Hexlord
A Hexlord has immersed themselves in the art of casting and crafting curses. They use Hexes, Jinxes, and Curses to frustrate, irritate, and undermine all who face them. They can manipulate curses and negative energy to fuel their power. A Hexlord tends to hate being under the thrall of others and values their freedom above all. The origin of most Hexlords is a bitter hatred of an individual that leads them to seek out forbidden ways to harm them. Their path of revenge leads them to Beshaba, goddess of misfortune who teaches them Hexspeech in exchange for abiding by her rules.
They use Hexspeech to inflict torment on others as they sign a series of symbols with their hands to invoke ill luck, negative forces, and pure evil. A Hexlord’s Hex Tools are an incredibly important way they manage their powers and protect themselves from others who use the same tactics. As they grow in experience they seek out sources of power until they find their Origin Curse that fuels their knowledge and ability.
Hexlords do not necessarily seek out adventure or companions but the nature of their power is highly antagonistic leading them to be in hot water more often than not. Given time a Hexlord may cease to see their adventuring companions as allies instead of liabilities. That does not mean that a Hexlord would hand out their given name which is a Hexlord’s most important possession. A Hexlord lives behind layers of deception in order to protect their given name given its power to be used in curses and hexes.
Quick Build
You can make a Hexlord quickly by following these suggestions. First, DEX should be your highest ability score, followed by INT. Second, choose the Charlatan Background.
Class Features
Hit Points
Hit Dice: 1D8 per Hexlord level
At 1st level: 6 + Your CON Modifier
At higher levels: 1D6 or 4 if lower than 4, + CON Modifier
Proficiencies
- Armor
- Light
- Weapons
- Simple Weapons, Cat’O’Nine, Flail, Throwing Dagger, Twinblade, Whip, Shuriken
- Tools
- Painter’s Supplies
- Saving Throws
- DEX, INT
- Skills
- Choose three from: Acrobatics, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, Sleight of Hand, Stealth, or Survival
- Spellcasting
- DEX
Starting Equipment
- 1. (a) padded armor or (b) laminated wood armor
- 2. (a) a whip or (b) one simple weapon
- 3. (a) 2 throwing daggers or (b) 4 shuriken
- 4. (a) a burglar’s pack or (b) an entertainer’s pack
- 5. component pouch
Hexlord Table
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
| 2nd | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
| 3rd | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Spellcasting
DEX is your spellcasting ability for your Hexlordspells. Your magic comes from your ability to use Hexspeach and your great knowledge of dark arts. You use your DEX whenever a spell refers to your spellcasting ability. In addition, you use your DEX modifier when setting the saving throw DC for a Hexlord spell you cast and when making an attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your DEX modifier
Spell attack modifier = your Proficiency Bonus + your DEX modifier
When you gain a level in this class, you can choose one of the Hexlord spells you know and replace it with another spell from the Hexlord spell list, which also must be of a level for which you have spell slots.
Ritual Casting
You can cast a Hexlord spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Rules of Beshaba
The goddess of misfortune Beshaba governs Jinxes, Hexes, and Curses, for those who seek out the power of Hexspeech must abide by her rules. The rules are as follows:
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Those who inflict misfortune should expect misfortune.
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Those who possess another’s given name, personal item, or piece of their body hold the other’s life in their hands.
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Those who wield Hexspeech wield a double edged sword.
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Those who curse someone digs two graves.
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Those who create a cursed item cannot divulge the nature of the curse.
Hexspeech
You know Hexspeech from communing with Beshaba. Hexspeech is a form of sign language that involves hand gestures both simple and complicated and both subtle and attention grabbing. The main gesture used is making a claw with the fingers. It can be used in a shorthand form to communicate with those who know Hexspeech such as most Hags, Devils, and Demons and a few Fey, Undead, and Dragons. A Hexlord uses Hexspeech to cast spells so the use of one or more hands is required to cast spells unless the spell specifically states otherwise (Does not include ‘S’ under components).
Hex Tools
You built your own set of Hex Tools that are unique to you. You are proficient with only your Hex Tools and no other Hex Tools. With Hex Tools on hand you can craft many items that can curse and ward against bad luck. Make the following choices to create your Hex Tools:
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1: magical contract with Beshaba that cannot be destroyed or leave your possession.
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2: (a) a plain leather satchel or (b) a simple wooden chest with a rusty latch or (c) a nondescript canvas briefcase.
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3: (a) a canteen of holy water or (b) a canteen of dead man’s blood
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4: (a) a bag of salt, a bag of iron flakes, a chunk of unshaped obsidian or (b) a bag of pepper, a bag of silver flakes, a chunk of bone from an unknown source.
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5: five pieces of chalk, a mirror, one foot of hair from an unknown source, a bag of ash, a bag of dirt taken from a crossroads, and five coins from a fallen civilization.
Basic Jinxes
Jinxes are the lightest form of misfortune you can call upon your enemies. They resolve once the condition is addressed and are more annoying than anything. You can use an action to Jinx a target you can see within 60 ft of you, forcing them to make a CHA saving throw DC equal to your spell save DC and on a failed save they are Jinxed. If you know the target of the Jinxes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, you can choose which Jinx you place on them and they automatically fail the saving throw (The same applies to you if someone has your name, personal item, or piece of your body). Otherwise roll on the Basic Jinx table.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1). You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Basic Jinx Table
| 1D100 | Basic Jinx |
|---|---|
| 1-2 | Misplace Jinx: The target of the Jinx will lose one random item of theirs the next time they go to retrieve or pick up an item. Unless the item they go to retrieve is the one chosen they are unaware it is lost. Roll 1D4: 1- The item is an inconsequential item. 2- The item is a somewhat important item that is not directly relevant. 3- The item is a relatively important item that is not directly relevant. 4- The item is one on their direct person. |
| 3-4 | Clumsy Fingers Jinx: The target of the Jinx must make a DEX saving throw DC equal to your spell save DC and on a failed save, drops one of the least important items on their person. |
| 5-6 | Tripping Jinx: The target of the Jinx falls Prone the next time they attempt to jump. |
| 7-8 | Transportation Jinx: The target of the Jinx is delayed the next time they attempt to travel to a new location. Roll 1D4: 1- The target is delayed 1D4 minutes. 2- The target is delayed 2D4 minutes. 3- The target is delayed 3D4 minutes. 4- The target is delayed 4D4 minutes. |
| 9-10 | Weather Jinx: The target of the Jinx experiences a mishap with the weather the next day. Roll 1D4: 1- A light rain catches them without an umbrella. 2- The weather is chilly and they are underdressed. 3- There is a persistent breeze that messes with their hair or any papers on their person. 4- The paths they take are slightly muddy or dusty and they are wearing nice footwear. |
| 11-12 | Writing Jinx: The target of the Jinx has trouble writing. The next thing they write contains a small grammar or spelling error. |
| 13-14 | Recipient Jinx: The target of the Jinx has their next written correspondence misplaced, it is simply lost. |
| 15-16 | Schedule Jinx: The target of the Jinx forgets one upcoming date within the next year. |
| 17-18 | Meeting Jinx: The target of the Jinx mixes up the location of a meeting within the next year. |
| 19-20 | Dishonest Jinx: The target of the Jinx makes a white lie the next time they try to be honest. |
| 21-22 | Name Jinx: The target of the Jinx forgets the name of the next person they meet. |
| 23-24 | Distraction Jinx: The target of the Jinx becomes distracted and has a 1D4 penalty to their next D20 test. |
| 25-26 | Oversharing Jinx: The target of the Jinx shares meaningless information the next time they attempt to explain something. |
| 27-28 | Monologing Jinx: The target of the Jinx shares one random thought on their mind the next time they open their mouth. |
| 29-30 | Bragging Jinx: The target of the Jinx brags about one made up achievement the next time they are talking about themselves. |
| 31-32 | Assumption Jinx: The target of the Jinx assumes something that may or may not be incorrect about the next person they meet such as their gender, race, or culture. |
| 33-34 | Wardrobe Jinx: The target of the Jinx has a piece of their wardrobe malfunction in a small way such as a shoelace becoming untied, a necktie being the wrong length, or a button coming undone. |
| 35-36 | Insensitivity Jinx: The target of the Jinx says something mildly rude the next time they talk to someone. |
| 37-38 | “Boss” Jinx: The target of the Jinx refers to the next person whose name they wish to call by the name of their boss or someone they respect or a title. |
| 39-40 | Minorly Ill Jinx: The target of the Jinx experiences minor discomfort such as an upset stomach or dry eye giving them a 1D4 penalty to their next saving throw. |
| 41-42 | Tired Jinx: The target of the Jinx has minor issues sleeping the next time they attempt to rest. |
| 43-44 | Pet Peeve Jinx: The target of the Jinx encounters a slight pet peeve of theirs within the next 24 hours. |
| 45-46 | Objective Jinx: The target of the Jinx experiences a slight setback to one goal of almost no importance such as eating dessert when trying to diet the next time they attempt their goal. |
| 47-48 | Stubbed Jinx: The target of the Jinx stubs a random appendage slightly leading it to sting slightly the next time they attempt to use the appendage selected. 1- Finger 2- Toe 3- Shin 4- Funny Bone |
| 49-50 | Spill Jinx: The target of the Jinx spills a bit of the next drink they try to drink. |
| 51-52 | Purchase Jinx: The target of the Jinx makes a small bad purchase the next time they spend money (3 SP or less). |
| 53-54 | Eye Jinx: The target of the Jinx gets an eyelash stuck in their eye within the next 24 hours. |
| 55-56 | Dining Jinx: The target of the Jinx eats/drinks messily causing a stain on a part of their clothes the next time they eat or drink. |
| 57-58 | Slippery Jinx: The target of the Jinx loses traction at an inopportune time. The next time the target tries to jump it must make a DEX saving throw DC equal to your spell save DC and on a failed save falls Prone. |
| 59-60 | Order Jinx: The target of the Jinx orders something like their intended order the next time they order food or drink. |
| 61-62 | Gross Jinx: The target of the Jinx finds a hair or something similarly offputting in their next meal or drink. |
| 63-64 | Bad Deal Jinx: The target of the Jinx makes a slightly less than ideal deal the next time they make a business transaction or social agreement. For example, agreeing to work overtime when applying for a job after not reading the fine print. |
| 65-66 | Loop Jinx: The target of the Jinx has a song stuck in their head and is unable to recall its title for at least one hour. |
| 67-68 | Temperature Jinx: The target of the Jinx feels too hot for long sleeves but too cold for short sleeves. |
| 69-70 | Accident Jinx: The target of the Jinx has a minor accident within the next day such as biting a fork while eating. |
| 71-72 | Impulse Jinx: The target of the Jinx has their impulse control undermined. The target lets a small impulse loose such as stroking someone’s hair they thought was pretty. |
| 73-74 | Bright Jinx: The target of the Jinx has a bright light shone in their face like sunlight glinting off a blade. The target must make a CON saving throw DC equal to your spell save DC and on a failed save has disadvantage on sight related checks and attacks for one turn. |
| 75-76 | Misremember Jinx: The target of the Jinx has a momentary lapse of thought. The target misremembers one relatively unimportant fact when trying to recall it such as how much of an ingredient they have at home. |
| 77-78 | Hiccup Jinx: The target of the Jinx is afflicted with hiccups forcing them to make a CON saving throw DC equal to your spell save DC and on a failed save hiccup for the next 1D4 rounds and cannot cast spells with the Verbal (V) component. |
| 79-80 | Crawling Sensation Jinx: The target of the Jinx feels like a bug is crawling on their body and must either succeed a Perception check DC equal to your spell save DC or use one action to check the body part. Otherwise they have disadvantage on D20 tests until they succeed the check or physically check. |
| 81-82 | Hair in Mouth Jinx: The target of the Jinx feels a hair in their mouth the next time they try to speak or eat. The target must succeed a WIS saving throw and on a failed save use their bonus action to take the hair out. |
| 83-84 | Cursed Knowledge Jinx: The target of the Jinx has the unholy trinity of manual breathing, manual blinking, and feeling where their tongue is in their mouth. The target has a 1D4 penalty to D20 tests for one minute. |
| 85-86 | Itchy Jinx: The target of the Jinx feels an itching sensation somewhere on their body. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save must use their bonus action for the next 1D4 turns to itch. |
| 87-88 | Clumsy Jinx: The target of the Jinx loses coordination and becomes a bit clumsy. The target has a minor mishap such as knocking over a bottle and having it fall into someone's lap. |
| 89-90 | Romance Jinx: The target has the most petty of Jinxes on them. The target cannot meet the gaze of the object of their affection the next time they meet. |
| 91-92 | Lost Jinx: The target of the Jinx loses their sense of direction and has disadvantage on Survival checks to determine their orientation for one hour. |
| 93-94 | Recall Jinx: The target of the Jinx recalls a cringy memory and must make an INT saving throw DC equal to your spell save DC and on a failed save automatically fails CHA based checks for one minute as they become preoccupied. |
| 95-96 | Paranoia Jinx: The target of the Jinx thinks they see something move out of the corner of their eye. The target uses their bonus action to make a Perception check. |
| 97-98 | Numb Jinx: The target of the Jinx sits funny the next time they take a seat and their leg goes numb for one minute after standing, giving them disadvantage on DEX saving throws and a -5 ft penalty to movement. |
| 99-00 | Ringing Jinx: The target of the Jinx has their ears begin the ring for one minute imposing a 1D4 penalty to checks that rely on hearing. |
Malice Sense
Having been forged and molded by malice and vengeance. You can use an action to activate your Malice Sense and until the end of your next turn, you can sense creatures within 60 ft of you that have feelings of malice or an intent to harm or kill you. You can sense their direction and distance from you regardless if they are visible or not. If the feelings and intent are directed abstractly towards you such as; at a group you are a part of or towards a cause you are supporting it does not apply for this feature.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Create Cursed/Warding Item
Your skills crafting along with your knowledge have allowed you to create many vessels for curses as well as items that can ward off threats. You channel the curse or ward via a ritual and it forms a suitable vessel for it. When you gain this feature choose four recipes to learn from the Cursed/Warding Item Recipe table. Whenever you gain a Hexlord level you can replace one of the recipes you know with a new recipe for which you qualify.
When you finish a Long or Short Rest you can create one or two different Cursed/Warding items if you have Hex Tools on hand. Each item is based on one of the recipes you know for this feature. If you create an item that requires Attunement you can attune yourself to the item instantly or if you decide to attune to it later you must do so using the normal process for Attunement. You are aware if the item has a curse but are unable to share the nature of the curse.
The number of Cursed/Warding items you can create at a time increases as you gain Hexlord levels. You can’t have more Cursed/Warding items from this feature than shown in the Cursed/Warding Items column of Cursed/Warding Item Recipe Table. If you try to exceed the number of items for this feature, the oldest item vanishes, and the new item appears.
Cursed/Warding items created by this feature functions as described in the Cursed/Warding Item Recipes section. If you replace a recipe you know with a new recipe, any Cursed/Warding items created with the replaced recipe immediately vanishes. If an item you created with this feature is a container, such as a Faulty Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space. Even if an item’s curse is removed it still counts towards the number of Cursed/Warding items you can have unless specified.
Cursed/Warding Item Recipe Table
| Level | Recipes Known | Cursed/Warding Items |
|---|---|---|
| 1st | - | - |
| 2nd | 4 | 2 |
| 3rd | 4 | 2 |
| 4th | 4 | 2 |
| 5th | 4 | 2 |
| 6th | 5 | 3 |
| 7th | 5 | 3 |
| 8th | 5 | 3 |
| 9th | 5 | 3 |
| 10th | 6 | 4 |
| 11th | 6 | 4 |
| 12th | 6 | 4 |
| 13th | 6 | 4 |
| 14th | 7 | 5 |
| 15th | 7 | 5 |
| 16th | 7 | 5 |
| 17th | 7 | 5 |
| 18th | 8 | 6 |
| 19th | 8 | 6 |
| 20th | 8 | 6 |
Origin Curse
A variety or method of curse has become your bread and butter and captured your attention and soul. As you practice it and learn it, you grow in power and specialize in new ways. Your skills with the type of Origin Curse you manipulate grants you features at levels 3, 6, 10, and 14.
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Cursed Blood
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Cursed Item
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Demonic
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Devilish
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Domain Curse
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Draconic
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Duplicious
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Fey
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Hag
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Lycantropic
Detect Curse
You are skilled at detecting curses on individuals or items. You can cast the spells Identify and Detect Evil and Good once each per long rest without expending a spell slot. The spell cast this way also identifies if an item or person is under the influence of a curse. You learn the nature of the curse such as if the item causes recklessness if it is a Sword of Vengeance or if the person is a Werewolf under the curse of lycanthropy.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, you can choose a Feat. See the list of Feats in Game Rules .
Potent Jinxes
You know more powerful Jinxes. You can use an action to Jinx a target you can see within 60 ft of you, forcing them to make a CHA saving throw DC equal to your spell save DC and on a failed save they are Jinxed. If you know the target of the Jinxes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, you can choose which Jinx you place on them and they automatically fail the saving throw. Otherwise roll on the Potent Jinx table.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1). You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Potent Jinx Table
| 1D100 | Potent Jinx |
|---|---|
| 1-2 | Misplace Jinx: The target of the Jinx will lose one random item of theirs the next time they go to retrieve or pick up an item. Unless the item they go to retrieve is the one chosen they are unaware it is lost. Roll 1D4: 1- The item is an inconsequential item. 2- The item is a somewhat important item that is somewhat relevant. 3- The item is a relatively important item that is somewhat relevant. 4- The item is one on their direct person. |
| 3-4 | Clumsy Fingers Jinx: The target of the Jinx must make a DEX saving throw DC equal to your spell save DC and on a failed save, drops one random item in their person. |
| 5-6 | Tripping Jinx: The target of the Jinx falls Prone the next time they attempt to make an Athletics or Acrobatics check. |
| 7-8 | Transportation Jinx: The target of the Jinx is delayed the next time they attempt to travel to a new location. Roll 1D4: 1- The target is delayed 3D4 minutes. 2- The target is delayed 4D4 minutes. 3- The target is delayed 4D4 minutes. 4- The target is delayed 2D4 x ten minutes. |
| 9-10 | Weather Jinx: The target of the Jinx experiences a mishap with the weather the next day. Roll 1D4: 1- An average rainstorm catches them without an umbrella. 2- The weather is cold and they are underdressed. 3- There is a persistent, strong breeze that messes with them. 4- The paths they take are fairly muddy or dusty and they are wearing nice footwear. |
| 11-12 | Writing Jinx: The target of the Jinx has trouble writing. The next thing they write contains a fairly obvious grammar or spelling error. |
| 13-14 | Recipient Jinx: The target of the Jinx has their next written correspondence misplaced, it is delivered to a random target. |
| 15-16 | Schedule Jinx: The target of the Jinx forgets one upcoming date within the next six months. |
| 17-18 | Meeting Jinx: The target of the Jinx mixes up the location of a meeting within the next six months. |
| 19-20 | Dishonest Jinx: The target of the Jinx makes up an achievement the next time they try to be honest. |
| 21-22 | Name Jinx: The target of the Jinx mishears the name of the next person they meet. |
| 23-24 | Distraction Jinx: The target of the Jinx becomes distracted and has a 1D6 penalty to their next D20 test. |
| 25-26 | Oversharing Jinx: The target of the Jinx shares embarrassing information the next time they attempt to explain something. |
| 27-28 | Monologing Jinx: The target of the Jinx shares one somewhat relevant thought on their mind the next time they open their mouth. |
| 29-30 | Bragging Jinx: The target of the Jinx brags about one irrelevant achievement the next time they are talking about themselves. |
| 31-32 | Assumption Jinx: The target of the Jinx assumes something that may or may not be mildly offensive about the next person they meet such as a stereotype, religious belief, or cultural practice. |
| 33-34 | Wardrobe Jinx: The target of the Jinx has a piece of their wardrobe malfunction in a minor way such as the fly of pants being undone, the slit of a dress sliding around, or glasses falling down to the tip of their nose. |
| 35-36 | Insensitivity Jinx: The target of the Jinx says something rude the next time they talk to someone. |
| 37-38 | “Mom” Jinx: The target of the Jinx refers to the next person whose name they wish to call by the word they use to address their mother. |
| 39-40 | Minorly Ill Jinx: The target of the Jinx experiences a small source of discomfort such as a toothache or urge to use the bathroom giving them a 1D6 penalty on their next saving throw. |
| 41-42 | Tired Jinx: The target of the Jinx has issues sleeping the next time they attempt to rest, giving them a 1D4 penalty to WIS, CHA, or INT based skill checks. |
| 43-44 | Pet Peeve Jinx: The target of the Jinx encounters a minor pet peeve of theirs within the next 12 hours. |
| 45-46 | Objective Jinx: The target of the Jinx experiences a minor setback to one goal of middling importance such as arriving late to a meeting the next time they attempt their goal. |
| 47-48 | Stubbed Jinx: The target of the Jinx stubs a random appendage slightly leading it to sting a lot the next time they attempt to use the appendage selected. 1- Finger 2- Toe 3- Shin 4- Funny Bone |
| 49-50 | Spill Jinx: The target of the Jinx spills a lot of the next drink they try to drink. |
| 51-52 | Purchase Jinx: The target of the Jinx makes a medium bad purchase the next time they spend money (5 SP or less). |
| 53-54 | Eye Jinx: The target of the Jinx accidentally rubs dust in their eye within the next 24 hours. |
| 55-56 | Dining Jinx: The target of the Jinx eats/drinks with their mouth open or a similar dining faux pas the next time they eat or drink. |
| 57-58 | Slippery Jinx: The target of the Jinx loses traction at an inopportune time. The next time the target tries to make an Acrobatics or Athletics check it must make a DEX saving throw DC equal to your spell save DC and on a failed save falls Prone. |
| 59-60 | Order Jinx: The target of the Jinx orders something adjacent to their intended order the next time they order food or drink. |
| 61-62 | Gross Jinx: The target of the Jinx finds a fly or something similarly offputting in their next meal or drink. |
| 63-64 | Bad Deal Jinx: The target of the Jinx makes a less than ideal deal the next time they make a business transaction or social agreement. For example, buying an item for slightly more than its market price. |
| 65-66 | Loop Jinx: The target of the Jinx has a song stuck in their head and is unable to recall its title for at least half a day. |
| 67-68 | Temperature Jinx: The target of the Jinx feels too hot for hot food and too cold for a frozen treat. |
| 69-70 | Accident Jinx: The target of the Jinx has a minor accident within the next 12 hours such as stepping on something sharp. |
| 71-72 | Impulse Jinx: The target of the Jinx has their impulse control undermined. The target lets a minor impulse loose such as shadow boxing at a person they dislike. |
| 73-74 | Bright Jinx: The target of the Jinx has a bright light shone in their face like sunlight glinting off a blade. The target must make a CON saving throw DC equal to your spell save DC and on a failed save has disadvantage on sight related checks and attacks for two turns. |
| 75-76 | Misremember Jinx: The target of the Jinx has a momentary lapse of thought. The target misremembers one fairly unimportant fact when trying to recall it such as if they left the hearth flame alight when they left. |
| 77-78 | Hiccup Jinx: The target of the Jinx is afflicted with hiccups forcing them to make a CON saving throw DC equal to your spell save DC and on a failed save hiccup for the next 1D4 +1 rounds and cannot cast spells with the Verbal (V) component. |
| 79-80 | Crawling Sensation Jinx: The target of the Jinx feels like a bug is crawling on their body and must either succeed a Perception check DC equal to your spell save DC or use one action to check the body part. On a failed save of 5 or more they waste one round flailing about and can only take one attack if they can attack more than once and cannot take reactions. Otherwise they have disadvantage on D20 tests until they succeed the check or physically check. |
| 81-82 | Hair in Mouth Jinx: The target of the Jinx feels a hair in their mouth the next time they try to speak or eat. The target must succeed a WIS saving throw and on a failed save use their reaction to take the hair out. |
| 83-84 | Cursed Knowledge Jinx: The target of the Jinx has the unholy trinity of manual breathing, manual blinking, and feeling where their tongue is in their mouth. The target has a 1D4 penalty to D20 tests for ten minutes. |
| 85-86 | Itchy Jinx: The target of the Jinx feels an itching sensation somewhere on their body. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save must use their bonus action for the next 2D4 turns to itch. |
| 87-88 | Clumsy Jinx: The target of the Jinx loses coordination and becomes fairly clumsy. The target has a small mishap such as accidentally tripping someone within 5 ft of them. |
| 89-90 | Romance Jinx: The target has the most petty of Jinxes on them. The target becomes tongue tied around the object of their affection the next time they meet. |
| 91-92 | Lost Jinx: The target of the Jinx loses their sense of direction and has disadvantage on Survival checks to determine their orientation for six hours. |
| 93-94 | Recall Jinx: The target of the Jinx recalls an embarrassing memory and must make an INT saving throw DC equal to your spell save DC and on a failed save automatically fails CHA based checks for five minutes as they become preoccupied. |
| 95-96 | Paranoia Jinx: The target of the Jinx thinks they see something move out of the corner of their eye. The target uses 5 ft of movement and their bonus action to make a Perception check. |
| 97-98 | Numb Jinx: The target of the Jinx sits funny the next time they take a seat and their leg goes numb for one minute after standing, giving them disadvantage on DEX saving throws and a -10 ft penalty to movement. |
| 99-00 | Ringing Jinx: The target of the Jinx has their ears begin the ring for one minute imposing a 1D6 penalty to checks that rely on hearing. |
Basic Hexes
Hexes are a weighty form of misfortune you can call upon your enemies. They resolve the completion of a ritual and can be very harmful. As long as you have Hex Tools on hand, you can spend the specified time performing the ritual and upon completion the Hex resolves. If you know the target of the Hexes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Hex (The same applies to you if someone has your name, personal item, or piece of your body). You can use this feature once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Basic Hex- Hexed Candlemaking
Hexed Candles are among the most basic forms of Hexes. You can use your Basic Hexes feature while your Hex Tools are on hand to craft a Hexed Candle. The components of the Hexed Candle depend on the ingredients used and determine the color of the candle while lit. The basic types of Hexed Candles are targeted, gifted, and area of effect. Targeted Hexed Candles are tallow candles made from fat and target a specific individual over a distance and are the most potent. Gifted Hexed Candles are made with wax and can either be gifted as a good or evil gift and their effect does not take place until the gift’s recipient lights the candle. A good gift can be put out at any point and an evil gift cannot be put out by the recipient of the gift. Area of effect Hexed Candles are simple candles made with a wick and a pool of oil and affect all targets not specified during its crafting within its range.
