Vulnerability Curse Effect: Your defenses become compromised, reducing your Armor Class by 2 and causing disadvantage on Dexterity saving throws. Cure: Prove your mettle in a life-threatening battle, demonstrating your unwavering dedication to martial prowess. Sluggish Strikes Curse Effect: Your once-swift strikes become sluggish, causing you to have disadvantage on all attack rolls made with weapons that have the finesse property. Cure: Engage in a series of rigorous training exercises, honing your reflexes and reclaiming your fighter's finesse. Monk: Broken Flow Curse Effect: Your ki energy becomes erratic, causing you to roll a d4 and subtract the result from your unarmed strike or monk weapon damage rolls. Cure: Meditate under a waterfall and align your chi, mending the flow of your ki energy. Stillness Banishment Curse Effect: You lose the ability to use Step of the Wind and Unarmored Movement, reducing your mobility and agility. Cure: Perform an elaborate kata, rekindling your inner fire and unlocking your monk movement abilities. Paladin: Oathbreaker's Burden Curse Effect: Your connection to your oath wanes, causing you to be unable to use your Lay on Hands, Divine Smite, and Channel Divinity features. Cure: Undergo a solemn ritual of atonement, reaffirming your commitment to your oath and cleansing your soul. Weakened Aura Curse Effect: Your divine aura diminishes, reducing the saving throw bonuses granted by your Aura of Protection and Aura of Courage to half their usual value. Cure: Face a truly righteous challenge and protect those in need, rejuvenating your divine auras and reinforcing your commitment to your oath. Ranger: Fading Connection Curse Effect: Your bond with your favored enemy weakens, causing disadvantage on all attack rolls and ability checks made against them. Cure: Prove your dedication to hunting your favored enemy by successfully tracking, ambushing, or defeating one, restoring your bond. Nature's Forsaking Curse Effect: Your connection with the natural world diminishes, preventing you from using spells that draw power from nature, such as spells with the "conjure animals" descriptor. Cure: Immerse yourself in the heart of a primeval forest and meditate on your role as a guardian of the wilderness, rekindling your affinity with nature. 27 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Rogue: Silenced Shadows Curse Effect: Your stealth becomes compromised, causing enemies to have advantage on Perception checks to detect you and granting disadvantage on Dexterity (Stealth) checks. Cure: Navigate a treacherous terrain unseen and emerge victorious, regaining your rogue's mastery of stealth. Unstable Aim Curse Effect: Your precision becomes erratic, causing all attack rolls made with finesse weapons to be at disadvantage. Cure: Engage in a series of grueling marksmanship exercises, restoring your rogue's accuracy and finesse. Sorcerer: Tainted Bloodline Curse Effect: The arcane energy within you becomes tainted, increasing the chances of your spells failing. You must roll a d20 when you cast a spell; on a roll of 1, the spell fails. Cure: Embark on a journey to uncover your sorcerous lineage's true origins, dispelling the curse by confronting and resolving the source of the taint. Chaos Veil Curse Effect: The chaotic nature of your magic becomes uncontrollable, causing you to roll on the Wild Magic Surge Table whenever you cast a spell that is 1st level or higher. Cure: Harness your chaotic essence in a controlled environment, mastering your wild magic and preventing unpredictable surges. Warlock: Pact Disruption Curse Effect: Your connection to your patron weakens, causing you to lose access to one of your Eldritch Invocations and your Pact Boon features. Cure: Reaffirm your commitment to your patron by completing a perilous task or quest they assign, restoring your patron's favor. Eldritch Whispers Curse Effect: Dark whispers plague your mind, causing disadvantage on Charisma saving throws and making it difficult to maintain concentration on spells. Cure: Confront the source of the whispers and silence them through a show of resolve, dispelling the curse's influence. Wizard: Cursed Codex Curse Effect: The tomes of magic you carry become cursed, causing your spellbook to become disorganized and randomly select spells when you prepare them. You cannot prepare spells of a specific level more than once. Cure: Dedicate an extended period to meticulously organizing your spellbook, removing the curse's chaos. Fading Arcana Curse Effect: Your connection to the arcane wanes, causing all spellcasting ability checks to be at disadvantage and making it difficult to scribe