Cackle Fever

D&D 2024 condition: Cackle Fever. Source: Dungeon Master's Guide (2024). kind disease Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter While the creature has the Exhaustion condition, the creature makes a 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion At the end of each Long Rest, an infected creature makes a 13 Constitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year. Spreading the Contagion Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation [Area of Effect] originating from a creature infected with Cackle Fever must succeed on a 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours. disease