As long as you have your Hex Tools and the crafting materials on hand you can craft one Hexed Candle after two hours of work. After a Hexed Candle has burned to its full duration it consumes all parts of the crafting materials that composed it. Area of effect and good gifted Hexed Candles can be put out and relit to preserve them while targeted and evil gifted Hexed Candles burn their full duration or are put out by magical means. The effect lasts until the candle goes out. A Hexed Candle cannot be put out by nonmagical means and is Immune to spell effects equal to or less than the level used to craft it (For example, Create Food and Water can put out a Hexed Candle crafted with a 1st or 2nd spell since the water created is a product of magic and the spell Tidal Wave cannot put out Hexed Candle as the water is nonmagical and only being influenced by magic).
You can have a number of Hexed Candles up to your Proficiency Bonus. If you craft more Hexed Candles than you can have active you choose and dismiss one Hexed Candle and that candle vanishes with a puff of smoke. You can craft the following Hexed Candles:
Azure Flame Candle (Area of Effect)
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Crafting: Oil from a plant’s root or stem (2 sps), cotton (1 cp), copper basin (5 cps), a small piece (Hair, saliva, etc) of each creature to be included in its effect, a 1st level spell slot.
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Effect: The candle burns for 2 hours in a blue ghostly dim light that sheds Dim Light for 15 ft. The light is only visible to the creatures specified during crafting. While the specified targets are within range they move silently and have a +5 bonus to Stealth checks.
Verdant Flame Candle (Area of Effect)
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Crafting: Oil from a nut (2 sps), cotton (1 cp), tin basin (5 cps), a small piece (Hair, saliva, etc) of each creature to be included in its effect, a 1st level spell slot.
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Effect: The candle burns for 1 hour in a gentle green light that sheds Dim Light for 10 ft. For the creatures specified during crafting the light illuminates Invisible creatures and objects and nonmagically hidden objects such as a trap door hidden under a rug.
Indigo (Tainted) Flame Candle (Area of Effect)
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Crafting: Oil for industrial use such as lubricant or kerosene (5 sps), wood pulp (2 cps), brass basin (5 cps), a small piece (Hair, saliva, etc) of each creature to be included in its effect, a 2nd level spell slot.
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Effect: The candle burns for 1 hour with a sinister indigo flame that produces oily smoke. The light sheds Dim Light for 20 ft and the smoke unnaturally lingers and stays within a 20 ft diameter sphere or fills a space less with less volume. If the candle burns the full duration all food, water, weapons, and ammunition become poisoned. The food and water are poisoned indefinitely and require a Medicine check DC equal to your spell save DC to detect the poison. Weapons and ammunition are coated in poison for 4 hours. If a creature ingests affected food or water or is damaged by affected ammunition or weapons they must make a CON saving throw DC equal to your spell save DC and on a failed save are Poisoned for 1 hour and take 1D6 Poison damage every 10 minutes. The condition cannot be cured or hit points restored by anything less than a Rare item or 3rd level spell or equivalent effect until the condition ends. On a successful save the target takes 1D8 Poison damage and is not Poisoned and is Immune to this effect for 24 hours.
Violet Flame Candle (Area of Effect)
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Crafting: Oil for luxury use such as infused, scented oils (2 gps), paper (2 sps), bronze basin (5 cps), a small piece (Hair, saliva, etc) of each creature to be included in its effect, a 3rd level spell slot.
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Effect: The candle burns for 10 minutes with a fierce violet flame that sheds Dim Light for 20 ft. Upon lighting the candle, choose one Ability Score, each creature in range that was not specified during crafting has a 1D8 penalty to saving throws with the chosen Ability Score.
Yellow Flame Candle (Gifted)
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Crafting: Common wax such as beeswax or wax from plants or seeds (1 sp), cotton (1 cp), copper candle holder and copper candle snuffer (1 gp), a small piece (Hair, saliva, etc) of the intended recipient or a copper tube (3 cps) to hold the candle’s wick inscribed with the given name of the recipient, a 1st level spell slot.
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Evil Gift Effect: Once the gift is willingly accepted by the intended recipient, they must make a WIS save DC equal to your spell save DC with disadvantage, on a failed save light the candle the first night they can. On a successful save they are unaware of any influence and can choose to use the candle or store it at their leisure. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning appears like any other candle. If the candle burns to its full duration while within 20 ft of the recipient, they awake with feelings of unease and have disadvantage on WIS saving throws and WIS based skill checks for 24 hours.
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Good Gift Effect: Once the gift is willingly accepted by the indented recipient, the candle can only be lit by the recipient. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning produces a cheery yellow flame and comforting smells. If the candle burns to its full duration while within 20 ft of the recipient, they awake feeling comforted and are Immune to being Frightened for 24 hours.
Orange Flame Candle (Gifted)
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Crafting: Sugar based wax (2 sp), wood pulp (2 cps), tin candle holder and tin candle snuffer (1 gp), a small piece (Hair, saliva, etc) of the intended recipient or a tin tube (3 cps) to hold the candle’s wick inscribed with the given name of the recipient, a 2nd level spell slot.
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Evil Gift Effect: Once the gift is willingly accepted by the intended recipient, they must make a WIS save DC equal to your spell save DC with disadvantage, on a failed save light the candle the first night they can. On a successful save they are unaware of any influence and can choose to use the candle or store it at their leisure. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning appears like any other candle. If the candle burns to its full duration while within 20 ft of the recipient, they awake feeling a mental haze and have disadvantage on CHA or DEX saving throws and CHA or DEX based skill checks for 24 hours (Your choice).
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Good Gift Effect: Once the gift is willingly accepted by the indented recipient, the candle can only be lit by the recipient. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning produces a gentle orange flame and comforting smells. If the candle burns to its full duration while within 20 ft of the recipient, they awake feeling peace and are Immune to being Charmed for 24 hours.
Red Flame Candle (Gifted)
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Crafting: Fine gel wax made by skilled alchemists (1 gp), paper (2 sps), brass candle holder and brass candle snuffer (1 gp), a small piece (Hair, saliva, etc) of the intended recipient or a brass tube (3 cps) to hold the candle’s wick inscribed with the given name of the recipient, a 3rd level spell slot.
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Evil Gift Effect: Once the gift is willingly accepted by the intended recipient, they must make a WIS save DC equal to your spell save DC with disadvantage, on a failed save light the candle the first night they can. On a successful save they are unaware of any influence and can choose to use the candle or store it at their leisure. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning appears like any other candle. If the candle burns to its full duration while within 20 ft of the recipient, they awake and begin to hallucinate and see friends and foes and foes as friends for 24 hours. They treat foes with hostility but not violence unless provoked. The words of perceived foes during this time are twisted to become as if spoken in anger or disdain.
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Good Gift Effect: Once the gift is willingly accepted by the indented recipient, the candle can only be lit by the recipient. The candle burns for a time equal to the time it takes the recipient’s race to complete a long rest and while burning produces a dim red flame and comforting smells. If the candle burns to its full duration while within 20 ft of the recipient, they awake feeling comforted and are Immune to being Charmed and Frightened for 24 hours.
Brown Flame Candle (Targeted)
Crafting: Fat from an Aberration or Fey(5 gps), cotton (1 cp), copper basin (1 sp), pieces of a Beast that is poisonous or venomous (5 cps), a small piece (Hair, saliva, etc) of the target or a copper stand (5 sps) to hold the basin that is inscribed with the given name of the target, a 1st level spell slot.
Effect: The candle burns for 24 hours and produces foul, acrid smoke that can be smelled for 50 ft or 200 ft in windy conditions and must be watched by the one who crafted it during this time as part of the ritual, making an attack or casting a spell interrupts the ritual. If the lit candle was within 500 ft of the target for the full duration the target must make a CON saving throw DC equal to your spell save DC with disadvantage and on a failed save are afflicted with one of the following diseases for 24 hours or 1 hour on a successful save (Your choice). If the save was failed by 5 or more the sickness lasts for 36 hours. The target feels the sickness is natural and attributes it to poor conditions, diet, or similar causes. If the candle is further than its range from its target the ritual is interrupted.
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Wasting Disease: The target becomes weakened and their movement becomes hobbled, they have a 1D8 penalty to STR based skill checks and saving throws and their movement speed is halved.
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Red Eye Disease: The target’s eyes become red and produce thick mucus, they have a 1D10 penalty to checks and attacks that rely on sight.
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Shaking Hand Disease: The target’s hands shake uncontrollably, they are unable to write, automatically fail DEX based checks that rely on their hands, cannot cast spells with the Somatic component (S), and have a 1D8 penalty to attacks that use DEX to attack.
Gray Flame Candle (Targeted)
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Crafting: Fat from a Giant or Monstrosity (5 gps), wood pulp (2 cps), tin basin (1 sp), a drop of uncommon poison (1 SP), a small piece (Hair, saliva, etc) of the target or a tin stand (5 sps) to hold the basin that is inscribed with the given name of the target, a 2nd level spell slot.
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Effect: The candle burns for 24 hours and produces bitter, stinging smoke that can be smelled for 75 ft or 300 ft in windy conditions and must be watched by the one who crafted it during this time as part of the ritual, making an attack or casting a spell interrupts the ritual. If the lit candle was within 1,000 ft of the target for the full duration the target must make a CON saving throw DC equal to your spell save DC with disadvantage and on a failed save lose Immunity or Resistance if they have Immunity or Resistance or gain Vulnerability to a damage type that is not Bludgeoning, Piercing, Slashing, or Psychic damage for 24 hours or 1 hour on a successful save (Your choice). If the save was failed by 5 or more the effect lasts for 36 hours. If the candle is further than its range from its target the ritual is interrupted.
Black Flame Candle (Targeted)
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Crafting: Fat from a Dragon or Fiend (5 gps), paper (2 sps), bronze basin (1 sp), a small silver filigree made as a symbol of a deity whose Divine Domain includes Death or Disease (10 gps), a small piece (Hair, saliva, etc) of the target or a bronze stand (5 sps) to hold the basin that is inscribed with the given name of the target, a 3rd level spell slot.
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Effect: The candle burns for 24 hours and produces vile, burning smoke that can be smelled for 100 ft or 400 ft in windy conditions and must be watched by the one who crafted it during this time as part of the ritual, making an attack or casting a spell interrupts the ritual. If the lit candle was within 1 mile of the target for the full duration the target must make a CON saving throw DC equal to your spell save DC with disadvantage and on a failed save takes 3D6 Necrotic damage and then 1D4 Necrotic damage every hour that cannot be reduced or healed by any means for 24 hours. On a successful save the effect lasts for 12 hours. If the save was failed by 5 or more the effect lasts for 36 hours. If the candle is further than its range from its target the ritual is interrupted.
Basic Hex- Petty Hex Bag
Hex Bags are potent tools that can quickly ruin an enemy’s life if applied correctly. You can use your Basic Hexes feature while your Hex Tools are on hand to craft a Hex Bag. The effect of the Hex Bag depends on the ingredients used. As long as you have your Hex Tools and the crafting materials on hand you can craft one Hex Bag after four hours of work. A Hex Bag must have a specific target in order to function and must remain within a certain distance of the target in order to be effective. A Hex Bag’s effect is indefinite as long as it remains undiscovered and in range. A Hex Bag’s effect can only be stopped by burning the Hex Bag with magical flames or by its creator dismissing it. You can have one Hex Bag at a time. If you craft a new Hex Bag the old one vanishes. You can craft the following Hex Bags:
Petty Hex Bag of Harm
Crafting: Canvas bag (2 cp), tooth of a rodent, dirt from a graveyard, 1 copper piece, shard of glass, a small piece (Hair, saliva, etc) of the target, a 2nd level spell slot.
Effect: The Hex Bag takes effect after 24 hours of being within the same room of the target. While the target is within 100 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Pain: Whenever the target takes damage it takes an additional 1 damage of the same type.
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Agony: When the target is hit with a critical hit it takes an additional 1D8 damage.
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Opportunity: Attacks on the target have a +1 bonus to hit.
Petty Hex Bag of Conjuration
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Crafting: Silk bag (1 gp), fur of a wolf, handful of iron flakes (1 cp), bag of pepper (2 sps), one bunch of hemlock (5 sps), a small piece (Hair, saliva, etc) of the target, a 3rd level spell slot.
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Effect: The Hex Bag takes effect after 24 hours of being within the same room of the target. After that time a creature is summoned within 10 ft of the Hex Bag in an unoccupied space and is bound to the target. The creature always knows the location of the target as long as the Hex Bag is within 100 ft of the target. The creature does everything in its power using all of its knowledge and power to kill the target. If the Hex Bag is destroyed or the target is out of range of the Hex Bag for more than 24 hours the creature vanishes. If the creature is slain it regenerates within 48 hours and appears within 10 ft of the Hex Bag in an unoccupied space. You can choose from the following options:
Choker, Giant Wolf, Animated Armor, Fire Snake, Imp, or Ghoul.
Petty Hex Bag of Affliction
Crafting: Suede bag (3 gp), scales of a reptile, handful of silver flakes (3 sps), handful of ash, a small piece (Hair, saliva, etc) of the target, a 2nd level spell slot.
Effect: The Hex Bag takes effect after 24 hours of being within the same room of the target. While the target is within 100 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Aching Bones: The target is afflicted with sore muscles and tiredness. They have a -2 penalty to DEX saving throws and their movement speed is reduced by 5 ft.
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Ashen Tongue Disease: The target’s tongue and nose become coated in black ooze. The target automatically fails checks that rely on smell or taste. The target must attempt a DC 10 CON saving each time they try to eat or drink and on a failed save they fail to keep food or water down and throw up.
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“It’s just a cold”: The target feels like they have the common cold and all physicians would concur that is what they have. Every 24 hours the Hex Bag has been in range; their hit point maximum is permanently reduced by 1.
Petty Hex Bag of Disfigurement
Crafting: Burlap bag (1 cp), shard of bone of a humanoid, bag of salt (1 sp), twisted copper thread, a small piece (Hair, saliva, etc) of the target, a 2nd level spell slot. It takes one day for every day the Hex Bag was in effect to return to normal.
Effect: Effect: The Hex Bag takes effect after 24 hours of being within the same room of the target. While the target is within 100 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Bad Hair Day: The target’s hair is an unruly mess that cannot be managed. The target has a -1 penalty to CHA based checks as it frustrates them.
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Bad Skin: The target’s skin becomes oily and develops acne that cannot seem to be cured. The target has a -1 penalty to INT based skill checks as it takes up their thoughts.
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Minor Nerve Damage: The nerves in the target’s hands are attacked leading to a slight tremor in their hand. They have a -1 penalty to DEX based skill checks that rely on their hands and it takes a bit more time to accomplish daily tasks.
Hex Bag of Repelling
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Crafting: Bovine leather bag (1 sp), 1 silver coin, dirt from crossroads, blood from a dead man, a small piece (Hair, saliva, etc) of the target, a 2nd level spell slot.
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Effect: While the target is within 100 ft of the Hex Bag, the target is repelled from the Hexer. They must succeed a DC 15 Athletics check in order to move within 5 ft of you, otherwise they remain outside of 5 ft of you. Melee attacks and unarmed strikes from the target have disadvantage on you.
Hex Bag of Hiding
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Crafting: Copper chain link bag (1 sp), black fur, soot from a cremation, bundle of hair taken by force, a small piece (Hair, saliva, etc) of the target, a 1st level spell slot.
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Effect: While the target is within 100 ft of the Hex Bag, the target becomes unaware of your presence. They have disadvantage on checks to detect you and cannot locate you with spells from the School of Divination or similar effects.
Hex Bag of Tracking
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Crafting: Bag of rough cloth (1 cp), eye of newt, drop of mercury (5 cp), woven strand of silk, a small piece (Hair, saliva, etc) of the target, a 1st level spell slot.
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Effect: While the target is within 100 ft of the Hex Bag you know their precise location as long as you are on the same plane of existence.
Manipulate Curse
You can manipulate existing curses that require a saving throw. As long as the curse originates from a spell of the same level you can cast and if the effect originates from your Jinx, Hex, or Curse features from this class you can use an action to influence an effect within 60 ft of you that you are aware of to increase or decrease the DC of the save by 2 for the next save. Each effect can only be manipulated once with this feature every 24 hours. You can affect Rare or less rare items.
You can use this feature a number of times equal to your DEX modifier (Minimum) per long rest.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, you can choose a Feat. See the list of Feats in Game Rules .
