Adventurers exploring Drakkenheim may be exposed to eldritch pollutants within the Haze or arcane radiation emitted by delerium. These hazards cause a new condition called contamination, which inflicts both debilitating symptoms and otherworldly mutations.
Contamination is measured in six levels. An effect can give a creature one or more levels of contamination, as specified in the effect's description. If an already contaminated creature suffers another effect that causes further contamination, its current level of contamination increases by the amount specified in the effect's description.
Note: This feat serves as a Contamination and Mutation tracker for the Dungeons of Drakkenheim campaign setting.
| Level | Symptoms |
|---|---|
| 1 | None. |
| 2 | Hit points regained by expending hit dice halved. |
| 3 | No hit points regained at the end of a long rest. |
| 4 | Damage dealt by weapon attacks and spells halved. |
| 5 | Incapacitated. |
| 6 | Monstrous Transformation! |
In addition to suffering symptoms, each time a character gains a contamination level, it rolls (1d6). If the result is equal to or less than the character's current contamination level the creature gains a mutation. The Game Master may choose the mutation, or determine it randomly by rolling (1d20) on the Mutations Table. If the result is the same as a mutation affecting the creature currently, the GM chooses a different one or rolls again.
| 1d20 | Mutations |
|---|---|
| 1 | Rampant Mutation! Roll twice, ignoring this result on subsequent rolls. |
| 2 | Rasping. Your vocal cords warp, and you may only speak in a halting gurgle. If you have 4 or more contamination levels, your tongue rots and falls out, and you can no longer speak. |
| 3 | Wasting. Your fingernails, teeth, and toenails start falling out. (2d6) fall out for each contamination level you have gained. |
| 4 | Rotting. Your lips, nose, and ears blacken and wither. If you reach 4 or more contamination levels, they rot and fall off. You can still speak and hear, however. |
| 5 | Molting. Painful blisters, welts, and multicoloured lesions appear all over your skin, which burst and peel off painfully, exposing the raw sinew underneath. Once you reach 4 contamination levels, your skin entirely sloughs off. |
| 6 | Shedding. Each time you gain a contamination level, some of your hair falls out in patches. Once you reach 4 or more contamination levels, all hair on your body completely falls out. |
| 7 | Lambent Glow. You emit a dim octarine glow to a range of 10 feet. If you have 4 or more contamination levels, you instead emit bright light to a range of 30 feet. |
| 8 | Ocular Tumors. An eyeball opens somewhere on your body for each contamination level you have gained. If you have 4 or more contamination levels, you can see in all directions. |
| 9 | Spiked Growths. At the start of each of your turns, you deal 5 (1d10) piercing damage to any creature you are grappling. |
| 10 | Aquatic Adaptation. You sprout fish-like fins and gills. You gain a swimming speed equal to your land speed and can breathe underwater. If you have 4 or more contamination levels, you can only breathe underwater; but can hold your breath outside water for up to 1 hour. |
| 11 | Amorphous Form. Your bones and organs become gelatinous. You can move through a space as narrow as 6 inches wide without squeezing. |
| 12 | Chitinous Skin. Shell-like growths appear all over your body, giving you a +1 bonus to AC. If you have four or more contamination levels, this bonus increases to +2. |
| 13 | Cyclopean Vision. Your eyes merge into a single central eye which can emit an energy beam as a ranged spell attack using your Intelligence modifier for the attack roll. If it hits, it deals (2d6) radiant damage. |
| 14 | Spatial Displacement. You can cast misty step once for each contamination level you have gained. You regain these uses when you finish a long rest. |
| 15 | Tentacled Limb. One of your arms becomes a fleshy tentacle. When you make a melee attack on your turn, increase your reach by 5 feet. |
| 16 | Spider Climb. You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
| 17 | Whispering Voices. You gain telepathy to a range of 10 feet, but other people hear it as their own voice. If you have 4 or more contamination levels, the range extends to 60 feet. |
| 18 | Belly Maw. A toothy mouth appears on your stomach, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to (1d6 + your Strength modifier. |
| 19 | Eyeless Sight. Your eyes become milky orbs, and you gain blindsight to a range of 10 feet. If you have 4 or more contamination levels, your eyes rot out, and dim octarine light burns in the sockets. Your blindsight increases to 30 feet, but you are blind beyond this radius. |
| 20 | Arcane Blood. Gain an additional spell slot of the highest level you can cast (to a maximum of 5th level). If you don't have spell slots, your hit point maximum increases by an amount equal to your level. Double with 4 or more contamination levels. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/26/2025 3:50:57 AM
|
13
|
1
|
1
|
Coming Soon
|
Comments