Ailments are such:
effluviam: the players get their max hp cut in half.
burning: the players take 3d6 fire damage every round. (drop prone to put out.)
poison: the players take constant 2d12 damage, and disadvantage on all checks.
noxious poison: the players take constant 4d12 damage, and disadvantage on all checks.
waterblight: the players must weight an extra round before spending their spent bonus/actions. move speed is unaffected. reactions are unaffected.
iceblight: the players loose their bonus/reactions, and 10ft of move speed.
thunderblight: the players take extra 50% thunder/lightning damage, and have a 50% chance to be paralyzed next time they get hit.
dragonblight: every attack you make that deals any damage other than slashing, piercing, or bludgeoning, instead deals 0 damage. example: fire, thunder/lightning, necrotic, poison, force, radiant, acid, and cold damage instead hits with 0.
blastblight: once you take 15% damage in one hit or 2 rounds pass, you take 7d6 fire damage, and are knocked prone. (drop prone to put out.)
bleeding: every 5ft of movement, bonus/re/action spent makes you take 2d6 damage.
- Consumable items
Antidote: 1g: Cures Poison
Astera Jerky: 3g: Cures Bleeding, doubles healing power for 1 minute.
Cool Drink: 2g: nullifies hot environmental effects
Hot Drink: 2g: nullifies cold environmental effects
Lifepowder: 5g: heals everyone in a 20ftr by 4d6+4
Max Potion: 5g: heals you to full
Mega Deamondrug: 10g: you deal an extra 2d# damage dice. lasts until unconscious.
Mega Potion: 2g: heals 8d8+8 hp.
Mightseed: 5g: gives you +10 damage for 3 minutes
Nullberry: 2g: Cures Unwanted Blights
Potion: 1g: heals 4d8+4 hp.
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