Mighty Jinxes
You know more powerful Jinxes. You can use an action to Jinx a target you can see within 60 ft of you, forcing them to make a CHA saving throw DC equal to your spell save DC and on a failed save they are Jinxed. If you know the target of the Jinxes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, you can choose which Jinx you place on them and they automatically fail the saving throw. Otherwise roll on the Mighty Jinx table.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1). You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Mighty Jinx Table
| 1D100 | Mighty Jinx |
|---|---|
| 1-2 | Misplace Jinx: The target of the Jinx will lose one random item of theirs the next time they go to retrieve or pick up an item. Unless the item they go to retrieve is the one chosen they are unaware it is lost. Roll 1D4: 1- The item is a somewhat important item that is somewhat relevant. 2- The item is a relatively important item that is somewhat relevant. 3- The item is one on their direct person. 4- The item is the one they went to retrieve or pick up. |
| 3-4 | Clumsy Fingers Jinx: The target of the Jinx drops one random item in their person. |
| 5-6 | Tripping Jinx: The target of the Jinx falls Prone the next time they attempt to take the Dash action. |
| 7-8 | Transportation Jinx: The target of the Jinx is delayed the next time they attempt to travel to a new location. Roll 1D4: 1- The target is delayed 4D4 minutes. 2- The target is delayed 2D4 x ten minutes. 3- The target is delayed 3D4 x ten minutes. 4- The target is delayed one hour. |
| 9-10 | Weather Jinx: The target of the Jinx experiences a mishap with the weather the next day. Roll 1D4: 1- A heavy rainstorm catches them without an umbrella. 2- The weather is frigid and they are underdressed. 3- There is a persistent, mighty wind that messes with them. 4- The paths they take are slippery and muddy or dusty and they are wearing nice footwear. |
| 11-12 | Writing Jinx: The target of the Jinx has trouble writing. The next thing they write contains an embarrassing grammar or spelling error. |
| 13-14 | Recipient Jinx: The target of the Jinx has their next written correspondence misplaced, it is sent to someone in their life that is not the intended recipient. |
| 15-16 | Schedule Jinx: The target of the Jinx forgets one upcoming date within the next month. |
| 17-18 | Meeting Jinx: The target of the Jinx mixes up the location of a meeting within the next month. |
| 19-20 | Dishonest Jinx: The target of the Jinx makes up a piece of gossip the next time they try to be honest. |
| 21-22 | Name Jinx: The target of the Jinx recalls an incorrect name of the next person they meet. |
| 23-24 | Distraction Jinx: The target of the Jinx becomes distracted and has a 1D8 penalty to their next D20 test. |
| 25-26 | Oversharing Jinx: The target of the Jinx shares personal information the next time they attempt to explain something. |
| 27-28 | Monologing Jinx: The target of the Jinx shares one relevant thought on their mind the next time they open their mouth. |
| 29-30 | Bragging Jinx: The target of the Jinx brags about one important achievement the next time they are talking about themselves. |
| 31-32 | Assumption Jinx: The target of the Jinx assumes something mildly offensive about the next person they meet such as their relationship status, sexual orientation, or crimes they think they committed. |
| 33-34 | Wardrobe Jinx: The target of the Jinx has a piece of their wardrobe malfunction in a major way such as the heel of a shoe snapping off, a shirt coming undone, or a belt coming undone. |
| 35-36 | Insensitivity Jinx: The target of the Jinx says something mildly rude the next time an individual is facing a hardship. |
| 37-38 | “Babe” Jinx: The target of the Jinx refers to the next person whose name they wish to call by the name of their current crush or object of affection or use a term of endearment. |
| 39-40 | Minorly Ill Jinx: The target of the Jinx experiences a somewhat major source of discomfort such as a headache or stomach pains giving them a 1D8 penalty on their next saving throw. |
| 41-42 | Tired Jinx: The target of the Jinx has major issues sleeping the next time they attempt to rest, giving them a 1D4 penalty to WIS, CHA, or INT based skill checks and making them irritable. |
| 43-44 | Pet Peeve Jinx: The target of the Jinx encounters a major pet peeve of theirs within the next 6 hours. |
| 45-46 | Objective Jinx: The target of the Jinx experiences a setback to one goal of somewhat big importance such as losing an important document the next time they attempt their goal. |
| 47-48 | Stubbed Jinx: The target of the Jinx stubs a random appendage slightly leading it to be hurt the next time they attempt to use the appendage selected. The affected appendage is unusable until the end of their next turn. 1- Finger 2- Toe 3- Shin 4- Funny Bone |
| 49-50 | Spill Jinx: The target of the Jinx spills half of the next drink they try to drink. |
| 51-52 | Purchase Jinx: The target of the Jinx makes a large bad purchase the next time they spend money (1 GP or more). |
| 53-54 | Eye Jinx: The target of the Jinx accidentally pokes in their eye within the next 24 hours. The eye is shut for 1 round. |
| 55-56 | Dining Jinx: The target of the Jinx eats/drinks messily the next time they eat or drink causing ruckus at the table. |
| 57-58 | Slippery Jinx: The target of the Jinx loses traction at an inopportune time. The next time the target tries to take the Dash action it must make a DEX saving throw DC equal to your spell save DC and on a failed save falls Prone. |
| 59-60 | Order Jinx: The target of the Jinx orders something opposite their intended order the next time they order food or drink. |
| 61-62 | Gross Jinx: The target of the Jinx finds a maggot or something similarly awful in their next meal or drink. They must make a CON saving throw DC equal to your spell save DC and on a failed save they vomit. |
| 63-64 | Bad Deal Jinx: The target of the Jinx makes a poor deal the next time they make a business transaction or social agreement. For example, hiring a worker that does the job at a barely passable level. |
| 65-66 | Loop Jinx: The target of the Jinx has a song stuck in their head and is unable to recall its title for at least 24 hours. |
| 67-68 | Temperature Jinx: The target of the Jinx feels too hot for a fire but too cold for an open window. |
| 69-70 | Accident Jinx: The target of the Jinx has a minor accident within the next 6 hours such as dropping something heavy that makes a loud sound. |
| 71-72 | Impulse Jinx: The target of the Jinx has their impulse control undermined. The target lets a bigger impulse loose such as telling someone off. |
| 73-74 | Bright Jinx: The target of the Jinx has a bright light shone in their face like sunlight glinting off a blade. The target must make a CON saving throw DC equal to your spell save DC and on a failed save has disadvantage on sight related checks and attacks for three turns. |
| 75-76 | Misremember Jinx: The target of the Jinx has a momentary lapse of thought. The target misremembers one decently important fact when trying to recall it such as a family member’s birthday. |
| 77-78 | Hiccup Jinx: The target of the Jinx is afflicted with hiccups forcing them to make a CON saving throw DC equal to your spell save DC and on a failed save hiccup for the next 1D4 +2 rounds and cannot cast spells with the Verbal (V) component. |
| 79-80 | Crawling Sensation Jinx: The target of the Jinx feels like a bug is crawling on their body and must either succeed a Perception check DC equal to your spell save DC or use one action to check the body part. On a failed save of 5 or more they waste one round flailing about and can only take one attack if they can attack more than once and cannot take reactions. Otherwise they have disadvantage on D20 tests until they succeed the check or physically check. |
| 81-82 | Hair in Mouth Jinx: The target of the Jinx feels a hair in their mouth the next time they try to speak or eat. The target must succeed a WIS saving throw and on a failed save use their action to take the hair out. |
| 83-84 | Cursed Knowledge Jinx: The target of the Jinx has the unholy trinity of manual breathing, manual blinking, and feeling where their tongue is in their mouth. The target has a 1D4 penalty to D20 tests for thirty minutes. |
| 85-86 | Itchy Jinx: The target of the Jinx feels an itching sensation somewhere on their body. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save must use their bonus action for the next 3D4 turns to itch. |
| 87-88 | Clumsy Jinx: The target of the Jinx loses coordination and becomes pretty clumsy. The target has a bit of a mishap such as dropping a heavy item on someone's foot. |
| 89-90 | Romance Jinx: The target has the most petty of Jinxes on them. The target overshares about their past relationships the next time they meet with the object of their affection. |
| 91-92 | Lost Jinx: The target of the Jinx loses their sense of direction and has disadvantage on Survival checks to determine their orientation for twelve hours. |
| 93-94 | Recall Jinx: The target of the Jinx recalls a very embarrassing memory and must make an INT saving throw DC equal to your spell save DC and on a failed save automatically fails CHA based checks for ten minutes as they become preoccupied. |
| 95-96 | Paranoia Jinx: The target of the Jinx thinks they see something move out of the corner of their eye. The target uses 10 ft of movement and their bonus action to make a Perception check. |
| 97-98 | Numb Jinx: The target of the Jinx sits funny the next time they take a seat and their leg goes numb for one minute after standing, giving them disadvantage on DEX saving throws and a -15 ft penalty to movement. |
| 99-00 | Ringing Jinx: The target of the Jinx has their ears begin the ring for one minute imposing a 1D8 penalty to checks that rely on hearing. |
Potent Hexes
You know more powerful Hexes and the rituals to perform them. As long as you have Hex Tools on hand, you can spend the specified time performing the ritual and upon completion the Hex resolves. If you know the target of the Hexes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Hex (The same applies to you if someone has your name, personal item, or piece of your body). You can use this feature once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Potent Hex- Basic Hex Bag
Your skills allow you to craft more complex Hex Bags. You can craft the following Hex Bags:
Basic Hex Bag of Harm
Crafting: Canvas bag (2 cp), tooth of a dire Beast (2 sps), dirt from a graveyard, 1 silver piece, shard of glass, a small piece (Hair, saliva, etc) of the target, a 4th level spell slot.
Effect: The Hex Bag takes effect after 12 hours of being within the same building of the target. While the target is within 250 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Pain: Whenever the target takes damage it takes an additional 2 damage of the same type.
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Agony: When the target is hit with a critical hit it takes an additional 1D10 damage.
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Opportunity: Attacks on the target have a +2 bonus to hit.
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Tears of Blood: The target has a -2 penalty to hit and checks that rely on sight.
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Ringing Ears: The target has a 1D4 penalty to checks that rely on hearing.
Basic Hex Bag of Conjuration
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Crafting: Silk bag (1 gp), hide of a Monstrosity CR 2 or more (2 gps), handful of iron flakes (1 cp), bag of pepper (2 sps), one bunch of Foxglove (5 sps), a small piece (Hair, saliva, etc) of the target, a 4th level spell slot.
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Effect: The Hex Bag takes effect after 12 hours of being within the same room of the target. After that time a creature is summoned within 10 ft of the Hex Bag in an unoccupied space and is bound to the target. The creature always knows the location of the target as long as the Hex Bag is within 250 ft of the target. The creature does everything in its power using all of its knowledge and power to kill the target. If the Hex Bag is destroyed or the target is out of range of the Hex Bag for more than 24 hours the creature vanishes. If the creature is slain it regenerates within 48 hours and appears within 10 ft of the Hex Bag in an unoccupied space. You can choose from the following options:
Berbalang, Saber-Toothed Tiger, Rug of Smothering, Gargoyle, Meenock, Spined Devil, Ghast
Basic Hex Bag of Affliction
Crafting: Suede bag (3 gp), powdered dust of dragon scale (1 gp), handful of silver flakes (3 sps), handful of ash, a small piece (Hair, saliva, etc) of the target, a 3rd level spell slot.
Effect: The Hex Bag takes effect after 12 hours of being within the same room of the target. While the target is within 250 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Aching Bones: The target is afflicted with sore muscles and tiredness. They have a -3 penalty to DEX saving throws and their movement speed is reduced by 10 ft.
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Ashen Tongue Disease: The target’s tongue and nose become coated in black ooze. The target automatically fails checks that rely on smell or taste. The target must attempt a DC 14 CON saving each time they try to eat or drink and on a failed save they fail to keep food or water down and throw up.
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“It’s just a cold”: The target feels like they have the common cold and all physicians would concur that is what they have. Every 24 hours the Hex Bag has been in range; their hit point maximum is permanently reduced by 2.
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“Just a bad day”: The target feels unreasonably angry and short tempered. They have a 1D4 penalty to CHA and WIS based skill checks. If they fail a CHA or WIS based skill check by 5 or more they get angry and shout before they can gain control of their senses.
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“Just some bad luck”: The target experiences a series of bad luck each day such as stubbing their toe, chipping a tooth, a bad haircut, etc. Every 24 hours this continues the target has a -1 penalty to D20 tests.
Basic Hex Bag of Disfigurement
Crafting: Burlap bag (1 cp), shard of bone of a humanoid, bag of salt (1 sp), twisted silver thread (2 sps), a small piece (Hair, saliva, etc) of the target, a 3rd level spell slot. It takes two days for every day the Hex Bag was in effect to return to normal.
Effect: Effect: The Hex Bag takes effect after 12 hours of being within the same room of the target. While the target is within 250 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Bad Hair Day: The target’s hair begins to fall out with baldness occurring within one week. The target has a -2 penalty to CHA based checks as it frustrates them.
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Bad Skin: The target’s skin becomes irritated and itches and burns. The target has a -2 penalty to INT and WIS based skill checks as it takes up their thoughts.
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Nerve Damage: The nerves in the target’s hands are attacked leading to tremors in one or more of their arms. They have a -2 penalty to DEX based skill checks that rely on their hands and it takes more time to accomplish daily tasks.
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Ugliness: The target’s appearance subtle shifts becoming more ugly as a variety of things such as warts, scars, and a longer nose appears. Individuals who have not met them more than once would fail to recognize them.
Hex Bag of Nightmares
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Crafting: Woven straw bag (1 cp), tongue of a toad touched by the Shadowfell (1 sp), an oxidized ring of pure iron, fine incense (20 gps), a bundle of hendbane (1 gp), a small piece (Hair, saliva, etc) of the target, a 4th level spell slot.
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Effect: Effect: The Hex Bag takes effect after 12 hours of being within the same room of the target. While the target is within 250 ft of the Hex Bag the following effect occurs as long as the target is capable of sleep and dreaming otherwise nothing happens. Each time the target sleeps they are afflicted with a nightmare. The nightmare can be molded by you with the addition of the eye of a Hag (15 gps) to the Hex Bag otherwise it takes on the form of a deep seated fear the target has. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save they do not gain the benefits of the long rest.
Hex Bag of Infatuation
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Crafting: Leather bag made from a Fey (90 gps), tear of a Celestial (20 gps), a small ruby (5 gps), fine perfume (10 gps), a small portrait of the individual that is the object of the target’s infatuation (10 gps), a small piece (Hair, saliva, etc) of the target, a 4th level spell slot.
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Effect: Effect: The Hex Bag takes effect after 12 hours of being within the same room of the target. While the target is within 250 ft of the Hex Bag the target views the individual that is the subject of the portrait in the Hex Bag as their one and only true love. The target of the Hex is Charmed by the individual and goes to great lengths just short of murder or self harm to prove their feelings. After 72 hours the effects of the Hex become permanent and can only be removed by the Wish spell or similar effect.
Potent Hex- Wia Symbol
You perform a ritual to invoke one of the spirits (Wia) under contract to Beshaba and invoke their powers by drawing their symbol and placing an offering. You can perform the ritual provided you have your Hex Tools on hand. The ritual lasts one hour and if it is properly completed you can request a boon of Wia you chose. Remember that Wia that present as mild mannered or even nice and still evil beings. If the ritual is not properly completed the Wia curses you for a time. The ritual can fail if the ritual is interrupted, their offering is not accepted, Armba was not invoked first, or if the boon is too great. It is important to remember that a boon to you is a curse to your enemy in most cases. The most common curse is turning the requested boon on its head such as getting bad luck when asking for good. The easiest way to invoke the ire of a Wia is to ask for a boon better suited to a different Wia.
Alternate offerings are offerings that could work but are risky unless done generously. An extra fine alternate offering may sway the Wia to grant a more generous boon. All offerings are consumed as part of the ritual no matter if the ritual succeeds or fails.
Armba- Keeper of the Crossroads
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Appearance: An old man with cracked red skin and large horns.
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Significance: The keeper of the crossroads between mortals and spirits. The one who must first be invoked before one can commune with the Wia. He is also the keeper of chaos, the one who tempts people to progress even at great risk.
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Offering: A pot of fine incense (20 gps), a sealed fine black satin box (2 gps) holding fur from a black cat, a rabbit’s foot, a lump of salt, and a four leafed clover. Alternate offerings may include money, spirits, and fine food.
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Doorway Offering: The offering made the Armba first to allow one to safely invoke a different Wia. A loaf of sweet bread (1 sp), a bottle of spirits (1 gp+), a lock of your hair or similar piece of yourself. Alternate offerings may include a four course meal, tickets to a journey such as boat tickets or coach tickets.
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Example Boons: Safe travels, good business deals, or painful choices upon your enemies.
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Possible Curses: Chaotic times ahead, poor judgement, or bad surprises.
Gran Wab- The Old Man
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Appearance: An old man cloaked in a thick black robe that hides all features but their withered hands, stark white hair, and long nose.
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Significance: The keeper of nature and the lone “good” Wia who dabbles in holy protection.
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Offering: A pottage with bacon, cheese, green onions, and cream (1 sp), a fine pipe packed with smokable drugs (6 gps), freshly gathered berries or other harvested commodities. Alternate offerings may include the pelt of a strong beast, homemade medicinal remedies, or hard candy.
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Example Boons: Finding a certain ingredient, not getting lost, animals attacking someone, or protection against evil.
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Possible Curses: Lengthened journeys, misidentifying poisonous plants, or aggressive animals.
Kolo- The Straw Man
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Appearance: A crudely made man made of straw loosely tied together with leather straps.
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Significance: He holds knowledge of herbs and weighs in on questions and concerns.
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Offering: A handful of straw, braided leather cords (1 sp), one poisonous plant and one medicinal herb. Alternate offerings may include medicine, poison, large or fancy carved gourds.
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Example Boons: Provides medical instruction or provides opinions on ethical concerns or general questions.
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Possible Curses: A voodoo doll of yourself being loaned to an enemy for a time, or hearing lies as truth.
Ola- The Sensual Man
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Appearance: A highly sexualized man in open, thin robes that leave nothing to the imagination.
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Significance: He who stokes lust in others.
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Offering: A portrait of an attractive individual (10 gps), aphrodisiacs (20+ gps), a personal item discreetly taken from your object of lust. Alternate offerings may include strong liquor, fine perfume, or sticks of incense.
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Example Boons: Riotous nights of fun, clear minds in sticky situations, or luck in bed.
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Possible Curses: Impotence, overindulgence, or the appearance of a stalker.
Keque- The Coarse Clown
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Appearance: A man in an elaborate clown, pierrot, or jester costume covered with thick makeup.
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Significance: A prankster that is coarse and crude but focuses on bringing out laughter.
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Offering: A magic trick such as a ring holding a handkerchief (5 cps), a gag such as fake poo (2 cps), or a set of weighted dice or similar tool of cheating. Alternate offerings may include an exceptionally dirty joke, mean gossip, or offensive painting.
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Example Boons: Greater charisma, success with pranks or scams, or good humored enemies.
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Possible Curses: Mishaps, mischievous beings appearing, or random bouts of crude language.
Marqui Sandi- The Dapper Skeleton
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Appearance: A skeleton dressed in the latest trends of fashion and finery.
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Significance: One of the envoys of death and the courier of messages to and from ancestors.
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Offering: A nice necktie or hat (2 gps+), jewelry or accessories (20 gps+), or a nice pair of shoes (3 gps). Alternate offerings may include nice clothes, a fancy cigar, or an exotic liquor.
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Example Boons: Protection against death, guidance, lethal accidents for a foe.
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Possible Curses: Accidents, poor health, weapons breaking.
Kaza- The Working Man
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Appearance: A tanned man that looks nondescript with their only notable feature being their straw hat.
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Significance: He looks after workers and food and tries to stay out of most interactions with mortals unless they are in dire need.
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Offering: Money (1 gp+), a hot meal (2 cps), a glass of ale (1 cp). Alternative offerings may include a thank you letter, a long day of work dedicated to him, or even a luxurious hard earned rest dedicated to him.
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Example Boons: Help getting through a hard day, a bit of food, bad weather for a competitor.
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Possible Curses: Getting yelled at by a superior, tools breaking, or a rainy work day.
Smarallan- The Slithering Sage
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Appearance: A large snake with a man’s face with a long flowing beard.
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Significance: The holder of knowledge forbidden to mortals such as fate, certain magic, etc.
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Offering: A chalice filled with liquor (25 gps), a tome of knowledge (20 gps), or a fancy pen (5 gps). Alternative offerings may include a personal secret, a fact you learned, or a book or paper written in a language you do not know.
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Example Boons: Knowing the outcome of an event, locating a thing hidden by magic, or most infamously: learning a person’s given name.
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Possible Curses: Losing a personal item, having your given name slip out, a small persistent cut that drips blood.
Adya- The Slithering Scholar
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Appearance: A large snake with a woman’s face with a neatly done bun.
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Significance: The holder of knowledge common to most people.
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Offering: A book of most any kind (15 gps), a set of colored pencils and paper (5 sps), a hard to find map (1 gp+). Alternate offerings may include a thank you letter, a freshly picked fruit, or trying to learn a new skill.
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Example Boons: Shortened time learning a new language or skill, a bit of knowledge not hidden, or help with a task.
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Possible Curses: Stumbling on words, a forgetful fog, or temporarily losing a skill or ability to use a tool.
Awge- The Dependable Boat
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Appearance: A small boat crossing a churning river.
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Significance: They ensure safe passage over water and govern the sea.
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Offering: A pearl (2 gps), a meal tossed into a body of water or river (2 cps), or a chunk of coral (1 sp). Alternative offerings include helping an aquatic creature in need of aid, cleaning a riverband or stretch of shore, or dedicating a day to sailing or fishing.
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Example Boons: Safe travels on water, catching food in water, or not drowning.
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Possible Curses: Losing the ability to swim, rough seas, or aggressive aquatic life.
Unoug- The Warrior
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Appearance: A rugged warrior wearing battered armor wielding a massive sword.
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Significance: The patron of battles and warriors both honorable and vile.
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Offering: A blade broken in battle, the blood of your enemy, dedicating a battle’s victory to them, etc.
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Example Boons: Protection in a fight, strength, or greater skill in battle.
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Possible Curses: Poor footing, dropping weapons, or grievous wounds.
Zurie- The Wealthy Lady
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Appearance: A sensual and lavish lady clad in all manner of finery with many necklaces and a ring on every finger.
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Significance: She who signifies the ideals of society and beauty. She governs wealth and dabbles in real love.
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Offering: A new ring (30 gps+), a makeup kit (20 gps+), or a bottle of wine (15 gps+). Alternative offerings may include a letter confessing your love, a signed autobiography of a famous individual, or a simple rose chosen with care.
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Example Boons: Success in business, succession love, or greater beauty.
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Possible Curses: Financial stress, rejection in love, or a period of ugliness.
Pedro Van Ti- The Black
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Appearance: A one legged dwarf clad in skulls and steeped in darkness.
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Significance: The master of black magic and the most dangerous of the Wia.