new spells into your spellbook. Cure: Delve into forgotten libraries and unearth rare tomes of lost knowledge, rekindling your mastery of the arcane arts. 28 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Curse of Dichotomous Blessing Originating from an ancient conflict of celestial and infernal energies, the Curse of Dichotomous Blessing is a malevolent enchantment that embodies the dual nature of divine forces. When afflicted with this curse, the cursed becomes a living conduit of blessing and bane, radiating both uplifting and enfeebling magic to those around them. The cursed individual becomes the embodiment of opposing divine energies, perpetually carrying the blessings of hope and the curses of despair. They gain the benefits of the Bless spell, enabling them to bolster their allies' abilities and aid them in times of need. However, this blessing is inexorably intertwined with a maleficent counterpart: any creature within 15 feet of the cursed is simultaneously affected by the Bane spell. The duality of this curse ensures that allies and foes alike are caught in the conflicting currents of its magic. Blessing and Bane Radiance Benefit: The cursed character gains the benefits of the Bless spell. Whenever they make an attack roll or saving throw, they can add a d4 to the roll and add the same d4 to the roll's result. Detriment: Any creature within 15 feet of the cursed character is affected by the Bane spell. These creatures must subtract a d4 from their attack rolls and saving throws. Cure: Breaking the Curse of Dichotomous Blessing requires a potent combination of both celestial and infernal magic. The cursed must seek out and use a Celestial Tearstone, an exceedingly rare gem created at the intersection of divine realms. In a ritual performed under the influence of both benevolent and malevolent forces, the Tearstone is shattered, and its fragments must be ingested. The inherent conflict between the gem's origins and the consumption of these fragments acts as a catalyst to disrupt the curse's enchantment. Once consumed, the curse unravels, freeing the individual from its dualistic grip and restoring balance to their existence. Curse of Fickle Arcana Originating from the capricious whims of arcane forces, the Curse of Fickle Arcana is a perplexing enchantment that disrupts a spellcaster's ability to consistently harness their magical energies. When afflicted with this curse, the cursed becomes a vessel of uncertainty, their spells fluctuating between surging potency and diminished efficacy with each invocation. The curse engenders an unpredictable nature in the cursed spellcaster's magic, causing their damage-dealing and healing spells to waver in effectiveness. Every time they cast a spell that inflicts damage or heals, they must flip a coin to determine the outcome. On a result of heads, the spell manifests with reduced force, dealing or healing with one fewer dice than normal. Conversely, on a flip of tails, the spell's power intensifies, resulting in an additional die of damage or healing. Unpredictable Arcana Detriment: Whenever the cursed spellcaster casts a spell that deals damage or heals, they must flip a coin. On a result of heads, the spell's efficacy is diminished, and it deals or heals with one fewer die than usual. On a result of tails, the spell's magical potential surges, causing it to deal or heal with one additional die. Cure: To break free from the Curse of Fickle Arcana, the cursed must seek out a haven of unparalleled magical stability—a place where the natural order of arcane forces remains unblemished. In this sanctuary, they must partake in a ritual of elemental equilibrium, aligning their magical essence with the foundational elements of the universe. Through precise meditation, incantations, and attunement to the cosmos, the cursed spellcaster can restore the harmony of their magical connection, purging the capricious fluctuations of the curse and reclaiming mastery over their spells. 