Fluvium (5e Disease)

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Preferring to infect an unconscious host, the fluvium's symptoms include a dangerously high fever, the development of a colorful epidermal "fuzz" and bizarre, vivid dreams accompanied by somnambulism. Typically, a host can break free from the fluvium's false reality only upon identifying and "defeating" whatever colorful, childish avatar it has chosen to take in their mind.
A creature can only contract this disease by being infected by a Fluvium. Symptoms begin appearing 2d12 hours after infection; the infected creature suffers one level of exhaustion as they begin suffering from fever. At the end of each long rest, an infected creature must succeed on a DC 15 Charisma saving throw or fall unconscious; if they fail this save by 5 or more, the creature begin sleepwalking and behaves as if under the effects of the confusion spell until waking up. An infected creature rendered unconscious by any means is unable to wake normally, and can only be roused by outside sources with the casting of a lesser restoration spell or similar magic. While unconscious, the creature's dreams are influenced by the fluvium, which appears in a form of its choosing and can converse with the creature, shape the environment of the dream to create landscapes, objects, and other images, and allow the creature to wake at any time. The creature can also wake themselves by succeeding on a DC Charisma check, which they can make every hour.
After 2d4 days, the infection has progressed enough for the fluvium to reproduce and exit the host; the next time the infected creature falls unconscious, it remains that way for 1d6 hours, during which it is unable to dream. While the creature is asleep, the fluvium cells reconstitute into 1d6 fluvium macroforms, each in a space within 5 feet of the infected creature; these fluvium have the memories and personality of the original that infected the creature and remember any dreams the host had while infected, and are unable to enter their microform to use their Infection for 24 hours.

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