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Offering: The life of an ally, the last meal you have access to for the foreseeable future, a blood pact, or similar macabre offering.
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Example Boons: Knowledge of spells you should not have access to, an additional use of a Hexlord ability, etc.
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Possible Curses: Shortening your lifespan, taking your ability to cast spells for a time, or enfeebling your body or mind.
Basic Curses
Curses can range from greatly inconvenient to deadly. The most basic way to curse an individual is using the spell Bestow Curse but you are capable of so much more. You always have the spell Bestow Curse prepared and it does not count towards the number of spells you can know. If you know the target of the Curses given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Curse (The same applies to you if someone has your name, personal item, or piece of your body).
You can modify the spell Bestow Curse with the following options some of which may require a spell slot greater than 3rd level (You still cast the spell Bestow Curse following all of its conditions). A Curse modified this way cannot be cast at a higher-level and does not require Concentration. Some Curses once modified gain an alternative way to remove the Curse though most Curses can be removed by a Remove Curse spell of the same level or higher than the spell that created the Curse unless otherwise stated. Alternate ways to remove curses can be divined by a successful Arcana check DC 13 + the spell slot used to create the Curse.The Curse is carried out to the best of the target’s ability if it requires the target’s time and effort but does not interfere with the target’s ability to respond to threats of violence unless stated as part of the Curse. If the Curse has a trigger the Curse’s duration does not begin until the Curse is triggered.
You can modify a Curse this way once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Ale Goggles
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Spell Level: 3
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target drinks alcohol.
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Effect: The target views all creatures as much more desirable than they actually are. All creatures have advantage on Persuasion checks on the target.
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Removal Condition: The spell Remove Curse.
“Artist”
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Spell Level: 4
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Duration: 1 hour
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Trigger: Instantaneous (Out of Combat)
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Effect: The target is struck with inspiration and spends the next hour finding art supplies and painting on a random surface chosen by the DM such as an existing painting or wall. The painting is horrendous and offensive but the target believes it to be true art and defends their creation even after the duration ends. The target automatically succeeds the save if it is cursed while in combat.
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Removal Condition: The spell Remove Curse.
Blandness
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Spell Level: 3
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target next eats or drinks.
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Effect: Food and drink becomes flavorless. The target must repeat the WIS saving throw when they try to eat or drink on a failed save they do not want to willingly eat or drink for the next hour.
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Removal Condition: The spell Remove Curse.
Confession
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Spell Level: 5
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Duration: 24 hours
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Trigger: Instantaneous (Out of Combat)
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Effect: The target spends the full duration seeking out a member of the clergy or policing force and confesses their worst deeds to them. If the nearest clergy or policing member is further than 24 hours away the target confesses their worst deeds to everyone near them upon being cursed. The target automatically succeeds the save if it is cursed while in combat.
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Removal Condition: The spell Remove Curse.
Emperor’s New Clothes
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Spell Level: 4
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target starts to get ready for the next day.
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Effect: The target thinks that they put on their best outfit and believes that they look their best while never putting on any clothes. They proceed as normal throughout their day. Creatures have disadvantage on Persuasion checks to persuade them to think they are naked.
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Removal Condition: The spell Remove Curse.
Fearful Heart
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Spell Level: 4
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Duration: Until Removed
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Trigger: The curse is undetectable and has no effect until the target encounters the source of its fear.
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Effect: The target must repeat the saving throw each time it encounters the source of its fear. On a successful save the target is Immune to the source of fear for 1 hour and on a failed save the target becomes Frightened of the source of fear for one minute. You determine the source of fear as one reasonable trigger such as heights, snakes, etc. Breathing, walking, etc are invalid triggers of fear with the DM having final say.
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Removal Condition: The spell Remove Curse.
Fumbling Fingers
Spell Level: 5
Duration: 1 Minute
Trigger: Instantaneous
Effect: The target’s fingers and hands become weak and fickle and have the following effects:
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Cannot write or perform similar delicate tasks.
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Has disadvantage on checks involving their hands.
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Automatically drops items over 2 lbs and cannot hold items above 2 lbs.
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Cannot cast spells with the Somatic (S) component).
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Has disadvantage on melee attacks and unarmed strikes.
Removal Condition: The spell Remove Curse.
Gambling
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Spell Level: 4
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Duration: 4 hours
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Trigger: The curse is undetectable and has no effect until the target sees another individual gambling.
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Effect: The target joins in the gambling for the full duration to the best of their ability. The individual is willing to bet all but its most precious possessions.
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Removal Condition: The spell Remove Curse.
Gossip
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Spell Level: 3
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target enters a new town or city.
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Effect: The target spends their time gathering and spreading gossip once they enter town until one in the morning. The target can attempt to withhold gossip about themselves or their companions or postpone gossiping for one hour by attempting the WIS saving throw suppressing the desire on a successful save.
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Removal Condition: The spell Remove Curse.
Hospitality
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Spell Level: 4
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Duration: 6 hours
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Trigger: The curse is undetectable and has no effect until the target encounters a creature in need outside of combat.
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Effect: The target sees the creature as a meek being in need of help and seeks to provide the utmost hospitality providing food, water, and lodging if it is within their power.
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Removal Condition: The spell Remove Curse.
Inebriation
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Spell Level: 5
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target drinks alcohol.
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Effect: The target gains Intoxication Points at twice the rate.
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Removal Condition: The spell Remove Curse.
Loudness
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Spell Level: 3
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Duration: 10 minutes
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Trigger: The curse is undetectable and has no effect until the target attempts to speak.
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Effect: The target shouts for the duration at a volume audible for 150 ft.
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Removal Condition: The spell Remove Curse.
Misfortune
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Spell Level: 5
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Duration: 10 minutes
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Trigger: The curse is undetectable and has no effect until the target attempts a D20 test.
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Effect: The target has disadvantage on all D20 tests for the duration.
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Removal Condition: The spell Remove Curse.
Navigation
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Spell Level: 4
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target needs to get to a certain destination.
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Effect: Unless the target is very familiar with the route they get lost. They have disadvantage on Survival checks to navigate or orientate themselves and take twice as long to get to locations they have been to at most one time before.
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Removal Condition: The spell Remove Curse.
Repitition
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Spell Level: 4
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target must repeat the last sentence said within the last minute before they speak. If the target attempts to take an action other than the last action taken within the last minute, they must repeat the saving throw and on a failed save must take the last action taken.
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Removal Condition: The spell Remove Curse.
Restlessness
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Spell Level: 5
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target attempts to take a long or short rest or attempts to perform a task that takes longer than 5 minutes to complete.
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Effect: The target must repeat the saving throw when they attempt to take a long or short test or attempt to perform a task that takes longer than 5 minutes to complete. On a failed save the target is unable to take the rest or perform the task and instead performs a multitude of other tasks and busywork during the time they would be resting or performing the task.
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Removal Condition: The spell Remove Curse.
Rose Tinted Glasses
Spell Level: 4
Duration: 1 hour
Trigger: Instantaneous
Effect: The target perceives all things as overly optimistic or in an idealistic way. They do not see threats as very threatening and dangerous situations seem fine. They have the following effects:
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1D6 penalty to attack rolls.
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Disadvantage on saving throws against being Charmed.
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CHA based skill checks that are not Intimidation have advantage on them.
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Disadvantage on Insight, Investigation, and Perception checks.
Removal Condition: The spell Remove Curse.
Shattering
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Spell Level: 3
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Duration: 10 minutes
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Trigger: The curse is undetectable and has no effect until the target handles something fragile.
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Effect: Fragile objects such as glassware, brittle paper, and mirrors handled by the target shatter and become broken.
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Removal Condition: The spell Remove Curse.
Silence
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Spell Level: 4
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target attempts to speak or make a sound using their voice.
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Effect: The target becomes Mute for the duration.
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Removal Condition: The spell Remove Curse.
Sunlight Sensitivity
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Spell Level: 5
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target starts its turn in Bright Light or Sunlight.
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Effect: The target has disadvantage on attack rolls and Perception checks while in Bright Light or Sunlight.
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Removal Condition: The spell Remove Curse.
Talentless
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Spell Level: 5
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Duration: 6 hours
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Trigger: Instantaneous
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Effect: The target loses all skill proficiencies and Expertise in skills.
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Removal Condition: The spell Remove Curse.
Thunderous Narration
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Spell Level: 3
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: An ephemeral voice narrates all that the target does in a thunderous voice that is audible for 300 ft.
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Removal Condition: The spell Remove Curse.
Break Curse
You can temporarily make curses null. You can use an action to break a curse, hex, or jinx originating from a spell level that you can cast or from a Rare or less rare item. The targeted effect is dispelled for 1 hour. You can use this effect once per long rest.
Detect Malice
You can pick up on residual traces of hatred and violence. You can use an action and for the next minute you can sense if any object, space, if a person is holding a grudge, or if a person was involved in a violent act. The object, space, or person is highlighted in a gray mist. The darker the mist the more recent act and the more mist the more violent the act. For instance a dagger with almost black mist that emanates from it for 10 ft around it was a tool for a violent act that occurred within the last hour or so. On the other hand, a person who was involved in a somewhat unfriendly brawl more than 24 hours ago would have barely visible off white mist clinging to them.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Greater Manipulate Curse
You can use your Manipulate Curse feature to increase or decrease the DC of the save by 4 for the next save. Each effect can only be manipulated once with this feature every 24 hours. You can affect Very Rare or less rare items.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, you can choose a Feat. See the list of Feats in Game Rules .
High Jinxes
You know the most powerful Jinxes. You can use an action to Jinx a target you can see within 60 ft of you, forcing them to make a CHA saving throw DC equal to your spell save DC and on a failed save they are Jinxed. If you know the target of the Jinxes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, you can choose which Jinx you place on them and they automatically fail the saving throw. Otherwise roll on the High Jinx table.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1). You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
High Jinx Table
| 1D100 | High Jinx |
|---|---|
| 1-2 | Misplace Jinx: The target of the Jinx will lose the next object they try to retrieve or pick up. |
| 3-4 | Clumsy Fingers Jinx: The target of the Jinx drops one item they are holding. |
| 5-6 | Tripping Jinx: The target of the Jinx falls Prone the next time they attempt to move more than 5 ft at one time. |
| 7-8 | Transportation Jinx: The target of the Jinx is delayed the next time they attempt to travel to a new location. Roll 1D4: 1- The target is delayed one hour. 2- The target is delayed 2D4 hours. 3- The target is delayed 24 hours. 4- The target is delayed 1D4 days. |
| 9-10 | Weather Jinx: The target of the Jinx experiences a mishap with the weather the next day. Roll 1D4: 1- A hailstorm catches them without cover. 2- The weather is frigid and they are unprepared. 3- There is an unusually mighty wind that messes with them. 4- The paths they take are treacherous and muddy or dusty and they are wearing nice footwear. |
| 11-12 | Writing Jinx: The target of the Jinx has trouble writing. The next thing they write has enough errors that it becomes nonsensical or even bears an opposing message than intended. |
| 13-14 | Recipient Jinx: The target of the Jinx has their next written correspondence misplaced, it is delivered to a random individual that the recipient would not want to receive. |
| 15-16 | Schedule Jinx: The target of the Jinx forgets one upcoming date within the next week. |
| 17-18 | Meeting Jinx: The target of the Jinx mixes up the location of a meeting within the next week. |
| 19-20 | Dishonest Jinx: The target of the Jinx provides misleading information the next time they try to be honest. |
| 21-22 | Name Jinx: The target of the Jinx forgets the name of the next individual they try to talk with. |
| 23-24 | Distraction Jinx: The target of the Jinx becomes distracted and has a 1D10 penalty to their next D20 test. |
| 25-26 | Oversharing Jinx: The target of the Jinx shares compromising information the next time they attempt to explain something. |
| 27-28 | Monologing Jinx: The target of the Jinx shares one important thought on their mind the next time they open their mouth. |
| 29-30 | Bragging Jinx: The target of the Jinx brags about one achievement they might not want to share the next time they are talking about themselves. |
| 31-32 | Assumption Jinx: The target of the Jinx assumes something highly offensive about the next person they meet such as a kink, if they cheated, if they are upright individuals, or a hurtful stereotype. |
| 33-34 | Wardrobe Jinx: The target of the Jinx has a piece of their wardrobe malfunction in a wild way such as a piece of armor falling off, an article of clothing coming off or tearing, or a piece of jewelry or shoe becoming destroyed. |
| 35-36 | Insensitivity Jinx: The target of the Jinx says something highly rude the next time an individual is facing a hardship. |
| 37-38 | “Ex” Jinx: The target of the Jinx refers to someone important to them by the name of their ex, or their own ex or someone they similarly despise. |
| 39-40 | Minorly Ill Jinx: The target of the Jinx experiences a somewhat major source of discomfort such as a migraine or nausea giving them a 1D10 penalty on their next saving throw. |
| 41-42 | Tired Jinx: The target of the Jinx stays up all night the next time they attempt to rest, they must succeed a CON saving throw equal to your spell save DC and on a failed save they do not gain the benefits of the rest and gain 1 level of Exhaustion. |
| 43-44 | Pet Peeve Jinx: The target of the Jinx encounters their biggest pet peeve of theirs within the next hour. |
| 45-46 | Objective Jinx: The target of the Jinx experiences a fairly large setback to one goal of importance such as a skilled individual no longer being able to help with a project the next time they attempt their goal. |
| 47-48 | Stubbed Jinx: The target of the Jinx stubs a random appendage slightly leading it to be injured the next time they attempt to use the appendage selected. The affected appendage is unusable for the next 1D4 -1 turns. 1- Finger 2- Toe 3- Shin 4- Funny Bone |
| 49-50 | Spill Jinx: The target of the Jinx spills all of the next drink they try to drink. |
| 51-52 | Purchase Jinx: The target of the Jinx makes a really bad purchase the next time they spend money (10 GP or more). |
| 53-54 | Eye Jinx: The target of the Jinx accidentally pokes in their eye hard within the next 24 hours. The eye is shut for 1D4 rounds. |
| 55-56 | Dining Jinx: The target of the Jinx eats/drinks messily causing slight mayhem at the table the next time they eat or drink. |
| 57-58 | Slippery Jinx: The target of the Jinx loses traction at an inopportune time. The next time the target tries to move it must make a DEX saving throw DC equal to your spell save DC and on a failed save falls Prone. |
| 59-60 | Order Jinx: The target of the Jinx orders something they hate instead of their intended order the next time they order food or drink. |
| 61-62 | Gross Jinx: The target of the Jinx finds a dead mouse or something similarly horrific in their next meal or drink. They must make a CON saving throw DC equal to your spell save DC and on a failed save they vomit. |
| 63-64 | Bad Deal Jinx: The target of the Jinx makes a pretty bad deal the next time they make a business transaction or social agreement. For example, buying in bulk when you need a bit or buying something expensive (10+ GP) that was unnecessary. |
| 65-66 | Loop Jinx: The target of the Jinx has a song stuck in their head and is unable to recall its title for at least 2D4 days. |
| 67-68 | Temperature Jinx: The target of the Jinx feels too hot for exercising and too cold to leave a blanket. |
| 69-70 | Accident Jinx: The target of the Jinx has a minor accident within the next hour such as tipping something over. |
| 71-72 | Impulse Jinx: The target of the Jinx has their impulse control undermined. The target lets a large impulse loose such as punching a wall or screaming in frustration. |
| 73-74 | Bright Jinx: The target of the Jinx has a bright light shone in their face like sunlight glinting off a blade. The target must make a CON saving throw DC equal to your spell save DC and on a failed save has disadvantage on sight related checks and attacks for four turns. |
| 75-76 | Misremember Jinx: The target of the Jinx has a momentary lapse of thought. The target misremembers one pretty important fact when trying to recall it such as how many arrows or spell slots they have available. |
| 77-78 | Hiccup Jinx: The target of the Jinx is afflicted with hiccups forcing them to make a CON saving throw DC equal to your spell save DC and on a failed save hiccup for the next 1D4 +3 rounds and cannot cast spells with the Verbal (V) component. |
| 79-80 | Crawling Sensation Jinx: The target of the Jinx feels like a bug is crawling on their body and must either succeed a Perception check DC equal to your spell save DC or use one action to check the body part. On a failed save of 5 or more they waste one round flailing about and can only take one attack if they can attack more than once and cannot take reactions. Otherwise they have disadvantage on D20 tests until they succeed the check or physically check. |
| 81-82 | Hair in Mouth Jinx: The target of the Jinx feels a hair in their mouth the next time they try to speak or eat. The target must succeed a WIS saving throw and on a failed save use their bonus action and reaction to take the hair out. |
| 83-84 | Cursed Knowledge Jinx: The target of the Jinx has the unholy trinity of manual breathing, manual blinking, and feeling where their tongue is in their mouth. The target has a 1D4 penalty to D20 tests for one hour. |
| 85-86 | Itchy Jinx: The target of the Jinx feels an itching sensation somewhere on their body. The target must make a WIS saving throw DC equal to your spell save DC and on a failed save must use their bonus action for the next 4D4 turns to itch. |
| 87-88 | Clumsy Jinx: The target of the Jinx loses coordination and becomes very clumsy. The target has a big mishap such as knocking someone over or knocking a picture frame off a wall into their head. |
| 89-90 | Romance Jinx: The target has the most petty of Jinxes on them. The target compares the object of their affection to their ex the next time they meet. |
| 91-92 | Lost Jinx: The target of the Jinx loses their sense of direction and has disadvantage on Survival checks to determine their orientation for twenty-four hours. |
| 93-94 | Recall Jinx: The target of the Jinx recalls a traumatic memory and must make an INT saving throw DC equal to your spell save DC and on a failed save automatically fails CHA based checks for thirty minutes as they become preoccupied. |
| 95-96 | Paranoia Jinx: The target of the Jinx thinks they see something move out of the corner of their eye. The target uses 15 ft of movement and their bonus action to make a Perception check. |
| 97-98 | Numb Jinx: The target of the Jinx sits funny the next time they take a seat and their leg goes numb for one minute after standing, giving them disadvantage on DEX saving throws and a -20 ft penalty to movement. |
| 99-00 | Ringing Jinx: The target of the Jinx has their ears begin the ring for one minute imposing a 1D10 penalty to checks that rely on hearing. |
Mighty Hexes
You know very powerful Hexes and the rituals to perform them. As long as you have Hex Tools on hand, you can spend the specified time performing the ritual and upon completion the Hex resolves. If you know the target of the Hexes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Hex (The same applies to you if someone has your name, personal item, or piece of your body). You can use this feature once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Mighty Hex- Advanced Hex Bag
Your skills allow you to craft more complex Hex Bags. You can craft the following Hex Bags:
Advanced Hex Bag of Harm
Crafting: Canvas bag (2 cp), tooth of a Monstrosity CR 4 or more (3 gps), dirt from a graveyard, 1 gold piece, shard of glass, a small piece (Hair, saliva, etc) of the target, a 6th level spell slot.
Effect: The Hex Bag takes effect after 6 hours of being within the same room of the target. While the target is within 500 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Pain: Whenever the target takes damage it takes an additional 3 damage of the same type.
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Agony: When the target is hit with a critical hit it takes an additional 1D12 damage.
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Opportunity: Attacks on the target have a +3 bonus to hit.
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Tears of Blood: The target has a -3 penalty to hit and checks that rely on sight.
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Ringing Ears: The target has a 1D6 penalty to checks that rely on hearing, the target is Deafened beyond 15 ft.
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Continuous Harm: The target cannot regain hit points.
Advanced Hex Bag of Conjuration
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Crafting: Silk bag (1 gp), bones of an Undead CR 4 or more (10 gps), handful of iron flakes (1 cp), bag of pepper (2 sps), one bunch of Wormwood (2 gps), a small piece (Hair, saliva, etc) of the target, a 5th level spell slot.
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Effect: The Hex Bag takes effect after 6 hours of being within the same room of the target. After that time a creature is summoned within 10 ft of the Hex Bag in an unoccupied space and is bound to the target. The creature always knows the location of the target as long as the Hex Bag is within 500 ft of the target. The creature does everything in its power using all of its knowledge and power to kill the target. If the Hex Bag is destroyed or the target is out of range of the Hex Bag for more than 24 hours the creature vanishes. If the creature is slain it regenerates within 48 hours and appears within 10 ft of the Hex Bag in an unoccupied space. You can choose from the following options:
Water Weird, Red Cap, Hell Hound, Leucrotta, Wight
Advanced Hex Bag of Affliction
Crafting: Suede bag (3 gp), powdered dust of Celestial bone (20 gp), handful of gold flakes (3 gps), handful of ash, a small piece (Hair, saliva, etc) of the target, a 5th level spell slot.
Effect: The Hex Bag takes effect after 6 hours of being within the same room of the target. While the target is within 500 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Aching Bones: The target is afflicted with sore muscles and tiredness. They have a -4 penalty to DEX saving throws and their movement speed is reduced by 15 ft. If the target falls Prone they cannot get up their next turn (This applies once per combat).
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Ashen Tongue Disease: The target’s tongue and nose become coated in black ooze. The target automatically fails checks that rely on smell or taste. The target must attempt a DC 17 CON saving each time they try to eat or drink and on a failed save they fail to keep food or water down and throw up.
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“It’s just a cold”: The target feels like they have the common cold and all physicians would concur that is what they have. Every 24 hours the Hex Bag has been in range; their hit point maximum is permanently reduced by 3.
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“Just a bad day”: The target feels unreasonably angry and short tempered. They have a 1D6 penalty to CHA and WIS based skill checks. If they fail a CHA or WIS based skill check by 5 or more they get furious and hit the nearest person or object before they can gain control of their senses.
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“Just some bad luck”: The target experiences a series of bad luck each day such as discovering a loved one passed, learning their child is a bully, falling down a flight of stairs, etc. Every 24 hours this continues the target has a -2 penalty to D20 tests.
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Stone Bone Disease: The target’s bones become brittle. The target becomes Vulnerable to Bludgeoning damage and if they take 15 or more Bludgeoning damage in a single instance they break a bone. A broken leg halves their movement speed, two broken legs makes their movement speed 5 ft, a broken arm loses its Proficiency Bonus to checks, attacks, and damage involving it.