29 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Curse of Vengeful Retribution Forged from the twisted echoes of vengeance and retribution, the Curse of Vengeful Retribution is a malevolent enchantment that mirrors the pain inflicted by its bearer onto those who would dare harm them. When this curse takes hold, the cursed becomes an instrument of karmic reckoning, causing their attackers to suffer the consequences of their aggression in equal measure. Curse Effect: The curse invokes a dire cycle of retaliation that binds the cursed and their assailants in a dance of inevitable retribution. Whenever the cursed creature scores a critical hit with an attack, the curse enacts its sinister influence. The next attack that successfully strikes the cursed, regardless of the source, manifests as a critical hit. This malevolent exchange of fate transforms the curse's bearer into an instrument of vengeance, and their opponents into unwitting recipients of their own aggressive actions. Retaliatory Confluence Whenever the cursed creature lands a critical hit with an attack, the curse triggers. The next attack that hits the cursed, regardless of its origin, is treated as a critical hit, subjecting the cursed to heightened damage and its debilitating effects. Cure: To sever the chains of the Curse of Vengeful Retribution, the cursed must undergo a ritual that embodies the principles of forgiveness and transcendence. They must confront the source of their anger and resentment, seeking a genuine resolution that transcends the cycle of violence. Once the curse's origin is acknowledged and embraced with compassion, the curse's grip can be weakened. Then, in a ritual of acceptance and release, the cursed can channel their newfound understanding to disentangle themselves from the curse's malevolent cycle, restoring balance and allowing them to reclaim their agency over their own fate. Curse of Unruly Arcana Emerging from the chaotic intersections of magic and misfortune, the Curse of Unruly Arcana is a vexing enchantment that plunges the cursed spellcaster into a bewildering world of unpredictable and errant spells. When afflicted by this curse, the cursed's magical abilities become a tangled labyrinth of arcane disarray, rendering their spells capricious and confounding. The curse seizes control over the cursed spellcaster's spells, distorting and misdirecting their magical energies in erratic and bewildering ways. Every time the cursed attempts to cast a spell, the curse interjects its influence, resulting in unpredictable outcomes. Spells might fizzle out, erupt in unexpected shapes, or even boomerang back upon the caster. The curse sows chaos and uncertainty into the fabric of the spellcaster's magic, making every incantation a risky gamble. Chaotic Spellweaving Detriment: Whenever the cursed attempts to cast a spell, the curse asserts its control over the arcane energies. The spell's effects become muddled and unpredictable, subjecting the caster to the whims of the curse. Effects might include reversed spell trajectories, spells targeting unintended recipients, or even spells of entirely unexpected natures. Cure: To break the shackles of the Curse of Unruly Arcana, the cursed spellcaster must embark on a perilous journey into the heart of chaos itself—a quest to confront the capricious nature of the curse head-on. Armed with sheer determination and a steadfast resolve, the cursed must traverse a realm where the boundaries of magic are fluid and mutable. In this realm, they must grapple with the very essence of chaos, attuning themselves to its unpredictable nature. Through mastering the dynamics of controlled chaos, the cursed can gradually untangle the curse's grip, allowing them to reassert their command over their spells and restore order to their magical arts. 30 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Curse of Eternal Geas Originating from the shadows of ancient oaths and binding enchantments, the Curse of Eternal Geas is a dire enchantment that ensnares its victim in an unending cycle of servitude and duty. When inflicted by this curse, the cursed creature becomes entwined in a relentless geas, compelled to fulfill a daunting task for eternity. The curse imposes an unbreakable geas upon the cursed creature, chaining them to an indomitable obligation that must be fulfilled without respite. The geas compels the cursed to undertake a specific task, quest, or duty, and they are consumed by an unceasing urge to accomplish it. As long as the curse persists, the cursed remains locked in an endless cycle of obligation, relentlessly pursuing the fulfillment of their assigned mission. Endless Duty Effect: The curse forces the cursed creature to remain under the effects of an eternal geas spell. The geas subjects the cursed to an unending duty, quest, or task, and they must dedicate all their efforts toward its completion. Failure to comply with the geas's directive can result in suffering, as the curse tightens its grip on the cursed's existence. Cure: To shatter the chains of the Curse of Eternal Geas, the cursed must undertake a journey of self-discovery and transformation. They must delve deep within themselves to find the essence of their true desires and aspirations, unclouded by external influences. Through this introspective journey, the cursed