Magical experiments gone awry gave rise to Shaking Plague, which affects Humanoids. A creature suffers the following effects 1d4 days after infection:
- Fatigue. The creature gains 1 Exhaustion level. While the creature has any Exhaustion levels, finishing a Long Rest doesn't reduce the creature's Exhaustion level.
- Pus Boils. While the creature has any Exhaustion levels, its skin is covered in pus-filled boils.
- Shaking. While the creature has any Exhaustion levels, magic-dampening tremors afflict it. The creature has Disadvantage on Dexterity checks and saving throws, and whenever the creature casts a spell with a Somatic component, it must succeed on a DC 11 Constitution saving throw, or the spell dissipates with no effect and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, that slot isn't expended.
Fighting the Contagion
Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature.
Spreading the Contagion
Any Humanoid that makes skin contact with a creature infected with Shaking Plague must succeed on a DC 11 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.