Advanced Hex Bag of Disfigurement
Crafting: Burlap bag (1 cp), shard of bone of a humanoid, bag of salt (1 sp), twisted gold thread (2 gps), a small piece (Hair, saliva, etc) of the target, a 4th level spell slot. It takes one week for every day the Hex Bag was in effect to return to normal.
Effect: Effect: The Hex Bag takes effect after 6 hours of being within the same room of the target. While the target is within 500 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Bad Skin: The target’s skin develops lesions and blisters. The target has a -3 penalty to INT and WIS based skill checks as it takes up their thoughts. The target’s skin is sensitive and takes an additional 1D6 damage when dealt Acid, Cold, Fire, Necrotic, or Poison damage.
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Serious Nerve Damage: The nerves in the target’s extremities are attacked leading to tremors in all limbs. They have a -3 penalty to DEX based skill checks and it takes hours to accomplish daily tasks.
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Ugliness: The target’s appearance subtle shifts becoming more ugly as a variety of things such as warts, patches of skin changing color, teeth falling out or becoming fangs, etc. After one day, individuals who have not met them more than once would fail to recognize them. After two or more days, individuals who have not seen them for more than a week or two would fail to recognize them.
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Loss of Function: Parts of the individual’s body begin to fail. Once a body part is affected by this Hex cannot perform fine functions but only marginally impedes daily life. Roll 1D4. On a 1 an appendage such as a finger or toe shrivels or becomes deformed. On a 2 an appendage such as a hand or foot shrivels or becomes deformed. On a 3 an appendage such as an arm or leg shrivels and becomes deformed. On a 4 an organ for sense such as the nose, eyes, or tongue becomes deformed. You roll 1D4 and repeat this process every 48 hours and if the same result is rolled the affected part ceases to function normally without effort requiring a DC 10 CON saving throw to use correctly. If the same result is rolled again the DC increases by 2.
Hex Bag of Aging
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Crafting: Gold chainlink bag (20 cp), two hands of a clock taken at midnight, a bundle of blackthorn (1 gp), a vial of mercury (1 gp), a small ornate hourglass (10 gps), a small piece (Hair, saliva, etc) of the target, a 7th level spell slot. Before one week has passed the spell Greater Restoration can reverse the effects provided that the Hex Bag is destroyed. After one week the effect of the Hex becomes permanent and can only be undone by the Wish spell or similar effect provided that the Hex Bag is destroyed.
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Effect: The Hex Bag takes effect after 6 hours of being within the same room of the target. While the target is within 500 ft of the Hex Bag they age at a rate of one year every 24 hours for the first week followed by one additional year every 24 hours after the initial week (2 years after day 11, 3 years after day 12, etc).
Mighty Hex- Wia Ritual
You learn a more advanced ritual to commune with the Wia. The ritual and its effects are more flexible. You can talk directly with the chosen Wia for a time, ask one to possess you and enable you to perform something beyond your ability, or question an ancestor or other deceased soul for information. The ritual lasts for one hour and requires you to have your Hex Tools on hand. You address Armba first and ask for his aid or the aid of another. Unlike the Wia Symbol the terms are always the same and the cost of their aid is determined after the service is provided. The term is always a period of service where they ask you to complete a task. The task will always pertain to their significance and nature. The period is never more than 24 hours and occurs within the next week unless otherwise negotiated. If you address a Wia with a task they are not suited for they may grow angry and refuse the task and require a much more difficult cost. You can ask for the following aid:
Commune with the Wia
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Effect: A somewhat risky Wia Ritual where you talk to first Armba and if needed another Wia. The Wia take the form of someone you know in life to protect you from their true forms. After the initial greetings you have ten minutes to talk with them. The Wia have no obligation to help and can even choose to hinder your efforts but they respect you more if you have completed Wia Symbols with them beforehand. The greatest protection to you during the meeting is respectful conduct.
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Example Effect: You call upon Kaza the Working Man and spend time discussing how to cultivate an ingredient for a Hex Bag.
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Example Costs: Kaza may request a portion of the harvest or a new hat made from the fibers of the crop to be presented at a later date along with a cold drink.
Request Possession
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Effect: The most risky Wia Ritual where you request Armba or Armba to grant permission for another Wia to possess you. Each Wis has immense power and are extremely capable as long as it pertains to their significance and abilities. Each Wia is very specialized and is likely to fail other tasks that may pop up during the time they are possessed. You negotiate a length of time and purpose for the possession. The Wia must perform the negotiated task to the best of their ability and will attempt to complete it right up to the deadline. The Wia also tries its best to finish the task with time to spare as that extra time is theirs to do with as they please. The timeframe must be reasonable in order for a Wia to agree.
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Example Effect: You ask Awge The Dependable Boat to find a boat and get you and your companions across a treacherous body of water within the next 12 hours. Agwe takes over your body and sets about finding a boat for sale, building a boat if tools and resources are available, or finding a service to grant passage. Awge would be great at such negotiations but if violence broke out they would be forced to run or be beaten severely as violence is not why they are significant. If Awge finishes with one hour to spare they may use your body to sabotage a vessel they find crude and offensive.
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Example Costs: If Agwe had to go through the trouble of building a boat they may request the boat to be filled with offerings of fish, beaver pelts, and other aquatic commodities and set free to drift down the river.
Knowledge from Beyond
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Effect: The least risky Wia Ritual where you request that Armba and Marqui Sandi collect a soul from the beyond and grant you one minute to communicate with them. You must know the spirit’s given name in order to call them. The spirit cannot lie but it can withhold answers. Respect is demanded by Marqui Sandi during this time towards the spirit. The spirit only possesses knowledge it knew in life.
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Example Effect: You call upon Philipe Alexandre III and ask them the last known location of their crown. Philpe explains that it was taken by his advisor Hans De Vide before his death.
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Example Costs: The knowledge could lead to wealth or a reward, therefore a portion of that reward may be asked of along with an open acknowledgement of their part in your success.
Potent Curses
You know more powerful Curses. If you know the target of the Curses given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Curse (The same applies to you if someone has your name, personal item, or piece of your body).
You can modify the spell Bestow Curse with the following options some of which may require a spell slot greater than 3rd level (You still cast the spell Bestow Curse following all of its conditions). A Curse modified this way cannot be cast at a higher-level and does not require Concentration. Some Curses once modified gain an alternative way to remove the Curse though most Curses can be removed by a Remove Curse spell of the same level or higher than the spell that created the Curse unless otherwise stated. Alternate ways to remove curses can be divined by a successful Arcana check DC 13 + the spell slot used to create the Curse.The Curse is carried out to the best of the target’s ability if it requires the target’s time and effort but does not interfere with the target’s ability to respond to threats of violence unless stated as part of the Curse. If the Curse has a trigger the Curse’s duration does not begin until the Curse is triggered.
You can modify a Curse this way once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Agreement
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Spell Level: 4
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: Persuasion checks automatically succeed on the target that are within reason. One could not convince them that they were suicidal, that the sun was blue, or similar things. The target has disadvantage on Insight checks.
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Removal Condition: The spell Remove Curse.
Beast Anathema
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Spell Level: 3
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target starts its turn within 10 ft of a Beast.
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Effect: Beasts refuse to take commands from the target or interact with the target unless it is to attack the target.
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Removal Condition: The spell Remove Curse.
“Body Swap”
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Spell Level: 7
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target finishes a long rest.
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Effect: The target believes they have switched bodies with a random creature of the same Type (Humanoid, Monstrosity, etc) within 300 ft of them. If no such targets exist the Curse remains untriggered. For instance if the target was a Barbarian and the creature chosen was a Wizard they no longer believe that they could withstand attacks or lift their heavy weaponry but instead believe in their mighty intellect and ability to cast spells (Proficiencies and abilities are not changed). All creatures but the creature they believe they were swapped within automatically fail Persuasion checks to persuade them that they did not swap bodies.
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Removal Condition: The spell Remove Curse or a DC 24 Persuasion check with disadvantage can be attempted by the creature they believe they were swapped with one time during the duration of the Curse, ending the Curse on a successful check.
Bounty
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Spell Level: 7
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Duration: 24 hours
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Trigger: Instantaneous
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Effect: The target experiences great luck and cannot conceal their wealth. The target finds wealth at a rate of 5-100 gps worth per hour but their wealth seems to keep being on display such as coin pouches spilling out, Bags of Holding or other containers ejecting their most valuable contents at random times. Thieves, bandits, and ruffians always seem to be around and notice their luck and wealth and may attempt at later points to liberate the target of their belongings.
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Removal Condition: The spell Remove Curse or the target donates at least 50 gps to a reputable charity or family in need which ends the Curse and causes all nerdowells to lose interest in the target.
Beast Anathema
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Spell Level: 3
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target starts its turn within 10 ft of a Beast.
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Effect: Beasts refuse to take commands from the target or interact with the target unless it is to attack the target.
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Removal Condition: The spell Remove Curse.
“Expert”
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Spell Level: 3
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Duration: 6 hours
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Trigger: Instantaneous
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Effect: The target becomes an insufferable know-it-all that attempts to perform every skill check before anyone else can try and be at the forefront of every conversation as if they were an expert.
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Removal Condition: The spell Remove Curse.
False Prophet
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Spell Level: 7
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Duration: 24 hours
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Trigger: Instantaneous
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Effect: Agents, Possessed, Saints, Clerics, Hexlords, Arcanists, and Dragon Mages have advantage on the saving throw. A Possessed automatically succeeds the saving throw if they have Embraced the Possession. The target believes that they are a prophet for a new deity and attempts to promote the new religion to the best of their ability. Roll 1D8 on the table excluding the Alignment of any greater power they believe in. If the target is being granted powers by greater power they lose all features including spellcasting that is not using Cantrips for the duration.
To roll on the table, start with the lowest Alignment that is not the Alignment of the greater power the target is associated with and skip the Alignment of the greater power go from 1 to 8. For example, if the current greater power is Neutral Good then 1 would start at Lawful Good and 2 would be Chaotic Good ending at 8: Chaotic Evil.
Removal Condition: The spell Remove Curse or divine communication from a greater power of a differing alignment than the being the target believes in. If they are granted powers by a greater power that power can end the Curse if the target of the Curse is currently in good standing with them though most would find a fleeting moment of unbelief as a great teaching moment.
| Alignment | Greater Power |
|---|---|
| Lawful Good | Two-Shoes, the Just: A transcendent being of pure goodness who cracks down on lawlessness and promises justice to the downtrodden and vengeance to those who have been cheated. |
| Neutral Good | Benevolous, the Pleasant: A kindhearted being who wants all to smile and be happy and promises good days and good times ahead. |
| Chaotic Good | “Aunty Samantha,” the Patriot: A zealous being that pursues freedom and liberty above all else and wishes all to be made free and equal. |
| Lawful Neutral | Judgemonius, the Stern: A strict being that uses the law to equally and impartially judge all and will purge all unfair judges, law makers, and corrupt officials. |
| True Neutral | Linestrider, the Impartial: A middle of the road being that cares not for good nor evil but wishes all to act according to their self interest. |
| Chaotic Neutral | The Whimsy: A free spirited being that loves randomness and wants all to be free and creative and express themselves without fear of reproach. |
| Lawful Evil | Tyrantus, the Mighty: A powerful being that uses laws to suit their needs and wants all to act with impunity with no way to be threatened. |
| Neutral Evil | Narasasus, the Vain: A haughty being that loves themselves and wants all to embrace and look after themselves and their own. |
| Chaotic Evil | The Red Maw: A bloodthirsty being that says the ends justify the means no matter what they are and wants all to grab their desires by any means necessary. |
Forgetfulness
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Spell Level: 3
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target cannot remember recent details. They can remember things they learned more than one hour ago but everything else is only retained for 18 seconds. For instance, the target would remember they are in a fight and all the names of those they have been working with but would forget the name of someone they met within the last hour and would continue to forget that name every 18 seconds.
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Removal Condition: The spell Remove Curse.
Gender Swapping
Spell Level: 7
Duration: Indefinite
Trigger: The curse is undetectable and has no effect until the target does one of the following that you choose upon Cursing them:
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Touching hot or cold water
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Finishing a long rest
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Reducing a creature to 0 hit points
Effect: Upon triggering the trigger the target becomes male or female the opposite of their current gender or the closest opposite to whatever they are presenting. After this each time they trigger the Curse they turn into a male or female whichever they are not. They know they are the incorrect gender, but when they are female behave with femininity and when male behave with masculinity. Either gender is about the same level of attractiveness as the target was originally.
Removal Condition: The spell Remove Curse or when the target finds true happiness and accepts both of their forms.
Hedonism
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Spell Level: 6
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Duration: 1 week
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Trigger: The curse is undetectable and has no effect until the target drinks alcohol or partakes in a mind altering substance.
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Effect: The target partakes until they pass out each night and rolls twice on the Hedonsim Table and takes the worst of the options as decided by the DM. On average the substance abuse would take 5-10 gps a night and if the target runs out of money they will gamble, steal, or go into debt to continue the revelry.
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Removal Condition: The spell Remove Curse or five people who care about the target each succeeding DC 20 Persuasion check for them to stop.
Inverted Reaction
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Spell Level: 3
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Duration: 1 hour
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Trigger: Instantaneous
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Effect: The target reacts to pain with a smile and bad news with a laugh and vice versa. The target is aware something is off but is unable to stop. The target automatically fails CHA based skill checks.
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Removal Condition: The spell Remove Curse.
Lies
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Spell Level: 3
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target attempts to tell the truth.
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Effect: The target can only lie or withhold answers. They are unable to deny lies and will attempt to spin webs of lies in an attempt to preserve their falsehood. The target lies in direct opposition to the truth whenever possible.
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Removal Condition: The spell Remove Curse.
Madness
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Spell Level: 7
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Duration: Indefinite
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Trigger: Instantaneous
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Effect: The target gains one level of Indefinite Madness, you choose from the Indefinite Madness table the form in which the Madness takes form.
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Removal Condition: The spell Remove Curse or intervention from a being of greater power.
Minor Illness
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Spell Level: 3
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Duration: 24 hours
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Trigger: Instantaneous
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Effect: The target’s immune system becomes compromised. The target must repeat the WIS saving throw and again after each hour. With each failed save the target becomes more ill. After one failed save the target has a sniggly nose and disadvantage on Perception checks that rely on smell. After two failed saves their eyes become watery and they have disadvantage on checks that rely on sight. After four failed checks they become bleary and have disadvantage on Arcana, History, and Religion checks. After eight failed checks the target becomes feverish and has Vulnerability to Cold and Fire damage. After twelve failed checks the target becomes nauseous and has disadvantage on DEX saving throw and their movement speed is halved. After sixteen failed saving throws the target becomes very weak and automatically fails STR saving throws and STR based checks and deals half as much damage with melee and ranged attacks and unarmed strikes. After twenty failed saving throws the target is bedridden and takes 1D6 Necrotic damage every minute they are upright and each time they stand up.
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Removal Condition: The spell Remove Curse.
Miser
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Spell Level: 6
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Duration: 1 Week
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Trigger: The curse is undetectable and has no effect until the target tries to spend money.
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Effect: The target is unable to spend more than the bare minimum for basic necessities and nothing else. They will haggle, threaten, and trade before spending the market value on anything. They are filled with concerns of their wealth leaving them and are unwilling to allow anyone to handle their wealth. They spend their time concocting and enacting ways to get even more money with the least amount of effort possible that will not provoke legal issues. They prioritize money to a great degree such that they would rather count their coins and earn money than learn about something unrelated to their wealth but they would still help an ally though they might just charge them for the trouble.
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Removal Condition: The spell Remove Curse or the Dream spell being cast on them conjuring a nightmare where they are swallowed up in their greed and lose everything.
Mistaken Identity
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Spell Level: 3
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target meets a new person.
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Effect: The target sees every new person as someone they knew in life and attempts to strike up a conversation as if they were reuniting. Roll 1D4 each time and on an odd result they are mistaken as someone they miss or remember fondly and on an even result they are mistaken as someone they hate or mistreated them.
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Removal Condition: The spell Remove Curse.
Nature Anathema
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Spell Level: 5
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Duration: 6 hours
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Trigger: The curse is undetectable and has no effect until the target starts its turn within 10 ft of a plant.
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Effect: Plants attack the target using the stats of an Awakened Shrub or Awakened Tree and attempt to hedge up the way of the target. The target’s movement speed is halved while near plant life as they attempt to trip them and slow them. The target automatically fails any checks to orientate themselves or track creatures as the plants move and cover up tracks and obscure trails.
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Removal Condition: The spell Remove Curse.
Pacifism
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Spell Level: 3
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target desires peace and not conflict. They have disadvantage on attack rolls and are unable to deal lethal damage to any creature. They automatically fail Intimidation checks.
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Removal Condition: The spell Remove Curse.
Rhyme
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Spell Level: 6
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Duration: 1 hour
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Trigger: The curse is undetectable and has no effect until the target attempts to speak.
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Effect: The target must communicate in rhyme. If the target fails to rhyme each creature that heard them retroactively hears them spouting gibberish. The target cannot cast spells with the Verbal (V) component and has disadvantage on all CHA based checks.
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Removal Condition: The spell Remove Curse or the target can kiss an intelligent humanoid creature (INT score of at least 7) and the Curse transfers to them and the duration resets.
Rotten Sustenance
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Spell Level: 6
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Duration: 72 hours
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Trigger: The curse is undetectable and has no effect until the target attempts to eat or drink.
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Effect: Any food or drink the target eats or drinks becomes rotten once it enters their mouth. In order to eat or drink the target must repeat the WIS saving throw and on a failed save vomit and on a successful save become Poisoned until the Curse ends. The target must repeat the save after being Poisoned and each time the target fails the save they gain one level of Exhaustion.
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Removal Condition: The spell Remove Curse or the target drinks Holy Water.
Slayer
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Spell Level: 5
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Duration: 6 hours
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Trigger: The curse is undetectable and has no effect until the target attacks a creature.
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Effect: The target tries to slay each creature they attack while under the Curse. They are unable to deal nonlethal damage or show mercy. If a creature they attacked while under the Curse escapes they will pursue them until the end of the Curse.
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Removal Condition: The spell Remove Curse.
Untouchable
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Spell Level: 5
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target starts its turn within 5 ft of another creature.
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Effect: Some creatures refuse to touch the target. The more the creature is close to or likes the target the more repulsed they are. Close allies or lovers would never willingly go within 15 ft of the target unless forced while enemies are unaffected.
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Removal Condition: The spell Remove Curse.
Invoke Malice
You can force creatures to act on latent violent impulses. You can use an action and target one creature you can see within 60 ft of you and force them to make a WIS saving throw DC equal to your spell save DC and on a failed save the target uses its next turn attacking a creature of your choice. The amount of and degree of latent violence towards the target determines the ferocity and dedication of the attacks. If you choose a target they are fairly ambivalent toward they may only launch a few unarmed attacks. On a successful save they repress the urge taking 4D6 Psychic damage.
You can use this feature once per long rest.
Curse Reflection
Having a person’s given name, a personal item of theirs, or a piece of them such as a lock of hair grants you great protection from their attacks. You have learned to reflect jinxes, hexes, and curses back to the source provided you have the aforementioned information or items. If a spell has a debuffing effect such as Bane or is a jinx, hex, or curse-like effect the spell or effect is reflected back at the target and if it involves a saving throw the target has disadvantage on the save.
Alternatively, you can use this effect on cursed individuals such as Lycanthropes or Vampires provided you have the correct information or items and they cannot come within 10 ft of you and their attacks have disadvantage as you repel the curse within them. They are repelled for up to ten minutes and you Concentrate on the effect as if Concentrating on a spell.
You can use this feature once per long rest.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, you can choose a Feat. See the list of Feats in Game Rules .
High Hexes
You know the most powerful Hexes and the rituals to perform them. As long as you have Hex Tools on hand, you can spend the specified time performing the ritual and upon completion the Hex resolves. If you know the target of the Hexes given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Hex (The same applies to you if someone has your name, personal item, or piece of your body). You can use this feature once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
High Hex- Forbidden Hex Bag
Your skills allow you to craft more complex Hex Bags. You can craft the following Hex Bags:
Forbidden Hex Bag of Harm
Crafting: Canvas bag (2 cp), tooth of a Dragon CR 9 or more (20 gps), dirt from a graveyard, 1 platinum piece, shard of glass, a small piece (Hair, saliva, etc) of the target, an 8th level spell slot.
Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. While the target is within 1,000 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Pain: Whenever the target takes damage it takes an additional 4 damage of the same type.
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Agony: When the target is hit with a critical hit it takes an additional 2D12 damage.
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Opportunity: Attacks on the target have a +4 bonus to hit.
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Tears of Blood: The target has a -4 penalty to hit and checks that rely on sight.
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Ringing Ears: The target has a 1D8 penalty to checks that rely on hearing. The target is Deafened beyond 25 ft.
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Continuous Harm: The target cannot regain hit points and takes 1 damage every minute.
Forbidden Hex Bag of Conjuration
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Crafting: Silk bag (1 gp), hide of an Aberration CR 6 or more (70 gps), handful of iron flakes (1 cp), bag of pepper (2 sps), one bunch of Wormwood (2 gps), a small piece (Hair, saliva, etc) of the target, a 5th level spell slot.
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Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. After that time a creature is summoned within 10 ft of the Hex Bag in an unoccupied space and is bound to the target. The creature always knows the location of the target as long as the Hex Bag is within 1,000 ft of the target. The creature does everything in its power using all of its knowledge and power to kill the target. If the Hex Bag is destroyed or the target is out of range of the Hex Bag for more than 24 hours the creature vanishes. If the creature is slain it regenerates within 48 hours and appears within 10 ft of the Hex Bag in an unoccupied space. You can choose from the following options:
Helmed Horror, Succubus/Incubus, Lamia, Ghost, Deathlock
Forbidden Hex Bag of Affliction
Crafting: Suede bag (3 gp), skull of a Tiny Fey (50 gp), handful of electrum flakes (6 gps), handful of ash, a small piece (Hair, saliva, etc) of the target, a 8th level spell slot.
Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. While the target is within 1,000 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Aching Bones: The target is afflicted with sore muscles and tiredness. They have a -5 penalty to DEX saving throws and their movement speed is reduced by 20 ft. If the target falls Prone they cannot get up for their next 2 turns (This applies once per combat).
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Ashen Tongue Disease: The target’s tongue and nose become coated in black ooze. The target automatically fails checks that rely on smell or taste. The target must attempt a DC 22 CON saving each time they try to eat or drink and on a failed save they fail to keep food or water down and throw up.
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“It’s just a cold”: The target feels like they have the common cold and all physicians would concur that is what they have. Every 24 hours the Hex Bag has been in range; their hit point maximum is permanently reduced by 4.
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“Just a bad day”: The target feels unreasonably angry and short tempered. They have a 1D8 penalty to CHA and WIS based skill checks. If they fail a CHA or WIS based skill check by 5 or more they get furious and attack the nearest creature attempting to kill them before they can gain control of their senses.
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“Just some bad luck”: The target experiences a series of bad luck each day such as discovering their beloved was unfaithful, a close relative passed away in a horrific accident, losing a digit doing a common event, their business becoming bankrupt , etc. Every 24 hours this continues the target has a -3 penalty to D20 tests.
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Stone Bone Disease: The target’s bones become brittle. The target becomes Vulnerable to Bludgeoning damage and if they take 10 or more Bludgeoning damage in a single instance they break a bone. A broken leg halves their movement speed, two broken legs makes their movement speed 5 ft, a broken arm loses its Proficiency Bonus to checks, attacks, and damage involving it.
Forbidden Hex Bag of Disfigurement
Crafting: Burlap bag (1 cp), shard of bone of a humanoid, bag of salt (1 sp), twisted platinum thread (30 gps), a small piece (Hair, saliva, etc) of the target, a 5th level spell slot. The effects of the Hex Bag are permanent unless the spell Greater Restoration is cast once for every 24 hours the target was afflicted or the Wish spell is used.
Effect: Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. While the target is within 1,000 ft of the Hex Bag one of the following effects occur (You choose upon creation):
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Bad Skin: The target’s skin develops open sores that bleed and get infected constantly. The target has a -4 penalty to INT and WIS based skill checks as it takes up their thoughts. The target’s skin is sensitive and takes an additional 1D10 damage when dealt Acid, Cold, Fire, Necrotic, or Poison damage. The target must make a DC 16 CON save to sleep, put on clothing, bathe, or similar acts that involve irritating their skin otherwise they either refuse or take 1D8 Necrotic damage if they persevere.
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Crippling Nerve Damage: The nerves in the target’s extremities are attacked leading to severe tremors in all limbs. Their movement speed is halved, they have a 1D4 (4) chance of performing simple tasks. They attack with disadvantage and have -4 AC.
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Ugliness: The target’s appearance becomes increasingly unrecognizable overnight. After one day, acquaintances might not recognize them. After two days, close relatives might not recognize them. And after three days, even loved ones start to think that they might not be who they think they are. After four days, most would believe that they have been taken over by a Changeling, Fey, Fiend, or Hag and refuse to believe their claims.
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Loss of Function: Parts of the individual’s body begin to fail. Once a body part is affected by this Hex cannot perform fine functions and impedes daily life. Roll 1D4. On a 1 an appendage such as a finger or toe shrivels or becomes deformed. On a 2 an appendage such as a hand or foot shrivels or becomes deformed. On a 3 an appendage such as an arm or leg shrivels and becomes deformed. On a 4 an organ for sense such as the nose, eyes, or tongue becomes deformed. You roll 1D4 and repeat this process every 24 hours and if the same result is rolled the affected part ceases to function normally without effort requiring a DC 15 CON saving throw to use correctly. If the same result is rolled again the DC increases by 4. If the same result is rolled again the affected part falls off and cannot be restored except by the Wish spell or similar effect.
Hex Bag of Servitude
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Crafting: Fine cloth bag (1 gp), dirt from a crossroad, tongue of a greater Devil CR 8+ (60 gps), a silver ingot (2 gps), a bundle of nightshade (1 gp), an ornate set of handcuffs (10 gps), a small piece (Hair, saliva, etc) of the target, an 8th level spell slot.
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Effect: Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. While the target is within 1,000 ft of the Hex Bag the target is Charmed by you. A creature can be affected by this charm even if they are Immune to the Charmed condition. The longer they are Charmed the more the condition becomes a part of them and not an effect. After 48 hours the target is willing to do most things for you short of self harm, irreparable damage to their finances or reputation, or murder. After 96 hours the range of the Hex Bag becomes one mile. After one week the effects are permanent and the target is enslaved by you and cannot disobey any command. A creature enslaved this way is under tremendous pressure and strain and gains 1 level of Exhaustion each day that cannot be cured unless the Wish spell or a similar effect is used to remove the effect of the Hex Bag entirely. Creatures with Legendary features or are Immortal are Immune to this Hex Bag.
Hex Bag of Banishment
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Crafting: Woven papyrus bag (1 cp), thumb of a humanoid who died while in exile of natural causes, a silver medallion in the shape of a circle with the rune for banishment inscribed (125 gps), a bundle of blackthorn (1 gps), shard of black ruby (70 gps), a small piece (Hair, saliva, etc) of the target, an 8th level spell slot.
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Effect: Effect: The Hex Bag takes effect after 1 hour of being within the same room of the target. After the duration the target is banished to a demiplane where they are tormented by their worst nightmares. The space where they were banished is left with a deep spiraling pattern etched into the ground that cannot be covered up. For instance if the flooring is replaced or a rug is put over it, the pattern will appear within 24 hours. They remain there until the Hex Bag is destroyed or until the pattern left is wiped away with an effect such as the Wish spell or similar effect such as applying Universal Solvent. Creatures with Legendary features are Immune to this Hex Bag.
High Hex- Forge a Pact
You perform a ritual that lasts one hour and summons a being that can speak Hexspeech as Beshaba connects you two to potentially make a pact. The pact is a single instance of a give and take agreement and is much less powerful than pacts made for Warlocks and rarely lasts longer than 48 hours. If you do not know the creature’s given name you choose to summon any creature with that knows Hexspeech can be called though Beshaba usually respects the kind of creature you wish to barter with. The creature will try everything in its power to negotiate your given name, a personal item, or a piece of yourself as part of the pact. If you have the creature’s given name you can use your knowledge of it to request that they do not include your given name or other dangerous information or items as part of the pact and they will abide. The exact wording of the pact is recorded by Beshaba and both of you are held to the pact with serious consequences that can include eternal servitude or death if failed. Pacts that involve impossible tasks for unreasonable requests are not considered valid. Both parties are free to negotiate the terms and wording of the pact but the pact is null if negotiations last longer than the allotted 1 hour. The following are examples of pacts with the following creatures that are acceptable:
Demonic Pact: Demons want nothing more than to escape the Abyss and cause violence and chaos. Theirs will be a straightforward pact, though they will do all they can to abuse the wording of the pact.
Example: “I (Provide one of your aliases), agree to the terms and conditions set with Vromgard of the Shadow Demons for Vromgard to be granted freedom from the depth of the Abyss to exert themselves to the best of their ability to assassinate the monarch of Albergia, one King Augustus the VI under the cover of night and leave evidence that has been provided as part of the pact that would lead one to believe that the kingdom’s enemy the Sunrise Empire is implicated in the assasination. Vromgard is to pursue this task until the king’s soul and any other souls of those he slays as part of the assasination are claimed as part of payment for their services or until the hour is two hours past midnight in which the pact time is filled and Vromgard returns to the Abyss. At no point during this time can Vromgard injure, kill, or otherwise undermine the efforts of me or my companions.”
Devilish Pact: Devils will come prepared and you should too. They will prepare a lengthy document with many clauses and loopholes that will take a majority of the time to read and you should do the same. If you do not completely understand the agreement do not agree to it.
Example: The actual documentation would be too lengthy for most situations and take too long but a contested series of Insight and Deception checks can roughly determine the outcome of negotiations with the player having final say on which if any contract is agreed upon. A good deal might be the soul of a Good aligned person or giving someone something from the Devil that would most likely lead to their eventual corruption.
Draconic Pact: Dragons want for little that they cannot take for themselves. More often than not the only Dragons that will pact are Green or Black Dragons that are bored. They will most likely want information about a rival or some trinket that was once theirs and bothers them that it is unaccounted for. They do not care for negotiation but are usually somewhat fair.
Example: “I (Provide one of your aliases) agree to the terms and conditions set for by The Twin Fangs of Death of the Black Dragons for Mr Death to fly over the town of Shurrel to make the watch be on high alert for threats to the south and for one additional flyby to be carried out one hour after. Mr Death will not place themselves in harm nor harm or otherwise undermine the efforts of myself or my companions. For their services I (Provided alias) agree to bring back 3 of the 20 gps lost 100 years ago within the next year or will provide 300 gps in absence of the 3 aforementioned gps.”
Fey Pact: The Fey will ask for many odd things that do not seem important and may even seem detrimental to them but they do not seem to care and have their own inscrutable reasons. Hexlords have assumed that the Fey will ask for something simply to see if it will be granted and it is highly recommended to never deal with the same Fey twice.
Example: “I (Obvious fakename) agree to the terms and conditions of (Obvious fakename) of the Elder Satyrs for Mr Fey to stage an elaborate prank on the marquis of Melromak between the hours of 6 and midnight. The nature of the prank is left to Mr Fey but is not to be lethal to the marquis or anyone in the castle or harmful to myself or my companions. Upon completion Mr Fey is free to partake of the food upon my plate at my next celebration provided they do not make a nuisance of themselves and are to only eat and observe.”
Hag Pact: Hags have the most variety in their pacts with the terms largely pertaining to the individual Hag. Be warned the given name of a Hag is a combination of their original name when they were a humanoid and the new name given by their Covenmother. Anything else is false.
Example: “I (Provide one of your aliases) agree to the terms and conditions set for by one Hilda Snaggletooth of the Sea Hags. In exchange for her assault on the merchant ship “The Silver Osprey” on the morning of the second day of the month and for her not meddling in my or my companions affairs will be provided one oaken barrel at least 5 years old filled with intestines of 5 humanoids mixed with the eggs of 200 toads sprinkled with mushrooms picked from the cliff deep in the Ferlith Forest.”
Undead Pact: The Undead always pact in a way that settles a regret from their life or provides lifeforce for them to consume. Depending on the Undead a very tidy bargain can be made but beware Undead who pretend to be dumb.
Example: “I (Provide one of your aliases) of the living agree to the terms of Gregory Deadhand of the dearly departed for the services of haunting the mansion marked with a white fence and a red door located on the end of Drewburg Lane for the next two midnights. Gregory is welcome to claim the lifeforce of up to 5 years of human life and up to but no less than 1 year of human life from the inhabitants of the mansion.”
High Hex- Create Voodoo Doll
You can create a doll that is linked to a target you choose. The more time and effort placed into the doll and the closer the doll resembled the target the more effective it is. The basic function of the doll is to allow one to cast certain spells on the target that bypass their will and the spell’s range restrictions but can only target the target. The climate and injuries afflicted to the doll transfer to the target to a degree based on the degree of power the doll holds. Invalid targets of Voodoo Dolls include creatures with legendary abilities, and creatures with a CR greater than half your level rounded down. A Voodoo Doll is immediately destroyed if exposed to fire or another doll is created. You can craft the following dolls:
Makeshift Voodoo Doll
Crafting: A handful of straw or plant material, a length of cord or leather, a piece of charcoal, a slip of paper with the given name of the target, a 1st level spell, and 10 minutes of dedicated time. The doll must be humanoid and usually costs less than 5 cps.
Effect: The doll remains connected to the target as long as it is within 100 ft of the target. The doll lasts for 24 hours before vanishing. The doll can be used in the following ways at a rate of twice every 24 hours:
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Spellcraft: You can use an action to cast one of the following spells without expending a spell slot or causing the target to make a saving throw: Charm Person, Hex. As long as the target is within range they are unaware that any magical effects occurred from those spells. Once they leave the range they can attempt an Arcana check DC equal to your spell save DC and on a successful save become aware of magical meddling.
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Climate: You can use an action and the doll transfers some of what it feels to the target making it vaguely aware of the temperature and state of the doll for one hour. For instance if you place the doll next to an oven the target might feel a bit hot and if the doll was drenched the target might feel damp and sticky.
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Injure: You can use an action and the doll transfers some of what it feels to the target making it vaguely aware of the next injury the doll is inflicted with. The injury can be no worse than a sprained ankle or something similar.
Crude Voodoo Doll
Crafting: A handful of straw or plant material, several lengths of cord or leather, a piece of charcoal, a bit of fabric, a slip of paper with the given name of the target, a 3rd level spell, and 1 hour of dedicated time. The doll must bear a slight resemblance to the target and usually costs less than 1 sp.
Effect: The doll remains connected to the target as long as it is within 250 ft of the target. The doll lasts for 48 hours before vanishing. The doll can be used in the following ways at a rate of twice every 12 hours:
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Spellcraft: You can use an action to cast one of the following spells without expending a spell slot or causing the target to make a saving throw: Enthrall, Hold Person. As long as the target is within range they are unaware that any magical effects occurred from those spells. Once they leave the range they can attempt an Arcana check DC equal to your spell save DC and on a successful save become aware of magical meddling.
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Climate: You can use an action and the doll transfers some of what it feels to the target making it somewhat aware of the temperature and state of the doll for two hours. For instance if you place the doll next to an oven the target might feel like they are experiencing a sweltering day and if the doll was drenched the target gets physically wet.
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Injure: You can use an action and the doll transfers some of what it feels to the target making it vaguely aware of the next injury the doll is inflicted with. The injury can be no worse than a cut that would deal 2D4 Slashing damage or something similar.
Basic Voodoo Doll
Crafting: A handful of straw or plant material, several lengths of cord or leather, a set of paint or similar marking implement, several lengths of fabric, a slip of paper with the given name of the target, a 5th level spell, and 3 hours of dedicated time. The doll must bear a resemblance to the target and usually costs around 1-2 gps.
Effect: The doll remains connected to the target as long as it is within 500 ft of the target. The doll lasts for 1 week before vanishing. The doll can be used in the following ways at a rate of twice every 6 hours:
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Spellcraft: You can use an action to cast one of the following spells without expending a spell slot or causing the target to make a saving throw: Enemies Abound, Fast Friends. As long as the target is within range they are unaware that any magical effects occurred from those spells. Once they leave the range they can attempt an Arcana check DC equal to your spell save DC and on a successful save become aware of magical meddling.
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Climate: You can use an action and the doll transfers some of what it feels to the target making it aware of the temperature and state of the doll for four hours. For instance if you place the doll next to an oven the target might feel like they couldn’t cool down and would gain 1 level of Exhaustion after the full four hours and if the doll was drenched the target would be doused in water as well (Would weakly apply to something like acid).
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Injure: You can use an action and the doll transfers most of what it feels to the target making it vaguely aware of the next injury the doll is inflicted with. The injury can be no worse than a broken bone dealing 2D8 Bludgeoning damage and making the limb have a 1D8 penalty to checks and attacks involving it or something similar.
Finely Crafted Voodoo Doll
Crafting: Cotton batting or feather down, several lengths of braided leather, a set of fine paint or similar marking implement, several lengths of fabric, miniature props such as a hat the target often wears, a slip of paper with the given name of the target, a 7th level spell, and 6 hours of dedicated time. The doll must bear a striking resemblance to the target and usually costs at least 25 gps.
Effect: The doll remains connected to the target as long as it is within 1,000 ft of the target. The doll lasts for 2 weeks before vanishing. The doll can be used in the following ways at a rate of twice every 3 hours:
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Spellcraft: You can use an action to cast one of the following spells without expending a spell slot or causing the target to make a saving throw: Compulsion, Confusion. As long as the target is within range they are unaware that any magical effects occurred from those spells. Once they leave the range they can attempt an Arcana check DC equal to your spell save DC and on a successful save become aware of magical meddling.
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Climate: You can use an action and the doll transfers some of what it feels to the target making it experience the nondeadly temperature and states of the doll for six hours. For instance if you place the doll next to an oven the target would take 1D8 Fire damage every minute and would suffer 2nd degree burns and if the doll was dropped in water the target would have their movement speed halved and they would have to make a CON saving throw every hour DC equal to your spell save DC and on a failed save gains 1 level of Exhaustion.
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Injure: You can use an action and the doll transfers most of what it feels to the target making it feel the next injury the doll is inflicted with. The injury can be no worse being Blinded, Deafened, or losing a limb dealing 3D12 Slashing damage on losing the limb or something similar.
Masterwork Voodoo Doll
Crafting: Fine filling such as Dire Ram batting or Griffon feather down, several lengths of braided leather, a set of fine paint or similar marking implement, several lengths of fabric, miniature props such as a hat the target often wears, a porcelain faceplate, a slip of paper with the given name of the target, a 9th level spell, and 24 hours of dedicated time. The doll must bear a striking resemblance to the target and usually costs at least 100 gps.
Effect: The doll remains connected to the target as long as it is within 1 mile of the target. The doll lasts for 1 month before vanishing. The doll can be used in the following ways at a rate of twice every hour:
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Spellcraft: You can use an action to cast one of the following spells without expending a spell slot or causing the target to make a saving throw: Dominate Person, Modify Memory. As long as the target is within range they are unaware that any magical effects occurred from those spells. Once they leave the range they can attempt an Arcana check DC equal to your spell save DC and on a successful save become aware of magical meddling.
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Climate: You can use an action and the doll transfers some of what it feels to the target making it experience the exact state of the doll for 12 hours. For instance if you place the doll next to an oven the target would take 2D12 Fire damage every minute and would suffer 3rd degree burns and if the doll was dropped in water the target would float in the air as if suspended in water until the doll hit the bottom of the reservoir of water it was placed in. The target would then start to drown unless assisted.
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Injure: You can use an action and the doll transfers what it feels to the target making it feel the next injury the doll is inflicted with. The injury can be lethal such as a beheading.
Mighty Curses
You know many powerful Curses. If you know the target of the Curses given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Curse (The same applies to you if someone has your name, personal item, or piece of your body).
You can modify the spell Bestow Curse with the following options some of which may require a spell slot greater than 3rd level (You still cast the spell Bestow Curse following all of its conditions). A Curse modified this way cannot be cast at a higher-level and does not require Concentration. Some Curses once modified gain an alternative way to remove the Curse though most Curses can be removed by a Remove Curse spell of the same level or higher than the spell that created the Curse unless otherwise stated. Alternate ways to remove curses can be divined by a successful Arcana check DC 13 + the spell slot used to create the Curse.The Curse is carried out to the best of the target’s ability if it requires the target’s time and effort but does not interfere with the target’s ability to respond to threats of violence unless stated as part of the Curse. If the Curse has a trigger the Curse’s duration does not begin until the Curse is triggered.
You can modify a Curse this way once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Adrenaline Junkie
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Spell Level: 5
-
Duration: 24 hours
-
Trigger: Instantaneous
-
Effect: The target desires to risk themselves for the thrill of fighting, fun, and adventure. The more risky the endeavor the more tantalizing it is. The target does not desire to suicidal things such as dive into lava or challenge a Demon Lord. The target must succeed a DC 15 WIS save to avoid slightly risky events such as gambling, a DC 17 WIS save to avoid risky events such as a brawl or cliff jumping, a DC 19 WIS save to avoid very risky events such as a massive fight or an invitation to a janky heist, and a DC 21 WIS check for anything riskier than the events described that wouldn’t obviously result in death.
-
Removal Condition: The spell Remove Curse.
Altered Appearance
-
Spell Level: 4
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target gradually begins to take the form chosen by you. The change is only superficial. The change is subtle the first and second day and is barely noticeable. The change on the third and fourth day is able to be explained by simple things like acne or sunburns. The change on the fifth and sixth day is hard to miss and would result in people close to the target being confused and concerned. The change on the seventh and eighth day is stark with even people close to the target finding difficulty in recognizing them. The change on the ninth day is complete and they become indistinguishable from any other form chosen. After the full week the change becomes permanent unless the spells Great Restoration and Polymorph are cast on the target within 12 seconds.
-
Forms: Bearded Devil, Bugbear, Green Hag, Hobgoblin, Kuo-Toa, Orc, Stone Cursed, or Wight
-
Removal Condition: The spell Remove Curse before the full duration.
Bibliophile
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Spell Level: 4
-
Duration: Indefinite
-
Trigger: The curse is undetectable and has no effect until the target reads a book.
-
Effect: The target must read a book it has not read at least once a week. If the target fails to do so they take 1D4 Psychic damage and their hit point maximum is reduced by the same amount until the Curse ends.
-
Removal Condition: The spell Remove Curse.
Bloody Tear
-
Spell Level: 9
-
Duration: Indefinite
-
Trigger: Instantaneous
-
Effect: The target begins to cry tears of blood. The target takes 1D6 Necrotic damage once Cursed and an additional 1D6 Necrotic damage whenever it is dealt damage and after each minute. This damage bypasses damage Resistances and Immunities and the target’s hit point maximum is reduced by the same amount of damage dealt by this Curse. If the target’s hit point maximum is reduced to 0 hit points by this Curse the target is revived as a Wight that is under your control. The Wight cannot regain hit points except by its Life Drain attack and crumbles to dust if reduced to 0 hit points or after 24 hours.
-
Removal Condition: The spell Remove Curse or Wish.
Conformity
-
Spell Level: 8
-
Duration: 6 hours
-
Trigger: Instantaneous
-
Effect: The target can only take the actions of the creature before it in combat and attempts to repeat each skill check it sees within 60 ft of it on the nearest suitable target for the skill check. The target automatically fails saving throws against being Charmed and CHA based checks automatically succeed. The target cannot be convinced of unrealistic things, be convinced to take their life, or similar unreasonable things.
-
Removal Condition: The spell Remove Curse or being dealt one instance of 20 or more Psychic damage.
