Cursed Curios - Fifty Cursed Items to Delight Your Players
Cursed Curios describes 50 cursed items for players to find! Need items for your descent into Avernus? Check out Electrum Best Seller Artifacts of Avernus ! What about Eberron? Check out Electrum Best Seller Heirlooms of Eberron ! If you need even more magic items¸ check out The Magical Junk Drawer for over 50 generic items! This download also includes an ink-friendly version with the background image removed. Examples include: Charlatan's Dice Wondrous item¸ uncommon A pair of wooden dice. When rolled¸ the user can magically influence the outcome of either die to be one number higher or lower. Curse: Whenever the user activates the dice's effect¸ their nose grows by 1 centimeter. The first time this happens it takes a DC 20 perception check to notice. The DC to notice the nose growth decreases by 1 each time the dice are activated. Kalathar's Kris Weapon (dagger)¸ rare A +1 dagger. Additionally¸ when the wielder makes either a sneak attack or an attack against an enemy who is unaware of their presence¸ the wielder can activate the kris¸ dealing an additional 2d8 necrotic damage. The dagger can hold a maximum of three charges. Each time the dagger is recharged¸ the necrotic damage dealt increases by 1d8. Curse: The dagger is possessed by the spirit of Kalathar¸ an ancient assassin. He was killed after being betrayed by the Thieves' Guild after he went rogue and attempted to assassinate the king. After a lifetime in the Thieves' Guild¸ Kalathar suffers from paranoid delusions that everyone is part of a plot to kill him (which is why he tried to kill the king). The dagger is recharged by killing targets that Kalathar points out. At first these will be standard bad guys; a bandit¸ a cult leader¸ etc. However¸ the targets will slowly become more morally reprehensible and dangerous as his delusions and conspiracy theories grow¸ eventually calling for the wielder to kill someone very close to them (such as another member of the party). The Sword of A Thousand Truths Weapon (any sword)¸ rare A +1 magical longsword that glows with a radiant blue. Additionally¸ once per day as an action¸ the wielder can cast the spell zone of truth with a DC of 13. Curse: While attuned to the sword¸ the weilder cannot knowingly communicate a lie in any fashion. This includes all types of lies¸ including white lies¸ wearing a disguise¸ forgery¸ lying by omission¸ lying with body language (including through actions such as pointing or shrugging)¸ "technical" truths¸ and misleading statements. The wielder can remain silent. Hero's Armor Armor (any)¸ rare A set of +1 armor. Once per day¸ when an ally of the wearer takes damage that would reduce their hit points to zero¸ the wearer can use their reaction to activate the armor. Activating the armor teleports the wearer in front of their ally and the attack strikes the wearer instead. Curse: The first time this armor is activated it behaves normally. After the first use¸ each time it is used¸ the DM secretly rolls a d20. On an 11 to 20¸ the armor again behaves normally. On a 1 to 10 the curse activates and the wearer hears a gruff voice whisper "So¸ you wanna be a hero?" and for the next minute the armor's effect is activated for every attack against the wearer's allies that the wearer can see. Additionally¸ these attacks are made with advantage. This effect ends when the wearer is incapacitated. Wispy Will-o-Wisp Wondrous item¸ rare This bobbing globule of light floats around its owner's head and emits dim light within 10 feet. Once per day upon making a successful weapon attack¸ the owner can speak the command word and activate the wisp¸ adding 2d6 radiant damage to their attack. Additionally¸ the target of the attack glows brightly and the next attack against it has advantage. Curse: The wisp is actually the spirit of a