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dndcurseditems · 10 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Primordial Earth Heart
Wondrous item, legendary (requires attunement) ___
This crystal-pierced rock is shaped like a heart. It gently pulses while held and is always slightly warmer than body temperature. It is said that the first earth elemental was once a human that joined with such a heart.
As part of attuning to the heart, you must also hold it to your chest. Once you’ve attuned to it, the heart magically sinks into your chest, with its crystals just barely visible above the surface. While attuned to the heart, your skin becomes hard like stone, granting you the effects of the "stoneskin" spell. In addition, while you are not wearing any armor, your Armor Class equals 14 + your Dexterity modifier. You can use a shield and still gain this benefit.
𝙎𝙥𝙚𝙡𝙡𝙨. While attuned to the heart, you can use an action to cast one of the following spells from it (save DC 17): "entangle", "spike growth", or "wall of stone". Each spell manifests as a series of jagged crystals. When a creature other than you enters the area of one of these spells (or within 5 feet of a "wall of stone") for the first time on a turn or starts its turn there, that creature immediately takes 1d4 piercing damage from the jagged crystals. You are immune to the effects of the “entangle" and “spike growth" spells when cast in this way. Once the heart has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
𝘾𝙪𝙧𝙨𝙚. This heart is cursed, and attuning to it extends that curse to you. While cursed, the stone and crystals spread across your body, gradually replacing your flesh with pure rock and crystal over the course of 30 days. After 30 days, you no longer need to breathe, you gain a burrowing speed equal to half your walking speed, and you have tremorsense out to a range of 10 feet. Your weight is also tripled; your swimming speed is reduced to 0 if you have one, and you sink to the bottom of any liquid at a rate of 60 feet per round, at which point you can walk as normal. Only a "wish" spell can end your attunement to the heart and remove the curse, at which point it erupts from your body, landing in a space within 5 feet of you. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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dndcurseditems · 2 years
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🛡 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Scarecrow Armor
Armor (padded), very rare (requires attunement) ___
Stray bits of old straw poke out from the seams and edges of this armor. While wearing it, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This armor doesn’t impose disadvantage on your Dexterity (Stealth) checks while you’re attuned to it.
While wearing the armor, you can spend one Hit Die when the "mending" spell is cast on it to regain hit points. When you do, use the maximum number possible on the Hit Die, add your Constitution modifier, and regain a number of hit points equal to the total. In addition, when you regain hit points from spent Hit Dice while wearing the armor, you can magically reattach a limb you’ve lost by holding it to the place that it was severed from.
𝘾𝙪𝙧𝙨𝙚. This armor is cursed, and attuning to it extends that curse to you. You remain cursed until targeted by the "greater restoration" spell or similar magic. Removing the armor fails to end the curse. While cursed, you are vulnerable to fire damage and your insides are turned to straw. Your physical appearance remains unchanged and you no longer need food or water, but you have a 50 percent chance to lose a limb (at the GM’s option) as part of suffering a critical hit or as the result of dropping to 0 hit points. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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dndcurseditems · 2 years
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Beast Band
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Wild Shape
[Image Description: Beast Band Wondrous Item, Very Rare (requires attunement)
A band of leather with threads woven into geometric shapes (the cubes are blue).
The attuned gains one use of Wild Shape (use the character's total level to determine available beast shapes if not a druid). If the attuned remains in the wild shape form for more than two hours, that form becomes their normal form permanently. Whenever they wild shape, they can only adopt their original humanoid form.
Removal: Greater Restoration or Wish will restore the attuned's original humanoid form.]
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dndcurseditems · 2 years
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The Ward
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Death Ward
[Image Description: The Ward Wonderous Item, Uncommon (requires attunement)
A light shield made of bone, wood, and metal.The attuned can cast Death Ward with the shield once per day. 
Once attuned, the shield cannot be unattuned. The attuned is unable to kill any living creature (cannot drop a creature below 1 HP, cannot directly cause death saving throws).
Removal: Remove Curse to unattune.
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dndcurseditems · 2 years
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Ring of Magic Sense
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Detect Magic
[Image Description: Ring of Magic Sense Ring, Uncommon
A dark gray metal ring with an empty crystal bauble.
The wearer is able to sense magical auras around them, as if constantly under the Detect Magic spell.
Once equipped, the ring cannot be unequipped. While wearing the ring, the wearer has Disadvantage on saves against magical spells and effects.
Removal: Remove Curse to unequip.
