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magical goop is release from the focus and time it becomes grafted to one of your hands.
you are restrained by this glob until the end While the weapon is grafted to you, you cannot
of your next turn. drop or sheathe it and you cannot be disarmed.
Whenever you cast a spell using this focus, In addition any ability checks you make which
roll a d20. If you roll a 1, the focus releases a require the use of both hands are made with
9 disadvantage. Only a remove curse spell or
flash of blinding light and you are blinded
until the end of your next turn. similar magic can undo the grafting.
Whenever you cast a spell using this focus, When you roll a natural 1 on an attack roll with
roll a d20. If you roll a 1, the focus this weapon, roll the weapon's damage as if you
10 3 had hit. Instead of the creature you attacked
automatically casts hypnotic pattern (spell
save DC 15) centered on you. taking the damage, it heals for the damage
amount you rolled.
Creatures of a specific type (determined by
11 the DM) are immune to 6th level spells and When you roll a natural 1 on an attack roll with
lower cast using this focus. 4 this weapon, you become poisoned until the end
of your next turn.
Whenever you cast a spell using this focus,
roll a d20. If you roll a 1, the focus summons When you roll a natural 1 on an attack roll with
12 5 this weapon, you become blinded until the end
2d4 hostile mephits who immediately attack
you. of your next turn.
Creatures of a specific type desire this focus, When you roll a natural 1 on an attack roll with
can sense it and determine its exact location this weapon, you become frightened of the
13 6
when they are within 100 feet of it, and try to creature you attack until the end of your next
steal it. turn.
Whenever you cast a spell using this focus, When you roll a natural 1 on an attack roll with
roll a d20. If you roll a 1, the spell you cast is 7 this weapon, you become incapacitated until the
replaced with another random spell of the end of your next turn.
same level from the wizard's spell list. To This weapon only deals half damage to
8
determine the spell, consult the spell list and creatures of a certain type (chosen by the DM).
appropriate spell level, roll a d20 and count You have disadvantage on attack rolls made in
14 down the list until you reach the number you 9
sunlight with this weapon.
rolled, moving back to the top of the list to
continue counting if the number you rolled is Whenever you miss an attack with this weapon,
10
greater than the number of spells listed for you fall prone.
that level. If you land on the same spell the When you draw this weapon it cannot be put
caster was attempting to cast, use the spell away or dropped until it has damaged a
listed after that one. creature. While the weapon is drawn and hasn't
While you wield this focus, you lose the 11 dealt any damage yet, you cannot be disarmed.
15 benefit of any darkvision you may have and In addition any ability checks you make which
dim light counts as darkness for you. require the use of both hands are made with
disadvantage.
Whenever you cast a spell using this focus,
16 you must succeed a DC 11 Wisdom saving If you carry any other weapons on your person
throw or gain a form of short-term madness. 12 while you wield this weapon, attacks made with
this weapon are made with disadvantage.
Whenever you cast a spell using this focus,
17 you must succeed on a DC 11 Strength Each time you draw or pickup this weapon you
saving throw or be knocked prone. 13 take 1d6 psychic damage. This damage cannot
be reduced in any way.
Whenever you cast a spell using this focus,
18 you must succeed in a DC 11 Constitution When you use this weapon to attack an enemy
saving throw or become deafened. while you can see another enemy of a higher
14
challenge rating, you have disadvantage on the
Whenever you cast a spell using this focus, attack roll.
19 roll a d20. If you roll a 1, your highest level
remaining spell slot is consumed. This weapon cannot reduce a creature to 0 hit
points. If a damage roll made with the weapon
20 Roll twice on this table. 15 would normally reduce another creature to 0 hit
points, that creature is instead reduced to 1 hit
Cursed Weapon Properties point.
d20 Property When you roll a natural 1 with this weapon, you
are charmed by the enemy you attacked until
When you score a critical hit with this weapon, 16
the end of your next turn. The creature you are
1 it deals 1d12 psychic damage to you. This charmed by is aware of this effect.
damage cannot be reduced in any way.
17 When you attack a creature with a higher
2 After attacking with this weapon for this first
James Introcaso
worldbuilderblog.me