Hi! I'm currently working on a homebrew setting featuring concepts from various Fromsoft games, most notably the Outer Gods from Elden Ring. Because of this, I plan on adding a few custom conditions based on the ones in those games... however, I don't know how to implement Scarlet Rot in a way that reflects how it works in both gameplay and the lore; so I've come here to kindly ask the users of D&DBeyond for ideas, tips, etc.
It's been a while since I've played Elden Ring. It would probably be easier for me and others to help you if you could give an overview of its effects.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Still finding a good way to explain its effects in lore, but the gameplay mechanic is a percentage-based DoT effect that deals lots of damage in a short amount of time.
Percentage of what? You could reflavor a poison attack (as in, monster attacks and the PC must make a Con save against poisoned condition). Then, while poisoned, they take damage equal to two rolls of their own HD+4 at the end of each turn, lasting for a minute.
Something like that could work?
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
When contracted, this disease created by the sealed Outer God of Rot eats at the flesh of humanoids, eventually leaving nothing but a rotten husk behind. A humanoid infected with scarlet rot takes 2d4 necrotic damage at the start of each of their turns. If the creature dies while infected, its corpse becomes unrecognizable, growing crimson tumors and decaying its flesh. After 3 days, the creature rises as a zombie with immunity to necrotic damage, still infected with scarlet rot.
The most common way to contract scarlet rot is to be in contact with a strong source of rot. At the start of a turn where a creature is touching a source of scarlet rot, that creature must make a Constitution saving throw or be infected. The DC of this save is equal to 9 + the number of times the creature has made the save before. The DC resets on a short or long rest.
This disease can be cured by any means by which disease is normally cured, as well as by remove curse and lesser restoration or greater magic. However, if a creature contracts scarlet rot three or more times, it becomes incurable by any means short of a Golden Needle (described below).
Curse of Rot
Magical Curse (not dispellable)
A creature with the Curse of Rot is doomed to undergo a metamorphosis into a vessel of the Rot God’s will. This manifests in the following ways:
• When taking damage from scarlet rot, the creature only takes 1 damage each turn.
• The creature becomes inflicted with scarlet rot at the end of each long rest.
• If pierced with an Unalloyed Golden Needle, the creature is put on a timer of 30 days. At the end of that timer, if the creature is alive, it transforms into an Empyrean under the Rot God’s control.
The curse of rot cannot be cured, except by death.
Unalloyed Golden Needle
Wondrous item, very rare
This glinting golden needle was once crafted — and discarded — by Miquella, the Empyrean of plenty. It has been repaired by the Sage Gowry. When used as an action to pierce the flesh of a creature that isn’t a construct, undead, or plant, that creature takes 1 piercing damage, gains immunity to necrotic damage, cannot be infected by disease permanently, and cannot gain forms of madness.
Miquella’s Golden Needle
Wondrous item, artifact
This needle, crafted of pure, shining gold by Miquella, the Empyrean of plenty, blocks out all influence of Outer Gods. When used as an action to pierce the flesh of a creature that isn’t a plant, undead, or construct, that creature gains immunity to psychic, necrotic, and force damage, can’t gain forms of madness, can’t be infected by disease permanently, and loses any diseases or forms of madness it currently has.
Still finding a good way to explain its effects in lore, but the gameplay mechanic is a percentage-based DoT effect that deals lots of damage in a short amount of time.
DoT is pointless in D&D as a creature is at full effectiveness even down to the last HP. You could apply DoT, but it’s just not effective. If you want something that will actually be effective in D&D, I would instead look towards the exhaustion condition. You could apply DoT in addition to adding levels of exhaustion, that would certainly be terrifying. And if you think 5e exhaustion is too punishing you could use 1DD exhaustion instead, it’s just a flat -1 to all attacks, checks, and saves up to 10 levels. Some folks think it should also apply a -5-foot movement penalty for every 2 or 3 levels too. ( like 3 as it works out better mathematically in my opinion.) So maybe something like 1d4 damage every 4 hours, and a -1 to all attacks, checks, and saves for every 10 damage, and a -5-foot movement penalty for every 30 damage. How’s that work?
I would also suggest making it a “curse” instead of a “disease.” Diseases can be cured with a simple lesser restoration spell, but a curse requires remove curse or greater restoration. Any spell of 3rd-level or higher is considered pretty powerful by D&D standards after all.