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dndcurseditems · 2 years
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big brain time
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dndcurseditems · 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Mark of the Everglacier Monarch
Wondrous item, legendary (requires attunement by a spellcaster) ___
This wide necklace is adorned with forever-cold icicles that hang from it. While wearing the necklace, your skin develops a resilient layer of frost, granting you immunity to cold damage and resistance to slashing damage. When you cast a spell that deals either acid, fire, lightning, poison, or thunder damage, you can choose to change the spell’s damage type to cold instead. When you deal 35 or more cold damage to a creature with a single spell, that creature must also make a DC 15 Constitution saving throw. On a failed save, the creature is restrained by ice and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for 1 hour. If a restrained or petrified creature takes 10 or more fire damage (ignoring resistance and immunity), the effect ends early.
𝘾𝙪𝙧𝙨𝙚. This necklace is cursed, and attuning to it extends that curse to you until you’re targeted by a "greater restoration" spell or similar magic. Removing the necklace fails to end the curse. While cursed, your icy skin can splinter painfully when hit in certain ways: you are vulnerable to bludgeoning damage. If you die while cursed in this way, your body shatters into icy shrapnel. Each creature within 30 feet of you must make a DC 15 Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Your body leaves behind only a shimmering pile of snow-like dust, and you can only be brought back to life with a "resurrection", "true resurrection", or "wish" spell. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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dndcurseditems · 2 years
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dndcurseditems · 2 years
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Mood Earring
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Detect Thoughts, Calm Emotions
[Image Description: Mood Earring Wondrous Item, Uncommon
A simple, silver-colored ring that clips onto the ear.
While wearing the earring, gain Advantage on Insight checks. Once per short rest, the wearer can use the earring to cast Detect Thoughts (DC 13). Once per long rest, the wearer can use the earring to cast Calm Emotions (DC 13).
Once equipped, the earring cannot be unequipped. The earring and the wearer's eyes will change color depending on their mood. Creatures have Advantage on Insight checks against the wearer.
A table of Color and matching Mood: Black = Overworked, sleepy Gray = Stressed, strained Amber = Unsettled, nervous Yellow = Unhappy, anxious Green = Active, alert Blue = Relaxed, calm Purple = Energetic, excited Pink = Romantic, amorous Red = Agitated, angry
Removal: Remove Curse to unequip the earring.]
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dndcurseditems · 2 years
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Circadian Diadem
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[Image Description: Circadian Diadem Wondrous Item, Uncommon
A simple diadem of twined glass and aluminum.
The diadem has 7 charges and regains 1D6 charges at dawn. The wearer can spend 7 charges at the beginning of a long rest to reduce the required rest time to 1 hour. They can spend 4 charges at the beginning of a short rest to reduce the rest time to 10 minutes.
After equipping, the diadem can't be unequipped. Whenever the wearer takes a short rest and doesn't spend charges, they roll 1D100+10; the result is how many minutes they require to complete the short rest. For long rests taken without spent charges, they roll 2D6+1; the combined result is how many hours are required for them to complete the long rest.
Removal: Remove Curse to unequip.]
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dndcurseditems · 2 years
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Merry Bauble
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[Image Description: Merry Bauble Wondrous Item, Uncommon
An unpolished, simple gold earring.
While wearing this earring, gain Advantage on Deception and Persuasion checks. When the wearer is exposed to water, they grow gills and webbing between their toes and fingers. The webbing gives them a Swim Speed equal to their Walking Speed. The gills allow them to breathe air and water. These changes fade after 10 minutes without water exposure.
The earring cannot be removed once equipped. Whenever the wearer has webbing, they have Disadvantage on Sleight of Hand checks. Whenever they have gills, they require double the amount of water intake. If the wearer is continuously exposed to water for 1 hour, they will grow scales (the color of their flesh). While they are scaled, their Swim Speed increases by 10' and they have Vulnerability to Fire damage. The scales will fade after 1 hour without water exposure. If exposed to water continuously for 4 hours, the gills, webbing, and scales will not fade. Note: Any contact with external water incites the changes (drinking water, rain, bathing, spit, etc).
Removal: Remove Curse to remove the earring. If the physical changes will not fade outside of water, Greater Restoration to undo the changes.]
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dndcurseditems · 2 years
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Bone of Truth
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Zone of Truth
[Image Description: Bone of Truth Weapon (Club), Uncommon (requires attunement)
A bone-shaped club, reminiscent of a femur.
On successful hits, the Bone does 2D4 bludgeoning damage and an additional 1D4 Radiant damage if the target is undead. If a target takes damage from the Bone, it must succeed on a DC 13 CHA or be unable to speak a lie for 10 minutes (as if under Zone of Truth).
Once attuned, the weapon cannot be unattuned. The attuned cannot speak a lie, as if under Zone of Truth.
Removal: Remove Curse to unattune.]