Dialogging
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Spell Level: 3
-
Duration: 6 hours
-
Trigger: The curse is undetectable and has no effect until the target tries to speak.
-
Effect: The target cannot go longer than one minute without speaking. The target narrates their actions as they go at the volume of at least a whisper. If asked, the target must repeat the WIS save if they wish to lie or not reveal their past or current actions, or plans and on a failed save they divulge their actions or tell the truth. The target must repeat the WIS save in order to cast a spell with the Verbal (V) component.
-
Removal Condition: The spell Remove Curse.
Injured Ally
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Spell Level: 6
-
Duration: 1 hour
-
Trigger: The curse is undetectable and has no effect until the target sees an ally take damage or an injured ally.
-
Effect: The target sees any injured ally (even barely injured) as having faced grievous wounds that are life threatening and will use the highest level spells and best healing potions to heal them in an attempt to save their life. They will go through any means to save an injured ally, even attempting to snatch healing potions from others or spending their turn to badger a healer to cast a spell on them. After spending one turn trying to convince a healer to aid you and failing you can repeat the WIS saving throw and on a failed save try to convince them to help again.
-
Removal Condition: The spell Remove Curse or the seeing an ally be reduced to 0 hit points.
Isolation
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Spell Level: 6
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target will do all it can to avoid being close to creatures as well as cities and groups of people. The target hates to be within 10 ft of any creature and will go to great lengths to avoid being touched or in close proximity of a creature and will not willingly move within 10 ft of another creature. The target cannot complete a long or short rest while within a city or within 120 ft of a creature.
-
Removal Condition: The spell Remove Curse or reading three books on self help which would take at least four days to finish.
Not Lycanthropy
-
Spell Level: 6
-
Duration: Indefinite
-
Trigger: The curse is undetectable and has no effect until the target sees a full moon.
-
Effect: The target believes that they are a Werewolf. They think they have assumed the form of a Werewolf in hybrid form and seek to attack all creatures they can find with their teeth and unarmed strikes and then consume them. They forget all that they have done at daybreak. After the first trigger they believe they turn into a Werewolf the last four nights leading up to a full moon each month.
-
Removal Condition: The spell Remove Curse or are bit by a Werewolf with the two Curses canceling each other.
Not Vampiry
-
Spell Level: 6
-
Duration: Indefinite
-
Trigger: The curse is undetectable and has no effect until the target sees fresh blood.
-
Effect: The target believes that they are a Vampire. They believe they cannot see their reflection, cannot eat garlic, cannot enter homes without an invitation, are harmed by running water, can only sleep in a coffin or place of death like a crypt, cannot abide Sunlight, and must consume 1 gallon of fresh blood to survive every day.
-
Removal Condition: The spell Remove Curse or are bit by a Vampire with the two Curses canceling each other.
Open Wounds
-
Spell Level: 8
-
Duration: 24 hours
-
Trigger: The curse is undetectable and has no effect until the target takes damage.
-
Effect: The target cannot regain hit points or gain temporary hit points by any means.
-
Removal Condition: The spell Remove Curse or intervention from a greater power with the Life Domain.
Popularity
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Spell Level: 7
-
Duration: 1 week
-
Trigger: The curse is undetectable and has no effect until the target encounters a group of 10 or more people.
-
Effect: The target gains incredible popularity and each creature must repeat the WIS saving throw and on a successful save becomes Immune to the Curse for 24 hours. On a failed save the creature wishes to talk to, hug, kiss, get an autograph, hear tales, or otherwise receive attention from the target. The creature will go to great lengths such as stalk, kidnap, or impede the target. Affected creatures will not attempt to harm the target but do not take no as an answer to leave them alone. All affected creatures immediately lose interest after the Curse ends.
-
Removal Condition: The spell Remove Curse or being in complete isolation for 72 hours without interruption.
Sensory Deprivation
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Spell Level: 8
-
Duration: 24 hours
-
Trigger: Instantaneous
-
Effect: The target is Blinded and Deafened. The target feels crawling sensations all over and experiences horrid visions and must repeat the WIS saving throw at the end of every hour and on every 3rd failure gains 1 level of Long Term Madness that continues to its full completion even after the Curse ends.
-
Removal Condition: The spell Remove Curse or Greater Restoration is cast on them 5 times in succession within 1 hour.
Shallow Graves
-
Spell Level: 9
-
Duration: 1 hour
-
Trigger: The curse is undetectable and has no effect until the target is within 10 ft of a corpse.
-
Effect: Every corpse within 10 ft of the caster revives as a Zombie and attacks the target.
-
Removal Condition: The spell Remove Curse or Wish.
Spacial Ban
-
Spell Level: 5
-
Duration: 24 hours
-
Trigger: The curse is undetectable and has no effect until the target attempts to teleport or a force attempts to teleport them.
-
Effect: The target cannot teleport or be teleported.
-
Removal Condition: The spell Remove Curse.
Twisted Tongue
-
Spell Level: 8
-
Duration: Indefinite
-
Trigger: The curse is undetectable and has no effect until the target attempts to speak.
-
Effect: The target forgets every language it knows and learns one random language to replace each one forgotten. Roll 1D20 for each language the target knew. If the same result is rolled more than once the target loses access to one language.
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Removal Condition: The spell Remove Curse or the spell Tongues is cast on them once a day for 2 weeks.
| D20 | Language |
|---|---|
| 1 | Common |
| 2 | Elvish |
| 3 | Dwarvish |
| 4 | Giant |
| 5 | Gnomish |
| 6 | Goblin |
| 7 | Halfling |
| 8 | Orc |
| 9 | Abyssal |
| 10 | Celestial |
| 11 | Draconic |
| 12 | Deep Speech |
| 13 | Infernal |
| 14 | Primordial |
| 15 | Auran |
| 16 | Aquan |
| 17 | Ignan |
| 18 | Tarran |
| 19 | Sylvan |
| 20 | Undercommon |
Vitality
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Spell Level: 8
-
Duration: 1 hour
-
Trigger: Instantaneous
-
Effect: The target imbues healing to its enemies. Each time the target is hit with a melee or unarmed strike the attacker is healed 1D6 hit points.
-
Removal Condition: The spell Remove Curse or casting an 8th or higher level Necromancy spell on the target.
Infectious Curses
If the target of a Curse that originates from you dies you are aware of their death. You can use a reaction and choose a valid target within 15 ft of the body and force them to repeat the saving throw as if you cast the Curse on them.
You can use this feature once per long rest.
Greater Break Curse
You can break more powerful curses You can use an action to use your Break Curse feature to break a curse, hex, or jinx originating from a spell level that you can cast or from a Very Rare or less rare item or attempt to break an ancestral curse such as vampirism or lycanthropy. If the target is carrying an ancestral curse you must attempt a Sleight of Hand check DC 10 + the creature’s CR to override their curse with your Hexspeech and on a successful check the creature reverts to their natural humanoid form. The targeted effect is dispelled for 6 hours.
Epic Boon
You gain an Epic Boon feat for which you qualify (See Game Rules ).
Master of Vengeance
You are adept at claiming vengeance for even the most petty of reasons. If a creature hits you with an attack, casts a spell on you, or otherwise harms you you can use your reaction to do one of the following:
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Strike Back: Make an unarmed strike or melee on a target within 5 ft of you.
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Arcane Retribution: Cast a 1st level spell with a casting time of one action that deals damage as part of the spell.
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Howl of Anger: You force each creature of your choice within 60 ft of you to make an INT saving throw DC equal to your spell save DC and on a failed save take 2D12 Psychic damage and are Stunned until the end of their next turn. On a successful save they take half as much damage and are not Stunned. You can use this reaction once every long or short rest.
High Curses
You know many of the most powerful Curses. If you know the target of the Curses given name, have a personal item of theirs, or have a piece of their body such as a strand of hair or drop of blood, the target has disadvantage on any saving throws involved with the Curse (The same applies to you if someone has your name, personal item, or piece of your body).
You can modify the spell Bestow Curse with the following options some of which may require a spell slot greater than 3rd level (You still cast the spell Bestow Curse following all of its conditions). A Curse modified this way cannot be cast at a higher-level and does not require Concentration. Some Curses once modified gain an alternative way to remove the Curse though most Curses can be removed by a Remove Curse spell of the same level or higher than the spell that created the Curse unless otherwise stated. Alternate ways to remove curses can be divined by a successful Arcana check DC 13 + the spell slot used to create the Curse.The Curse is carried out to the best of the target’s ability if it requires the target’s time and effort but does not interfere with the target’s ability to respond to threats of violence unless stated as part of the Curse. If the Curse has a trigger the Curse’s duration does not begin until the Curse is triggered.
You can modify a Curse this way once per long rest. You regain a use of this feature whenever you experience misfortune such as rolling a nat 1, being hit with a critical hit, or failing a saving throw.
Arcane Echoes
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Spell Level: 9
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Duration: 10 minutes
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Trigger: The curse is undetectable and has no effect until the target casts a spell.
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Effect: The target must spend each turn casting the same spell until they run out of spell slots that can be used to cast it.
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Removal Condition: The spell Remove Curse or the target runs out of spell slots.
Arcane Disbelief
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Spell Level: 9
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target no longer believes in magic and thinks that it is a series of coincidences, a load of hokum, or any other reason than believing in magic. The target cannot cast spells and loses Attunement to all items it was Attuned to. The target will not cooperate with creatures that wish to cast spells on them.
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Removal Condition: The spell Remove Curse or Wish.
Baleful Reflection
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Spell Level: 3
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Duration: Indefinite
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Trigger: The curse is undetectable and has no effect until the target sees its own reflection.
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Effect: Whenever the target sees its reflection it sees a distorted, vile version of itself that tells them terrible things it wishes to do and has done. The target must repeat the WIS saving throw and on a failed save takes 3D6 Psychic damage and is Frightened for 1 minute of reflective surfaces. On a successful save the target takes half as much damage and is not Frightened.
-
Removal Condition: The spell Remove Curse.
Bloodletting
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Spell Level: 9
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Duration: 10 minutes
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Trigger: The curse is undetectable and has no effect until the target takes damage.
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Effect: The target becomes Vulnerable to all damage. The target takes the attack action each turn and uses one attack to make an unarmed attack on itself. If there is no creature in range it makes one unarmed attack against itself as a bonus action and then Dashes to the nearest creature that has dealt it damage.
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Removal Condition: The spell Remove Curse or being reduced to one quarter of its hit point maximum.
Careful Tongue
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Spell Level: 8
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Duration: 24 hours
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Trigger: The curse is undetectable and has no effect until the target attempts to speak.
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Effect: The target is immediately aware of the Curse and its effects. The target can only speak 10 words every hour.
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Removal Condition: The spell Remove Curse or being the target of a spell 8th level or higher from the School of Enchantment.
Cowardness
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Spell Level: 3
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target has disadvantage on saving throws against being Frightened and if the target is Immune to the Frightened condition it can become Frightened. The target has disadvantage on attack rolls and if damaged it must repeat the WIS saving throw and on a failed save takes the Disengage action and moves away from the source of the damage.
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Removal Condition: The spell Remove Curse.
Dull Metal
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Spell Level: 8
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Duration: 1 week
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Trigger: Instantaneous
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Effect: Once the Curse is put into effect and after every 6 hours every weapon on the person of the target becomes a -1 version of itself (A +3 sword would become a +2 sword) and every coin on the person of the target is reduced in value by one (A gold piece becomes a silver piece and a copper piece becomes piece of wood). The target must repeat the WIS saving throw to detect the change for any weapons and again for any coins. Any other creature must succeed an Investigation check DC equal to your spell save DC to detect any changes in weapons or coins.
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Removal Condition: The spell Remove Curse or being weaponless and coinless for a full seven days without interruption.
Empathetic Damage
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Spell Level: 9
-
Duration: 6 hours
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Trigger: The curse is undetectable and has no effect until the target sees a creature other than themself take damage.
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Effect: The target takes 2 damage each time a creature within range of their senses takes damage and the target cannot regain hit points from damage dealt this way until the Curse ends.
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Removal Condition: The spell Remove Curse or Wish.
Exhaustion
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Spell Level: 7
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Duration: 72 hours
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Trigger: Instantaneous
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Effect: The target gains two levels of Exhaustion that cannot be removed until the Curse ends. The target gains levels of Exhaustion at twice the normal rate. For example, the target would gain 1 level of Exhaustion after 12 hours of not eating or drinking.
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Removal Condition: The spell Remove Curse or having the spell Greater Restoration cast on them three times at the same time.
Flip Flop
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Spell Level: 9
-
Duration: Indefinite
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Trigger: Instantaneous
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Effect: The target must repeat the WIS saving throw. On a failed save the target becomes a new Alignment that is not their own. The target becomes their opposite Alignment or if the target is Neutral they roll 1D4 and on an odd roll they become Evil and on an even roll they become Good. They become the most Evil or Good version of themselves possible. If the target has a Class that relies on their beliefs such as a Paladin, Saint, Possessed, Agent, Cleric, or Warlock they have the option to choose a Subclass or Class that suits their new Alignment though the change remains even if the Curse ends. If they keep a Subclass or Class they are ill suited for they may lose most if not all of their features.
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Removal Condition: The spell Remove Curse or divine intervention by a greater power.
Insubordination
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Spell Level: 7
-
Duration: 1 hour
-
Trigger: The curse is undetectable and has no effect until the target receives an order or is asked to do something.
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Effect: The target does the exact opposite or as close to the exact opposite of any order or request made to them. For example, if they were ordered to be quiet they would loudly talk or play an instrument or if someone requested them to administer a Potion of Healing they would attack the intended recipient of the Potion of Healing. This does not apply to situations that would cause the target to take their life or take the life of another directly or something similarly dire.
-
Removal Condition: The spell Remove Curse or a 7th level or higher Command spell.
Inverted Perception
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Spell Level: 5
-
Duration: 36 hours
-
Trigger: Instantaneous
-
Effect: The target views Good and moral creatures as Evil creatures and vice versa. They view Neutral creatures as callous and uncarring automatons. For instance, a pious priest might be seen as a vile Horned Devil in disguise. Creatures have disadvantage on CHA based checks to convince the target that they are not what they are being perceived as.
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Removal Condition: The spell Remove Curse.
Magical Weakness
-
Spell Level: 9
-
Duration: 10 minutes
-
Trigger: Instanteous
-
Effect: The target has disadvantage on saving throws against spells and magical effects. If the target has Magical Resistance they roll as normal.
-
Removal Condition: The spell Remove Curse or Wish.
Narcissist
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Spell Level: 9
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target becomes infatuated with themselves. The target cannot take the Help action and is unwilling to give aid or use their resources to help another. They are unwilling to put themselves in danger to aid another creature. They cannot feel love to any other being than themselves and refuse to worship any other being than themselves. If they are worshiping a deity or have a pact the being may choose to withhold a few features.
-
Removal Condition: The spell Remove Curse or Wish.
Near/Far Sight
-
Spell Level: 8
-
Duration: 1 hour
-
Trigger: Instantaneous
-
Effect: The target has either Near Sight or Far Sight (Your choice). A creature with Near Sight can only see things within 10 ft of them and all other creatures and objects are Invisible to the target. A creature with Far Sight can only see things further than 10 ft from them and all other creatures and objects are Invisible to them.
-
Removal Condition: The spell Remove Curse or casting an 8th level or higher spell from the School of Divination on the target.
Oblivion
-
Spell Level: 9
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target forgets all of its memories starting with its earliest memories. The target loses one tenth of their memories every 24 hours. The target is unaware of any lost memories until the 2nd day. Small details from their past escape them continuously from the 3rd to 4th day. On the 5th day they forget any proficiencies but languages. On the 6th day they lose any Class features over 10th level. On the 7th day they lose all Class features. On the 8th day they become dazed and confused but can take care of themselves. On the 9th day they are Incapacited. On the 10th day they die.
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Removal Condition: The spell Remove Curse or Wish.
Perfect Luck
-
Spell Level: 9
-
Duration: 1 hour, 24 hours
-
Trigger: Instantaneous
-
Effect: The target automatically succeeds on all D20 tests. After the duration ends for the next 24 hours the target automatically fails on all D20 tests while horrible and inconceivable events occur such as dinosaurs attacking in the middle of town, a rabid serial killer clown chooses the target as their next victim or similar events.
-
Removal Condition: The spell Remove Curse or Wish (Any removal must be cast within the 1st hour).
Razor Blades
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Spell Level: 7
-
Duration: 1 minute
-
Trigger: The curse is undetectable and has no effect until the target swallows their first bite of food.
-
Effect: The target begins coughing blood as razor blades slice their mouth and throat. The target must make a CON saving throw DC equal to your spell save DC taking 6D10 magical Slashing damage and becoming Mute or taking half as much damage and not becoming Mute. The damage can only be cured by the spell Greater Restoration or a similar spell of the same level or higher.
-
Removal Condition: The spell Remove Curse (Before they swallow food).
Regression
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Spell Level: 4
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target begins to mentally regress at a rate of 1 year every hour. If the Curse lasts to its full duration the change becomes permanent. The DM has great latitude on how this Curse affects each Race.
-
Removal Condition: The spell Remove Curse.
Rogue
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Spell Level: 7
-
Duration: Indefinite
-
Trigger: Instantaneous
-
Effect: A highly skilled NPC is summoned between 25 to 50 miles from the target whose express purpose is to undermine, blackmail, and eventually assassinate the target using all of its skills and resources. A creature can only have the Curse of the Rogue used on them once during their lifetime.
-
Removal Condition: The Wish spell.
Shattering Shot
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Spell Level: 8
-
Duration: 10 minutes
-
Trigger: The curse is undetectable and has no effect until the target makes a ranged attack that targets a single target.
-
Effect: Each ranged attack that the target makes that targets a single target shatters harmlessly dealing no damage. A ranged spell emits an unimpressive groaning sound and flashes weakly upon encountering any surface and a physical projectile shatters to dust upon hitting any surface.
-
Removal Condition: The spell Remove Curse or making three critical hits or critical fails.
True Sleep
-
Spell Level: 9
-
Duration: Indefinite
-
Trigger: The curse is undetectable and has no effect until the target has not been attacked for one full week and then takes a long rest.
-
Effect: The target enters a deep and profound sleep and cannot be awoken by any means other than true love’s kiss. During this time they do not age and are Immune to damage and conditions.
-
Removal Condition: True love’s kiss or the Wish spell.
Slow Casting
-
Spell Level: 8
-
Duration: 10 minutes
-
Trigger: The curse is undetectable and has no effect until the target attempts to cast a spell.
-
Effect: The target is immediately made aware of the Curse once it attempts to cast a spell. The target cannot cast spells with the casting time of a reaction. Spells with a casting time of a bonus action cost one action and spells with a casting time of one action require two turns to cast.
-
Removal Condition: The spell Remove Curse or Haste (Which cancels out the spell and Curse).
Stilled Eyes
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Spell Level: 7
-
Duration: 1 hour
-
Trigger: Instantaneous
-
Effect: All creatures and objects that have not moved within the last 6 seconds become Invisible to the target. Any creature or object that moves is visible to the target as long as it is in motion. The target can still see the surface of the ground.
-
Removal Condition: The spell Remove Curse or becoming Blinded ends the Curse early.
Unexpected Explosions
-
Spell Level: 8
-
Duration: 10 minutes
-
Trigger: The curse is undetectable and has no effect until the target casts a spell or uses an item that causes an area of effect that causes damage or a spell or item within an area of effect that causes damage goes off within 30 ft of them.
-
Effect: The target becomes the recipient of random explosions. If the target casts a spell or uses an item that causes damage in an area of effect the spell detonates centered on them. If the target is within 30 ft of a spell or effect that causes damage in an area of effect, they are caught up in the area as if they were in range. If they are caught in such an event they have disadvantage on any saving throws.
-
Removal Condition: The spell Remove Curse or being encircled in a magical wall such as Wall of Force for one uninterrupted minute.
Unmaking
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Spell Level: 9
-
Duration: 1 week
-
Trigger: Instantaneous
-
Effect: The target becomes forgotten by all beings that they ever met. When the Curse takes effect every creature that interacted with the target for less than one minute forgets them. After the second day every creature that interacted with the target for less than five minutes forgets them. After the third day every creature that interacted with the target for less than 15 minutes forgets them. After the fourth day every creature that interacted with the target for less than 30 minutes forgets them. After the fifth day every creature that interacted with the target for less than two hours forgets them. After the sixth day every creature that interacted with the target for less than six hours forgets them. After the seventh day all passing acquaintances such as old schoolmates forgets them. After the eighth day all casual acquaintances such as irregular friends and coworkers forgets them. After the ninth day, close friends and family forget them. After the tenth day no creatures remember the target and the Curse becomes permanent and cannot be undone by Beshaba herself.
-
Removal Condition: The spell Remove Curse (Does not restore memories lost) or Wish spell (Restores all with sense of lost memory).
Cursed/Warding Item Recipes
(* The item can only be crafted once unless the use is regained by means of the Wish spell or similar method)
Cursed/Warding Items (2nd-Level Hexlord)
Items listed here are considered Uncommon Magical Items unless otherwise stated.
Cloak of Echoes- Wondrous Item
Appearance: A cloak identical to a Cloak of Elvenkind.
Effect: While the hood of the cloak is up creatures have disadvantage on Perception checks to detect you and you have advantage on Stealth checks.
Curse: The cloak imbued with mischievous sound magic. After one minute at a random point determined by the DM the cloak loses its effects and begins to echo your sounds in a deafening cacophony altering all creatures within 300 ft of your position. Each time the cloak is taken off it emits a loud grunt audible for 60 ft.
Removed Curse: If the curse is removed it becomes a Cloak of Elvenkind.
Dagger of Battle- Weapon (Requires Attunement)
Appearance: A dagger with a red hued metal for the blade and a plain, wire wrapped handle.
Effect: Unless you are attuned to the dagger it is a -1 dagger. Once attuned to the dagger it becomes a +1 dagger that deals an additional 1D4 Fire damage on a hit.