can untangle the curse's influence, gaining the insight and strength needed to break free from the unending geas. By embracing their inner will and asserting their own agency, the cursed can sever the curse's hold and finally liberate themselves from the eternal burden of their duty. Curse of Reciprocal Vulnerability Emerging from the twisted interplay of magical energies, the Curse of Reciprocal Vulnerability is a malevolent enchantment that skews the balance between offense and defense. When afflicted by this curse, the cursed creature's attacks become a double-edged sword, bypassing resistance to a specific type of damage but leaving the cursed vulnerable to the very same harm. The curse warps the cursed creature's essence, imbuing their attacks with a dark resonance that rends through resistance to a particular type of damage. Any attacks the cursed creature makes of that damage type become particularly potent, cleaving through defenses that would normally mitigate the harm. However, this advantage comes at a severe cost—those who bear the curse find themselves vulnerable to the same type of damage, their own attacks carrying the same peril that they exploit. Bane and Boon of Assault Benefit: The cursed creature's attacks of a chosen damage type (e.g., fire, cold, acid, etc.) bypass resistance to that specific damage type. Creatures that would normally take reduced damage from such attacks instead suffer full damage. Detriment: Simultaneously, the cursed creature becomes vulnerable to the same chosen damage type. Attacks of that type deal double damage to the cursed creature. Cure: To break the shackles of the Curse of Reciprocal Vulnerability, the cursed must confront the dual nature of their affliction head-on. The solution requires an intricate dance between offense and defense. The cursed must seek out ancient texts, hidden knowledge, or wise mentors who can guide them through the process of balancing their vulnerabilities and strengths. Through mastering the delicate equilibrium between empowerment and peril, the cursed can gradually weaken the curse's grip, allowing them to wield their attacks more judiciously and neutralize their own vulnerabilities. 31 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Poisons 32 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Veiled Venom & Lethal Elixirs Poisons, those treacherous concoctions derived from nature's malevolent brew, have a history as ancient as civilization itself. From the earliest days of human existence, cunning minds have recognized the deadly potential hidden within plants, creatures, and minerals. From the shadows of history, poisons have played a haunting role in both the art of assassination and the quest for medical knowledge. In the annals of history, poisons have found their place as tools of political intrigue and personal vendettas. Powerful figures of old sought the perfect poison to rid themselves of rivals and threats, often with devastating and insidious results. The Borgias of Renaissance Italy, for instance, were infamous for their use of poisons to eliminate foes, while distant empires cultivated knowledge of toxins to expand their arsenals of destruction. Yet, not all tales of poisons are shrouded in darkness. Across cultures and epochs, poisons have also been harnessed for their healing properties. Ancient herbalists and apothecaries dabbled in the delicate balance between poison and panacea, discovering antidotes and medicinal elixirs among nature's hidden terrors. The very substances that could bring about death were simultaneously harnessed to save lives, an alchemical dance between life and death. As we venture into the world of Autera, a realm teeming with magic, creatures, and untamed wilderness, poisons continue to cast their shadow. From the blade of an assassin to the vial of a healer, poisons offer both bane and boon to those who wield them. In this section, we delve into the myriad forms poisons can take, exploring their origins, effects, and the twisted art of their creation. Here, adventurers will find knowledge to both protect themselves from the venomous threats of the world and to harness the perilous potential of poisons for their own purposes. Whether as a lethal weapon or a nuanced tool, poisons remain a timeless and enigmatic aspect of Autera's tapestry. A Spectrum of Lethality Within the realm of Autera, poisons are as diverse as the creatures that inhabit it. These insidious concoctions can spell doom or salvation, wreaking havoc in various forms. Poisons are categorized into four distinct types, each with its own method of delivery and sinister effects. Understanding these