When afflicted with this curse, all wildlife you touch from this point on will die, water you come into contact with will be poisoned, and touching people with bare skin will also bring harm as your touch will begin to freeze and rot at the point of contact. The point on the body from which the curse was originally inflicted grows a rash that slowly spreads further out from the body and effects physical movements. This rash, as it expands, slowly gives way to a rot and chill crawling further on the body. The body will grow weaker and weaker until eventually, inevitability, they die.
Physical Toll: Upon making any athletic, strength, or dexterity checks or saving throw, roll a d100 to determine what happens.
1: The roll automatically fails and the curse permanently takes 1d4 points off of max HP.
2-25: The roll automatically fails and the curse spreads further, dealing 2d6 necrotic damage.
26-50: The cursed individual must reroll, if passed the second time, cursed only takes 1d4 cold damage.
51-75: The cursed individual succeeds but takes 1d4 cold damage.
76-99: The roll succeeds with no adverse effects
100: The roll succeeds and the curse retreats, adding 1 maximum HP permanently.
Rotten Touch: Upon touching any living creature, the creature must succeed a DC16 constitution saving throw. If failed, the creature takes 2d8 cold damage and 1d4 necrotic damage.
The Cursed Serpent: The cursed individual can manifest a serpent made of their cursed energy to attack any one creature within 15 feet that they can see. The user must roll a d100 to determine whether or not this succeeds. If 49 or less, the user must take 2d6 necrotic damage. If 50 or more, the serpent will bite its target dealing 3d8 necrotic damage per round so long as the user can succeed a DC16 wisdom saving throw at the start of their turn.
Comments