You are on page 1of 4

James Introcaso

worldbuilderblog.me

Cursed Item Properties 1 hour.


While wearing this armor, spells which restore
When giving a magic item (or a non-magical item) to 16
your players, you may choose to add a cursed property hit points only restore half their normal value.
to the item. These cursed properties are in addition to While wearing this armor, each time you are
any other properties the item may already have. To 17 hit with a melee weapon attack, you take 5
give an item a cursed property, first determine if the extra damage of the attack's type.
item is a weapon, armor, spellcasting focus,
consumable magic item, or non-armor wearable item When you are hit with an attack that is a
(such as rings, cloaks, boots, etc.). Then roll or pick a 18 critical hit while wearing this armor, you take
cursed property for the item on the appropriate table. an extra 15 damage of the attack's type.
Cursed Armor Properties When you are hit with an attack that is a
critical hit while wearing this armor, you
19
become paralyzed until the end of your next
d20 Property
turn.
While wearing this armor, ranged weapon
20 Roll twice on this table.
1 attacks have advantage on attack rolls against
you.
While wearing this armor, ranged spell attacks Cursed Consumable Item Properties
2
have advantage on attack rolls against you.
You cannot doff this armor without a remove d20 Property
3
curse spell or similar magic.
When this item is consumed, you must make a
While wearing this armor, creatures of a 1 DC 15 Wisdom saving throw or gain a random
4 specific type (DM's choice) have advantage on form of long-term madness.
attack rolls against you.
When this item is consumed, you teleport 30
While wearing this armor, you are vulnerable 2 feet in a random direction (determined by the
5
to a specific type of damage (DM's choice). DM).
While wearing this armor, you have When this item is consumed, you become
6
disadvantage on Charisma ability checks. 3 vulnerable to bludgeoning, piercing, and
This suit of armor weighs three times as much slashing damage for the next 8 hours.
7
as it normally would. When this item is consumed, you are
While wearing this armor, you have 4 polymorphed (per the spell polymorph) into a
8 disadvantage on Dexterity saving throws challenge rating 1/2 or less beast (DM's choice).
against spell effects. When this item is consumed, one of your sworn
Whenever you are hit with a spell attack while enemies who has lost track of you instantly
5
wearing this armor, roll a d20. If the result is a knows your location and is able to teleport to
9 you.
1, the armor casts fireball (spell save DC 15)
centered on you. When this item is consumed, you gain a
6
Whenever you are hit with a spell attack while random lingering injury.
wearing this armor, roll a d20. If the result is a When this item is consumed, all other
10 1, the armor summons a challenge rating 2 or consumable items of its specific type (e.g. scroll
lower hostile fiend who immediately attacks of fireball, potion of healing) become deadly
the wearer. The specific fiend is up to the DM. 7
poison to you. If you ever consume another of
While wearing this armor, your speed is these items you take 5d10 poison damage and
11 are poisoned for the next hour.
reduced by 10 feet.
While wearing this armor, you have When this item is consumed, you have
12 disadvantage on Constitution saving throws 8 disadvantage on all saving throws for the next
against poison and exhaustion. hour.
While wearing this armor, any creature which When this item is consumed, you have
knows your name and is trained in Arcana can 9 disadvantage on all attack rolls for the next
also determine your exact location as an action hour.
13
if they are on the same plane as you. If they When this item is consumed, attack rolls against
are on a different plane, they learn which 10
you have advantage for the next hour.
plane you are on.
When this item is consumed, you automatically
While wearing this armor, you have 11 fail any Strength and Dexterity ability checks
14
disadvantage on all Strength saving throws. you make for the next hour.
15 While wearing this armor any potions you When this item is consumed, you automatically
drink become a strong alcohol. You gain the 12 fail any Wisdom and Charisma ability checks
effects of the potion, but are also poisoned for you make for the next hour.
James Introcaso
worldbuilderblog.me

When this item is consumed, you must speak encounter.