types is crucial for adventurers seeking to navigate the perilous landscape of toxins. Contact Poison: A Deadly Touch Contact poisons are virulent substances that can be smeared onto objects, ready to wreak havoc upon unsuspecting victims. They remain potent until the moment of contact or until washed off. When a creature touches an object coated with contact poison using exposed skin, the poison's effects are unleashed. The effects can range from numbing paralysis to the gradual erosion of vitality. Ingested Poison: A Grim Farewell Ingested poisons manifest their malevolence through consumption. A creature must swallow an entire dose of ingested poison to suffer its effects, which can be delivered through food or liquid. Partial doses might offer a slight reprieve, such as granting advantage on a saving throw or dealing reduced damage. Such poisons have been known to induce agony, confusion, and even life-draining afflictions. Inhaled Poison: An Airborne Threat Inhaled poisons take on the form of powders or gases that insidiously infiltrate a victim's body when inhaled. They create a lethal cloud within a 5-foot cube, affecting those unfortunate enough to be within its reach. Holding one's breath proves futile against inhaled poisons, as they exploit various openings in the body. Nasal membranes, tear ducts, and other unsuspecting pathways become conduits for these poisonous agents, inflicting debilitation, delirium, and a myriad of dreadful consequences. Injury Poison: Tainted Wounds Injury poisons epitomize treacherous subtlety, lurking upon weapons, ammunition, and other piercing or slashing implements. Coated with deadly substances, these objects remain potent until they pierce the flesh or are washed away. When a creature sustains piercing or slashing damage from an object coated with injury poison, it falls victim to the curse's effects. The results can encompass a spectrum of agonies, from physical deterioration to incapacitating debilitation. 33 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


RAW Poisons Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. 34 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


New Poisons Serpent's Kiss (Ingested) Effect: The victim's skin takes on a scaly texture, and their joints stiffen. Movement speed is reduced by 10 feet. The victim's Dexterity saving throws have disadvantage. Cure: A rare antivenom made from the scales of a mystical serpent, which requires a successful DC 15 Nature check to harvest. Shadowshade Toxin (Injury) Effect: The victim's connection to light wanes, granting vulnerability to radiant damage and reducing all healing effects by half. Cure: Exposure to direct sunlight for an entire day, which requires the victim to remain outdoors. Whispering Venom (Inhaled) Effect: The victim's vocal cords become paralyzed, preventing them from speaking or casting spells with verbal components. Cure: Imbibing a mixture of rare herbs and moonlit dew, prepared by skilled herbalists. Banshee's Lament (Contact) Effect: The victim becomes attuned to the ethereal realm, causing them to phase in and out of existence. They have advantage on saving throws against spells and effects targeting them but disadvantage on attack rolls and saving throws against spells cast by creatures not on the Material Plane. Cure: A ritual performed in a sacred location, requiring a DC 20 Religion check. Frostbite Venom (Injury) Effect: The victim's body becomes chilled, reducing their movement speed by 15 feet and imposing disadvantage on saving throws against cold damage. Cure: Exposure to a rare flower found only atop frozen peaks, which must be consumed. Ephemeral Elixir (Ingested) Effect: The victim's perception of time becomes distorted, causing their Initiative to be randomly determined at the start of each combat round. Cure: The kiss of a fae creature, willing to share their timeless wisdom. Eyes of Envy (Contact) Effect: The victim becomes consumed by envy, leading them to target allies with hostile intent. The victim must succeed on a Wisdom saving throw to avoid attacking allies. Cure: An act of selfless generosity that counters the poison's nature, requiring the victim to perform a notable act of charity. Molten Marrow (Injury) Effect: The victim's bones heat up, causing disadvantage on Constitution saving throws and vulnerability to fire damage. Cure: Submerging in icy water or being exposed to a blast of frigid air. 35 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


36 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


37 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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