Hi! I'm currently working on a homebrew setting featuring concepts from various Fromsoft games, most notably the Outer Gods from Elden Ring. Because of this, I plan on adding a few custom conditions based on the ones in those games... however, I don't know how to implement Scarlet Rot in a way that reflects how it works in both gameplay and the lore; so I've come here to kindly ask the users of D&DBeyond for ideas, tips, etc.
E
It's been a while since I've played Elden Ring. It would probably be easier for me and others to help you if you could give an overview of its effects.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Alright, just give me a second to go look them up again and I'll send what I find!
E
Still finding a good way to explain its effects in lore, but the gameplay mechanic is a percentage-based DoT effect that deals lots of damage in a short amount of time.
E
Percentage of what? You could reflavor a poison attack (as in, monster attacks and the PC must make a Con save against poisoned condition). Then, while poisoned, they take damage equal to two rolls of their own HD+4 at the end of each turn, lasting for a minute.
Something like that could work?
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
How’s this?
Scarlet Rot
Magical disease (not dispellable)
When contracted, this disease created by the sealed Outer God of Rot eats at the flesh of humanoids, eventually leaving nothing but a rotten husk behind. A humanoid infected with scarlet rot takes 2d4 necrotic damage at the start of each of their turns. If the creature dies while infected, its corpse becomes unrecognizable, growing crimson tumors and decaying its flesh. After 3 days, the creature rises as a zombie with immunity to necrotic damage, still infected with scarlet rot.
The most common way to contract scarlet rot is to be in contact with a strong source of rot. At the start of a turn where a creature is touching a source of scarlet rot, that creature must make a Constitution saving throw or be infected. The DC of this save is equal to 9 + the number of times the creature has made the save before. The DC resets on a short or long rest.
This disease can be cured by any means by which disease is normally cured, as well as by remove curse and lesser restoration or greater magic. However, if a creature contracts scarlet rot three or more times, it becomes incurable by any means short of a Golden Needle (described below).
Curse of Rot
Magical Curse (not dispellable)
A creature with the Curse of Rot is doomed to undergo a metamorphosis into a vessel of the Rot God’s will. This manifests in the following ways:
• When taking damage from scarlet rot, the creature only takes 1 damage each turn.
• The creature becomes inflicted with scarlet rot at the end of each long rest.
• If pierced with an Unalloyed Golden Needle, the creature is put on a timer of 30 days. At the end of that timer, if the creature is alive, it transforms into an Empyrean under the Rot God’s control.
The curse of rot cannot be cured, except by death.
Unalloyed Golden Needle
Wondrous item, very rare
This glinting golden needle was once crafted — and discarded — by Miquella, the Empyrean of plenty. It has been repaired by the Sage Gowry. When used as an action to pierce the flesh of a creature that isn’t a construct, undead, or plant, that creature takes 1 piercing damage, gains immunity to necrotic damage, cannot be infected by disease permanently, and cannot gain forms of madness.
Miquella’s Golden Needle
Wondrous item, artifact
This needle, crafted of pure, shining gold by Miquella, the Empyrean of plenty, blocks out all influence of Outer Gods. When used as an action to pierce the flesh of a creature that isn’t a plant, undead, or construct, that creature gains immunity to psychic, necrotic, and force damage, can’t gain forms of madness, can’t be infected by disease permanently, and loses any diseases or forms of madness it currently has.
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I am an Archfey, but nobody seems to notice.
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DoT is pointless in D&D as a creature is at full effectiveness even down to the last HP. You could apply DoT, but it’s just not effective. If you want something that will actually be effective in D&D, I would instead look towards the exhaustion condition. You could apply DoT in addition to adding levels of exhaustion, that would certainly be terrifying. And if you think 5e exhaustion is too punishing you could use 1DD exhaustion instead, it’s just a flat -1 to all attacks, checks, and saves up to 10 levels. Some folks think it should also apply a -5-foot movement penalty for every 2 or 3 levels too. ( like 3 as it works out better mathematically in my opinion.) So maybe something like 1d4 damage every 4 hours, and a -1 to all attacks, checks, and saves for every 10 damage, and a -5-foot movement penalty for every 30 damage. How’s that work?
I would also suggest making it a “curse” instead of a “disease.” Diseases can be cured with a simple lesser restoration spell, but a curse requires remove curse or greater restoration. Any spell of 3rd-level or higher is considered pretty powerful by D&D standards after all.
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Thanks everybody for the advice, I managed to figure something out in the end (sorry about the late reply btw).
E