13
aloud your every thought for the next hour. While wearing this item, opportunity attacks
13
When this item is consumed, you are blinded for made against you have advantage.
14
the next hour. While wearing this item, it costs your entire
When this item is consumed, you are defeaned movement to stand up from prone and moving
15 14
for the next 8 hours. through difficult terrain causes you to move at
When this item is consumed, you fall prone and quarter speed.
16 cannot get up until you make a DC 15 Strength While wearing this item, you gain two extra
15
saving throw as an action. flaws associated with your background.
When this item is consumed, you gain a level of While wearing this item, you have disadvantage
17
exhaustion. on Wisdom (Perception) and (Insight) checks
16
When this item is consumed, you are charmed and your passive Wisdom (Perception) score
18 takes a -5 penalty.
by the creature closest to you for the next hour.
When this item is consumed, you see all While wearing this item, you cannot read, write,
17
19 humanoids as hostile aberrations for the next or use tools.
hour. While wearing this item, you take twice as
18
20 Roll twice on this table. much damage from falling.
While wearing this item, a magic illusion makes
Cursed Non-Armor Wearable Item Properties 19 it appear as if your flesh is rotting and falling
off your body.
d20 Property 20 Roll twice on this table.
While wearing this item you can only read,
1 write, speak, and understand a single language Cursed Spellcasting focus Properties
(DM's choice).
If you wore this item at any point during a d20 Property
combat encounter, after the encounter you must Whenever you cast a spell using this focus,
2
succeed on a DC 15 Wisdom saving throw or 1 you take 1 psychic damage which cannot be
gain a random form of short-term madness. reduced in anyway.
While wearing this item, you have disadvantage Whenever you cast a spell using this focus,
on saving throws against evocation spells, and a 2 roll a d20. If you roll a 1, the focus
3 spellcaster casting an evocation spell as an automatically casts sleep, centered on you.
attack which includes you as the target has Whenever you cast a spell using this focus,
advantage on the attack roll against you. roll a d20. If you roll a 1, the focus
If you are hit by a critical hit while wearing this 3 automatically casts dispel magic on you and
item, make a DC 15 Wisdom saving throw. If every ally within 10 feet and uses your
4 you fail the save you are polymorphed (per statistics to cast the spell.
the polymorph spell) into a random challenge Whenever you cast a spell using this focus,
rating 0 creature for 1 minute (DM's choice). roll a d20. If you roll a 1, the focus
4
While wearing this item, you can only see in automatically casts magic missile at your
5 black and white, all food tastes bland, and all closest ally within range.
music sounds like horrible, grating noise. Whenever you are hit with a specific damage
While wearing this item, you die after only two type (determined by the DM) the focus
6
failed death saving throws. releases a magic shockwave. Creatures
While wearing this item, you have disadvantage 5 within 10 feet of the focus (including you)
7 must succeed a DC 15 Dexterity saving
on all Charisma saving throws.
throw or take 2d6 force damage and are
While wearing this item, you have disadvantage knocked prone.
8
on all Intelligence saving throws.
Creatures of a specific type (determined by
While wearing this item, you have disadvantage the DM) have advantage on saving throws
9 on Wisdom saving throws against enchantment against spell you cast using the focus. You
and illusion spells and similar effects. 6
have disadvantage on spell attacks made
10 While wearing this item, you cannot speak. against the same creature type when using the
focus.
While wearing this item, after every long rest
you gain a new lingering injury. Any old Whenever you cast a spell using this focus,
11 7 roll a d20. If you roll a 1, the focus
lingering injuries you have gained from the item
disappear when a new one is gained this way. automatically casts silence centered on you.
12 While wearing this item, you are considered 8 Whenever you cast a spell using this focus,
surprised during the first round of any combat roll a d20. If you roll a 1, a glob of sticky
James Introcaso
worldbuilderblog.me

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

Strength score than you with this weapon, the


attack roll has disadvantage.
Creatures not native to the Material Plane are
18 drawn to your weapon and wish to claim it for
themselves.
In a combat encounter when all of your enemies
are defeated, if you are carrying this weapon,
you must succeed on a DC 15 Wisdom saving
19 throw or see all conscious allies as hostile
enemies for one minute. You can repeat this
saving throw at the end of your turn, ending the
effect on a success.
20 Roll twice on this table.

You might also like