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= Malattie =\
= Diseases =
Una piaga devasta il regno, spingendo gli avventurieri in una mancareione per trovare una cura. Un'avventuriera emerge da un'antica tomba, sigillata per secoli, e presto si ritrova a soffrire di una malattia debilitante. Un warlock offende un potere oscuro e contrae una strana afflizione che si diffonde ogni volta che lancia [[:Categoria:Incantesimi|incantesimi]].\
 
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A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
Una semplice epidemia potrebbe tradursi in poco più che un piccolo drenaggio delle risorse del gruppo, curabile con un lancio di ''restaurazione minore''. Un'epidemia più complessa può costituire la base di una o più avventure mentre i personaggi cercano una cura, fermano la diffusione della malattia e affrontano le conseguenze.\
 
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A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of ''lesser restoration''. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
Una malattia che fa più che infettare alcuni membri del gruppo è principalmente un espediente narrativo. Le regole aiutano a descrivere gli effetti della malattia e come può essere curata, ma le specifiche di come funziona una malattia non sono vincolate da un insieme comune di regole. Le malattie possono colpire qualsiasi creatura, e una data malattia può o meno passare da una razza o tipo di creatura a un'altra. Una piaga potrebbe colpire solo costrutti o non morti, o spazzare un quartiere di halfling ma lasciare intatte le altre razze. Ciò che conta è la storia che vuoi raccontare.\
 
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A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
== Malattie di Esempio ==\
 
Le malattie qui illustrate mostrano la varietà di modi in cui una malattia può funzionare nel gioco. Sentiti libero di modificare le CD dei Tiri Salvezza, i tempi di incubazione, i sintomi e altre caratteristiche di queste malattie per adattarle alla tua campagna.\
== Sample Diseases ==
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=== Febbre Sghignazzante ===\
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
Questa malattia colpisce gli umanoidi, anche se gli gnomi sono stranamente immuni. Mentre sono in preda a questa malattia, le vittime soccombono frequentemente ad attacchi di risata folle, dando alla malattia il suo nome comune e il suo soprannome macabro: "le strida".\
 
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=== Cackle Fever ===
I sintomi si manifestano 1d4 ore dopo l'infezione e includono febbre e disorientamento. La creatura infetta guadagna un livello di affaticamento che non può essere rimosso finché la malattia non viene curata.\
 
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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."
Qualsiasi evento che causi grande stress alla creatura infetta, incluso entrare in combattimento, subire danni, provare paura o fare un incubo, costringe la creatura a effettuare un tiro salvezza su Costituzione con CD 13. Se fallisce, la creatura subisce 5 (1d10) danni psichici e diventa incapacitata dalla risata folle per 1 minuto. La creatura può ripetere il tiro salvezza alla fine di ciascuno dei suoi turni, terminando la risata folle e la condizione di incapacitato con un successo.\
 
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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.
Qualsiasi creatura [[Umano]]ide che inizia il suo turno entro 3 m da una creatura infetta in preda alla risata folle deve superare un tiro salvezza su Costituzione con CD 10 o venire anch'essa infettata dalla malattia. Una volta che una creatura supera questo tiro salvezza, diventa immune alla risata folle di quella particolare creatura infetta per 24 ore.\
 
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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.
Alla fine di ogni riposo lungo, una creatura infetta può effettuare un tiro salvezza su Costituzione con CD 13. Con un successo, la CD per questo tiro salvezza e per il tiro salvezza per evitare un attacco di risata folle diminuisce di 1d6. Quando la CD del tiro salvezza scende a 0, la creatura guarisce dalla malattia. Una creatura che fallisce tre di questi tiri salvezza guadagna una forma determinata casualmente di pazzia indefinita, come descritto più avanti in questo capitolo.\
 
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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.
=== Peste delle Fogne ===\
 
La peste delle fogne è un termine generico per un'ampia categoria di malattie che incubano nelle fogne, nei mucchi di rifiuti e nelle paludi stagnanti, e che a volte vengono trasmesse da creatura che dimorano in quelle aree, come ratti e otyugh.\
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.
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Quando una creatura [[Umano]]ide viene morsa da una creatura che porta la malattia, o quando entra in contatto con sporcizia o rifiuti contaminati dalla malattia, la creatura deve superare un tiro salvezza su Costituzione con CD 11 o venire infettata.\
=== Sewer Plague ===
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Ci vogliono 1d4 giorni perché i sintomi della peste delle fogne si manifestino in una creatura infetta. I sintomi includono affaticamento e crampi. La creatura infetta subisce un livello di affaticamento e recupera solo la metà del numero normale di punti ferita spendendo dadi colpo e nessun punto ferita completando un riposo lungo.\
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.
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Alla fine di ogni riposo lungo, una creatura infetta deve effettuare un tiro salvezza su Costituzione con CD 11. Se fallisce, il personaggio guadagna un livello di affaticamento. Con un successo, il livello di affaticamento del personaggio diminuisce di un livello. Se un tiro salvezza riuscito riduce il livello di affaticamento della creatura infetta al di sotto di 1, la creatura guarisce dalla malattia.\
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.
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=== Marciume Oculare ===\
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.
Questa infezione dolorosa causa sanguinamento dagli occhi e alla fine acceca la vittima.\
 
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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.
Una bestia o [[Umano]]ide che beve acqua contaminata dal marciume oculare deve superare un tiro salvezza su Costituzione con CD 15 o venire infettata. Un giorno dopo l'infezione, la vista della creatura inizia a diventare offuscata. La creatura subisce una penalità di -1 ai tiri per colpire e alle prove di caratteristica che si basano sulla vista. Alla fine di ogni riposo lungo dopo la comparsa dei sintomi, la penalità aumenta di 1. Quando raggiunge -5, la vittima è accecata finché la sua vista non viene ripristinata dalla magia come ''restaurazione minore'' o ''cura''.\
 
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=== Sight Rot ===
Il marciume oculare può essere curato usando un raro fiore chiamato Eufrasia, che cresce in alcune paludi. Impiegando un'ora, un personaggio che ha competenza con un kit da erborista può trasformare il fiore in una dose di unguento. Applicato agli occhi prima di un riposo lungo, una dose impedisce alla malattia di peggiorare dopo quel riposo. Dopo tre dosi, l'unguento cura completamente la malattia.\
 
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This painful infection causes bleeding from the eyes and eventually blinds the victim.
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[[Categoria:Regole]]\
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''.
[[Categoria:SRD 5.1]]\
 
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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.
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[[Categoria:Gestione della Campagna]]
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Versione attuale delle 00:13, 10 lug 2026

Diseases

A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.

A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.

A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.

Sample Diseases

The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.

Cackle Fever

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.

Sewer Plague

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.

Sight Rot

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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.