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dndcurseditems · 2 years
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The Voice Box
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Message, Tongues
[Image Description: The Voice Box Wondrous Item, Rare (requires attunement)
A 1 cm cube of smoky quartz, secured onto a silk choker.
While attuned and wearing the necklace, the attuned has Advantage on all Charisma skill checks and can use the Box to cast Message (without barrier restrictions) and once per short rest Tongues (only able to target the Box). The Box is Immune to Silence.
If the necklace is not currently attuned to a creature, it will attune as soon as it is equipped. While attuned, the Box will glow faintly, it cannot be unattuned, and the attuned's voice now resides with the Box (leaving them mute). As long as the attuned is within 30' of the Box and conscious, they can speak through it (the attuned does not need to move their mouth or breathe to do so). If another sentient creature wears the necklace and succeeds on a contested WIS save, they can control the Box and speak with the attuned's voice for 10 minutes (during which the attuned cannot). If the attuned remains more than 30' away from the Box for 3 days, the Box will unattune and the current voice will leave the Box. The previously-attuned will remain mute.
Removal: Remove Curse to unattune. Greater Restoration or Wish if their voice is gone.]
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dndcurseditems · 2 years
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Time Scratch
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Time Stop
[Image Description: Time Scratch Wondrous Item, Legendary
An intricate, 3" diameter sphere of rare metal wires that is reminiscent of an astrolabe, compass, and model of the planets all at the same time.
The item has 9 charges and regains 1D8+1 charges at dawn. The item can be used to cast Time Scratch (Action, costs 9 charges): Cast Time Stop, except that the caster can effect other creatures and objects. After the caster completes their actions, but before the spell ends, they roll a D100. The result is now their age (scale accordingly for races with greater/less age expectancy to humans).
The following is a table depicting the roll result (age) and the effects:
0 =Die of fetus. 1-5 = Retain all racial attributes (ability score bonuses, languages, etc). All stats <=10. Lose: all proficienies, backgrounds, feats, class levels, memories older than X years ago (X=age). 6-19 = Advantage on STR and DEX skill checks. Lose all backgrounds (including proficiencies). Disadvantage on INT Knowledge skill checks. 20-59 = No stats change. 60-69 = Advantage on WIS skill checks. Disadvantage on STR skill checks. 70-79 = INT and WIS +1. STR and DEX -1. 80-89 = INT and WIS +2. STR and DEX -2. Disadvantage on all DEX, STR, and CON skill/ability checks. 90-98 = INT and WIS +1. STR and DEX -3. CON and CHA -2. Disadvantage on all skill/ability checks. 99 = Die of old age.
Note on de-aging: the caster reverts to the physical state they were at that age (can effectively undo injuries).
Removal: Greater Restoration or Wish will revert the caster to their age right before casting the spell. If the caster has used the item multiple times, they revert back to the age state from the most recent casting (multiple restoration goes back to each previous Time Scratch usage).]
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dndcurseditems · 2 years
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Keen Ring
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[Image Description: Keen Ring Ring, Uncommon (require attunement)
When attuned, gain proficiency in Perception. If already proficiency, double the proficiency bonus.   Once attuned, the ring cannot be unattuned. At the end of each long rest, the attuned rolls 1D6 and gains a Keen Sense depending on the result (Advantage on Perception checks with that sense):
1-2  = Smell, 3-4 = Hearing, 5-6 = Sight.
The other two senses become dulled and the attuned has Disadvantage on Perception checks using those senses.
Removal: Remove Curse to unattune.]
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dndcurseditems · 2 years
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Articulate Animal Amulet
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Speak with Animals, Animal Friendship
[Image Description: Articulate Animal Amulet Wonderous Item, Uncommon (requires attunement)
A wooden carving of a starling attacked to a chain.While attuned, the wearer is always under effect of Speak with Animals. Once per long rest, they can use the amulet to cast Animal Friendship (DC 13 WIS).
Once attuned, the item cannot be removed. The attuned has a 25% chance that the next thing they say will be in animal speech.
Removal: Lesser Restoration or Remove Curse to unattune.]
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dndcurseditems · 2 years
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Feigning Rod
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Feign Death
[Image Description: Feigning Rod Rod, Rare
A 6" rod that looks like a thin bone.
While holding this rod, a creature can use an action to activate it. Upon activation, the rod casts Feign Death on the activator.Whenever the rod is activated, the activator makes a DC 13 Wisdom saving throw. On failure, the appearance of death permanently overtakes them. All of their flesh, muscles, organs, etc become invisible, leaing only the skeleton visible.
Removal: Remove Curse or Greater Restoration will restore visibility.]
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