On a successful melee spell attack against a creature within your reach, you inflict disease and poison a creature. At the end of each of the target's turns, they make a Con saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but is subjected to 1 of the 6 diseases below for the spell's duration (chosen by the player). The spell induces a natural disease, so any effect that removes a disease applies to it.
1. Blinding Sickness:
Disadvantage on Wis checks and Wis saving throws and is blinded. 2. Filth Fever:
Disadvantage on Str checks, Str saving throws, and attack rolls that use Str. 3. Flesh Rot:
Disadvantage on Cha checks and vulnerability to all damage. 4. Mindfire:
Disadvantage on Int checks and Int saving throws, and the creature behaves as if under the confusion
spell during combat. 5. Seizure:
Disadvantage on Dex checks, Dex saving throws, and attack rolls that use Dex. 6. Slimy Doom:
Disadvantage on Con checks and Con saving throws. If dmg is taken, it is stunned until the end of its next turn.