Curse: The dagger is cursed with the rage of battle. While attuned you are cursed so that the first time each combat that the first time you are dealt damage or you deal damage to a creature, you must make a DC 14 WIS saving throw and on a failed save for the next minute; you must attack with advantage and creatures attack you with advantage. You must attack the last creature that dealt you damage or you dealt damage each turn. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 dagger that does not require attunement.
Faulty Bag of Holding- Wondrous Item
Appearance: A bag identical to a Bag of Holding.
Effect: The bag functions exactly as a Bag of Holding.
Curse: The bag is barely functioning. Each once placed in the bag has a 1D4 (4) chance of being lost to another plane of existence. A DC 17 Arcana check can be attempted when the object is discovered to be missing to determine which plane of existence it was teleported to.
Removed Curse: If the curse is removed it functions as a regular Bag of Holding.
Footwear of Dancing- Wondrous Item (Requires Attunement)
Appearance: The shoes are identical to one piece of footwear such as Slippers of Spider Climbing or Effect: Boots of Striding and Springing (You choose upon creation). The footwear functions as the chosen item.
Curse: The footwear hates battle and conflict and prefers to dance. While attuned, your movement speed is halved while moving toward a battle or someone antagonistic towards you and your movement speed is doubled running away from a battle or conflict. After running away with the footwear you must make a DC 14 WIS saving throw before you can make an attack. At the DM’s discretion they can make you roll a DC 14 WIS saving throw and on a failed save you dance in place for 1D4 turns. Once attuned to the item you are unwilling to sell it, give it away, or take them off.
Removed Curse: If the curse is removed it functions as a regular version of the chosen magical item.
Goofer Dust- Wondrous Item (Requires Attunement)
Appearance: A bag of salt, pepper, silver, and cemetery dirt.
Effect: While the bag is on your person, Fiends have a 1D4 penalty to attack rolls on you as long as you are attuned to it.
Gris Gris Dust- Wondrous Item (Requires Attunement)
Appearance: A bag of herbs and stones.
Effect: While the bag is on your person, Undead have a 1D4 penalty to attack rolls on you as long as you are attuned to it.
Headband of the Recluse- Wondrous Item (Requires Attunement)
Appearance: A thick headband made of dark wool with the phrase “You Got This” embroidered in Elvish on the front.
Effect: You gain Expertise in Insight checks and can read lips from up to 30 ft away. Once worn you become attuned to this item.
Curse: The headband contains a multitude of wills from hermits and scholars who wished they could communicate better. While attuned you cannot raise your voice above what might be acceptable in a library. Before you make a CHA based skill check you must make a DC 13 WIS saving throw and on a failed save you have disadvantage on the check. If you succeed the saving throw you do not need to repeat it for 24 hours. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes the Wondrous Item Headband of Confidence that requires attunement and once attuned you have a 1D6 bonus to one CHA based skill check of your choice (You choose upon attunement).
Loadstone- Wondrous Item (Requires Attunement)
Appearance: An unremarkable stone much like one anyone could find on the side of the road.
Effect: Once the stone is picked up, the creature that picked it up becomes attuned to it, ending a previous attunement.
Curse: An immense pressure lies within the stone. While attuned your weight is doubled and your movement speed is halved. If you would be pushed back by an effect you have advantage on the saving throw and if you would be moved without your consent you move half as much.
Once attuned to the item you are unwilling to sell it, give it away, or let it go.
Removed Curse: If the curse is removed it becomes the Floatstone, a Wondrous Item that requires attunement. While attuned your weight is halved and your jumping distances are increased by 20 ft. In addition your equipment load is increased by 100 lbs.
Pocketstone- Wondrous Item*
Appearance: A smooth stone much like anyone could find on a riverbank.
Curse: Once picked up for the first time or if it is given freely and accepted freely the stone becomes your property. While it is your property you cannot be parted with it and it will always be the first item you grab out of any container such as a pocket, bag, drawer, quiver, etc.
Once created it can never be unmade unless by direct divine intervention of a greater deity. (It is the only Cursed/Warding Item that does not count towards the amount you can have.)
Ring of Clumsiness- Ring (Requires Attunement)
Appearance: A stylized ring in the shape of a coiled steel feather.
Effect: The ring functions as a Ring of Feather Falling. You become attuned to the ring upon wearing it.
Curse: The ring makes one clumsy. You have a -3 penalty to DEX saving throws. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the ring becomes a Ring of Feather Falling.
Ring of Sensorship- Ring (Requires Attunement)
Appearance: A gold ring with a jade monkey making a shushing gesture set on it.
Effect: While not attuned the ring draws others to it forcing each creature within 10 ft of it to make a DC 13 WIS saving throw and on a failed save each tries to claim it. The creatures do not come to blows but host a spirited argument as to who will wear the ring. On a successful save you are Immune to the ring’s influence to wear it for 24 hours.
Curse: The ring holds a disproving soul of a nun. While attuned you are unable to swear, speak rudely, or behave crassly. If you attempt to behave as described you must make a WIS saving throw DC 18 and on a failed save you give compliments, speak kindly, and act with great respect and fine etiquette. On a successful save you remain silent and do not move. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes the Ring of Roughhousing which requires attunement and grants a +1 bonus to checks made to Grapple as well as a +1 bonus to damage from unarmed strikes and improvised weapons.
Shoddy Spirit Doll- Wondrous Item (Requires Attunement)
Appearance: A poorly made doll made of filthy cloth and straw with a smeared face painted on.
Effect: While the doll is on your person it takes on any damage you would take. If you would be dealt damage the doll takes the damage instead, after taking 10 damage the doll crumbles to dust. You take the remaining damage as normal.
You can make one Spirit Doll every three days and you can have one Spirit Doll at a time. If you create a new one, the old one vanishes.
Cursed/Warding Items (6th-Level Hexlord)
Items listed here are considered Rare Magical Items unless otherwise stated.
Basic Spirit Doll- Wondrous Item (Requires Attunement)
Appearance: A crude doll made of rough cloth and straw with a rough drawn face.
Effect: While the doll is on your person it takes on any damage you would take. If you would be dealt damage the doll takes the damage instead, after taking 20 damage the doll crumbles to dust. You take the remaining damage as normal.
You can make one Spirit Doll every three days and you can have one Spirit Doll at a time. If you create a new one, the old one vanishes.
Challenger Lance- Weapon (Requires Attunement)
Appearance: A pure white lance with a red griffon embellished on the side with two red ribbons trailing from its grip.
Effect: The lance never gets dirty. The first time the lance is used you become attuned to it.
Curse: The lance only wants to be used against worthy challengers. If the target of an attack is Restrained, Grappled, Frightened, Charmed or Incapacitated it will automatically miss. Attacks on creatures that are smaller than you deal half as much damage and attacks on creatures larger than you have advantage. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 lance that does not require attunement.
Collar of Waterbreathing- Wondrous Item (Requires Attunement)
Appearance: A thick silver collar that seems to be filled with blue/green liquid that gently shines through a series of small openings covered in glass.
Effect: The collar has no effect unless attuned. Upon wearing the collar you become attuned.
Curse: The collar is filled with the fluids of many sea and water dwelling creatures along with their hopes to return home. While attuned you can breath and water and have a Swimming speed equal to your movement speed. The collar has no other properties until it is first submerged in water. After the first time the collar is submerged in water makes you dependent on water. You must submerge yourself in water once every 6 hours or you gain 1 level of Exhaustion. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the collar is destroyed spilling fluids everywhere that cry out in pain and evaporate before hitting the ground.
Contrary Stationary- Wondrous Item
Appearance: A single piece of fine stationary with a unique watermark of the comedy and tragedy opera masks.
Curse: Once the letter is sealed and delivered it will rewrite becoming the opposite as intended. For example, a letter written about the tragic death of a family member may contain cheerful news of a new niece, nephew or grandchild. After being read the letter vanishes at the next point it is not in view of any creature.
Removed Curse: If the curse is removed it becomes an ordinary piece of paper.
Flute of Overt Pep- Wondrous Item (Requires Attunement)
Appearance: A wooden flute painted in garish colors that seems to sparkle gently.
Effect: After playing the flute for one minute you have a +3 bonus to CHA based skill checks on each creature within 60 ft of you that heard you play for the next minute. A creature becomes attuned to the flute after playing it once.
Curse: The flute has been influenced by an unknown bard who was known for being exhaustingly cheerful. Once attuned to the flute before you make a D20 test make a CHA saving throw DC 16 and on a failed save you stop what you are doing and spend one turn playing a jaunty ditty on the flute. Once attuned to the item you are unwilling to sell it, give it away, take it off, or play any other musical instrument.
Removed Curse: If the curse is removed it becomes a normal nonmagical flute.
Gloves of Fumbling- Wondrous Item (Requires Attunement)
Appearance: Either black leather gloves or gauntlets that are silver with gold filigree ogres identical to either Gloves of Thievery or Gauntlets of Ogre Power (You choose upon creation).
Effect: The gloves function exactly as their standard counterparts. You become attuned to the item upon wearing them.
Curse: The gloves are cursed with a clumsy influence that reacts to high stress situations. At the DMs discretion you can be made to make a DC 14 WIS saving throw and on a failed save roll 1D4 and on an odd result, you have disadvantage on D20 tests involving the gloves for the next minute. You can repeat the save at the end of each of your turns, ending it on a success. Once attuned to the item you are unwilling to sell it, give it away, or take them off.
Removed Curse: If the curse is removed it becomes a normal version of the magical item.
Gobby’s Goblet of Gourmet Guzzling- Wondrous Item
Appearance: A chunky and ostentatious goblet covered in obviously fake gems and a thin layer of gold that is worn off in sections.
Effect: The goblet changes water into other substances upon drinking from it.
Curse: The goblet creates random liquid and tries to get those who drink from it hooked on its concoctions. Each time a creature drinks from the goblet they must make a DC 12 WIS saving throw and on a failed save they state “Boy this is gourmet, gimme some more” and they order another refill and drink again. The DC of the saving throw increases by 1 each time the creature has ever drunk from it. On a successful save the drink was bitter and you no longer wish to drink from it for 24 hours. Each time a creature drinks from the goblet, consult the Gourmet Libations Table. You always start at the First Drink result if you have not drunk from the goblet for 24 hours.
Removed Curse: If the curse is removed it becomes a Tankard of Sobriety.
Helm of Sir Seifreid the Swift- Armor (Requires Attunement)*
Appearance: An impressive helm made of steel with silver embellishments.
Effect: Unless attuned to the helmet it seems to be one size too small to wear.
Curse: The helm is possessed by its cowardly original owner. While attuned to this item you gain +2 AC and lose one point from your WIS score and gain a +20 ft bonus to movement while fleeing from an enemy or threat. If you become Bloodied and each turn you are Bloodied you must make a WIS saving throw DC 14 and on a failed save you use your turn to take the Disengage or Dodge action and run away. On a successful save you are Immune to the effect for 24 hours. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes a magical helm that requires attunement and if you become attuned it grants a +1 bonus to AC.
Hat of Paranoia- Wondrous Item (Requires Attunement)
Appearance: A silver pointed hat made of a crinkly metallic material.
Effect: You can sense Invisible creatures within 10 ft of you. If you wear the hat you become attuned to it.
Curse: The hat design was pioneered by a cult that delved too deep into conspiracies, the hat has become a symbol of paranoia. You learn one random language that you associate with people in “The Know”. If someone speaks that language you assume that they are a fellow conspiracy theorist at heart or that they are part of some hidden agenda. At the DM’s discretion you must make a WIS saving throw DC 14 and on a failed save you sense an Invisible creature that may or may not be real. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the hat crumbles into a ball that cannot be undone and becomes a consumable thrown item called, Ball of Perceived Danger. Upon hitting a creature the creature takes 1 Bludgeoning damage and must make a WIS saving throw DC 14 and on a failed save think they are in danger and have disadvantage on attacks while another creature is within 5 ft of them and not directly in their line of sight. The target can repeat the save at the end of each of its turns, ending it on a success. The ball vanishes once thrown regardless of hitting or missing.
Rapier of Honesty- Weapon (Requires Attunement)
Appearance: An ornate rapier with a spiraling crossguard of silver, gold, and platinum with a pristine white blade.
Effect: It is a +1 rapier. Once used you become attuned to it.
Curse: A zealous inquisitor once used the blade to punish the wicked. You have advantage on Insight checks to detect falsehoods. In addition, you cannot tell a lie of commission and you have disadvantage on Deception checks. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 rapier that does not require attunement.
Reluctant Greatsword- Weapon (Requires Attunement)*
Appearance: An odd greatsword that is a roughly shaped slab of pitted gray metal covered in mathematical equations, riddles, and theological quotes in every language.
Effect: It is a +1 greatsword with an increased critical hit range of 1 (19-20).
Curse: The greatsword houses the mind of an ancient sage and philosopher who was a pacifist cursed to be a tool of violence. The sword is a -10 weapon until attuned. The attunement of the sword resets each morning, every hour, and after every battle. To attune to the sword you must spend one turn convincing it that violence on its part is merited. The DC of the Persuasion check depends on the argument presented to it as determined by the DM (Usually ranging from a DC 10 for a great argument, DC 15 for an ok one and an automatic fail for a bad one). While attuned you can ask the sword philosophical questions and it will answer to the best of its capability. It has a telepathy range of touch and communicates in Common with a wide array of stuffy vocabulary. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 greatsword that does not require attunement.
Ring of “Forgiveness”- Type (Requires Attunement)
Appearance: A silver ring with a ruby in the shape of a heart.
Effect: While not attuned the ring draws others to it forcing each creature within 10 ft of it to make a DC 13 WIS saving throw and on a failed save each tries to claim it. The creatures do not come to blows but host a spirited argument as to who will wear the ring. On a successful save you are Immune to the ring’s influence to wear it for 24 hours.
Curse: The ring is influenced by a spirit of a bleeding heart philanthropist who was rumored to be unstable. While attuned to it you automatically fail Intimidation checks and Persuasion checks that ask honestly for forgiveness automatically succeed. You cannot act in anger or vengeance and instead seek to make amends and be the better person. If a creature who you have forgiven during the time the ring has been attuned to you betrays you, you must make a DC 18 WIS saving throw and on a failed save you become enraged for one minute. While enraged your face becomes flushed and taut with fury and your STR score becomes 22 and you can only attack with unarmed strikes that deal 1D4 Bludgeoning damage. Each turn while enraged you must use your action each turn to attack the source of your fury making 4 unarmed strikes as part of the action. You can attempt the saving throw at the end of each of your turns, ending it on a success. The enraged state ends automatically if the source of your fury is reduced to 0 hit points or is out of sight for two consecutive turns. Upon ending the enraged state you gain 1 level of Exhaustion. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes the Ring of Tranquility which requires attunement and makes you Immune to the Frightened condition.
Sword of the Vagrant- Weapon (Requires Attunement)
Appearance: An ornate blade of pristine steel with a hilt of platinum, embellished with rubies (Any sword).
Effect: The sword attunes to anyone who has it in their possession for 24 hours. Unless attuned the sword is -2 weapon. Once attuned it becomes a +2 weapon and the wielder becomes proficient with it.
Curse: The sword is afflicted with the spirit of a vile vagrant who was crass and unbearable. While attuned to this item you have a -4 penalty to CHA based skill checks. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 sword that does not require attunement.
Trick Key- Wondrous Item
Appearance: A bronze key bristling with many odd protuberances along the key’s blade.
Effect: While using the key you add your DEX modifier (Minimum 1) and subtract your STR modifier (Minimum 1) to Sleight of Hand checks to unlock doors and locks.
Curse: The key is volatile and helps as much as it hinders. You can use a free action to gain advantage on a Sleight of Hand check to open a door or lock but the next time you use the key you have disadvantage on the check. If you fail a Sleight of Hand check to unlock a door or lock the lock is destroyed and becomes unusable, effectively sealing the door or lock.
Removed Curse: If the curse is removed it becomes a nonmagical set of lockpicking tools.
Gourmet Libations Table
| Drink Number | Drink | Intoxication Points |
|---|---|---|
| First Drink | Taste of Happiness: The drink fills you with the taste of the best drink you ever had along with a happy memory to go with it. You gain 5 temporary hit points. | 1/8 |
| First Refill | Roll 1D4: 1- The drink is somehow better than the first. You have disadvantage on the WIS save to resist another drink. 2- The drink is bracing and refreshing, helping you forget the fatigue of your mind and body. You lose one level of Exhaustion or one level of non Indefinite Madness (Your choice). 3- The drink is hearty and earthy, healing you 2D6 hit points. 4- The drink is sweet and silky smooth making you slightly more attractive. If you drink this option 4 times you gain 1 point in your CHA score (Only once). | 1/4 |
| Second Refill | Roll 1D4: 1- The drink is somehow better than the first. You have disadvantage on the WIS save to resist another drink. 2- The drink is spicy and burns your throat in the best way. For the next hour your movement speed is doubled and you can take the Dash action as a bonus action. 3- The drink is delightfully sour and puckers your lips. You have advantage on the next D20 test that is not to resist drinking from the goblet within the next hour. 4- The drink is thick and creamy. You have a 1D6 bonus to one skill of your choice for one hour. | 1/2 |
| Third Refill | Roll 1D4: 1- The drink is somehow better than the first. You have disadvantage on the WIS save to resist another drink. 2- The drink tingles your mouth numbing it. For the next hour, you have disadvantage on CHA based skill checks and must succeed a DC 14 CHA saving throw before you can cast a spell with the Verbal component. 3- The drink is oddly crunchy and junky like a hearty stew yet seems perfectly delightful. You have Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage for one hour. 4- The drink is zesty and bubbly. You have Resistance to one damage type of your choice that is not Bludgeoning, Piercing, or Slashing for one hour. | 1 |
| Fourth Refill | Roll 1D4: 1- The drink is somehow better than the first. You have disadvantage on the WIS save to resist another drink. 2- The drink is biting and just on the other side of bitter. You make a DC 14 WIS saving throw and on a failed save you punch the nearest creature in most cases starting a bar fight. 3- The drink is sweet yet slightly salty with an odd aftertaste. You feel oddly comforted and are Immune to the Charmed condition for 24 hours. 4- The drink is sweet and sour. You feel emboldened. You are Immune to the Frightened condition for 24 hours. | 2 |
| Fifth Refill | Choose one effect you have not had before from this selection. You pass out and become Incapaciated for 24 hours unless the spell Greater Restoration is cast upon you or a similar effect is used. You blackout and the DM chooses one option on the Hedonism Table for you. You pass out and your alignment becomes extreme and the opposite of your normal alignment for the next 24 hours (Lawful to Chaotic, Good to Evil, for Neutral roll 1D4: 1 Chaotic, 2 Evil, 3 Good, 4 Lawful) You have a 1D8 penalty to all D20 tests for the next 24 hours. After all options are exhausted the following happens the next time you drink from the goblet: The goblet takes 2D6 hit points from your hit point maximum that cannot be restored by means less than the Wish spell and a disembodied voice says in your native language, “Fank ye fer paying yer tab!” Each time you drink from the goblet from now on you take 2D6 Psychic damage from the drink instead of rolling on this table. | 4 |
Cursed/Warding Items (10th-level Hexlord)
Items listed here are considered Rare Magical Items unless otherwise stated.
Chilling Chainmail- Armor (Requires Attunement)
Appearance: A set of blue/white chainmail stylized with a white fur collar with an icicle motif that emits fog when it is in a hot environment.
Effect: The armor grants you double Resistance to Cold damage (Quarter damage rounded down, Minimum 1).
Curse: The armor contains a wild blizzard. If you are immobile for more than 6 hours you begin to freeze over, first being covered with frost, then icicles, and finally becoming frozen solid after 24 hours (The spell Greater Restoration thaws you). You have Vulnerability to Fire damage and you have a 1D4 penalty to STR based D20 tests when you are in a hot environment such as a desert or jungle. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes magical chainmail that grants Resistance to Cold damage.
Ghostly Cloak- Wondrous Item (Requires Attunement)
Appearance: A fine cloak made of black silk embroidered with silver runes.
Effect: The cloak is indistinguishable from a Cloak of Invisibility. The cloak has no features until attuned.
Curse: The cloak is trapped between the Material and Ethereal Plane. Once attuned you cannot willingly remove the cloak until the curse is removed. You become semi transparent like a ghost. You have a +3 bonus to Stealth checks and creatures who are not privy to your situation view you with great fear as if a Ghost was in their presence. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the cloak becomes a Cloak of Protection.
Greataxe of Misfortune- Weapon (Requires Attunement)
Appearance: The weapon has an ominous appearance and is made of bone, sinew, and obsidian.
Effect: The weapon has a critical hit range of 19-20. The first time the weapon is used you become attuned to it.
Curse: The axe attracts misfortune. While attuned to the axe, at the DM’s discretion they can have you make a D20 test with a 1D6 penalty (No more than twice every 24 hours). Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a magical gleaming gold etched greataxe that has a critical hit range of 19-20 and does not require attunement.
Helm of Gossip- Armor (Requires Attunement)
Appearance: A gaudy helm made of shining steel trimmed in gold with the word “Prada” written on the back in common using cursive, red letters.
Effect: Once worn you become attuned to the helm. You can detect lies spoken within 10 ft of you.
Curse: The helm thrives on gossip. At the DM’s discretion during times when others are talking, the helm may make you Deafened for brief periods (No longer than 1 minute) if it deems the conversation to be boring. At other times it may make you make a DC 13 WIS saving throw and on a failed save you hear a piece of fictional juicy gossip instead of the current conversation. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes a magical helm that grants +1 AC.
Medallion of Projecting Thoughts- Wondrous Item (Requires Attunement)
Appearance: A gold medallion of a skull with amethyst eyes.
Effect: The medallion is indistinguishable from a Medallion of Thoughts. You become attuned to it once it is worn.
Curse: The medallion seeks to expose the thoughts of others. Whenever you cast Detect Thoughts with this item make a WIS saving throw DC 15 and on failed save you believe that the spell functions as normal and gains you insight but in reality you project your current thoughts to all creatures within 30 ft of you for the duration. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes a Medallion of Thoughts.
Ravenous Coin- Wondrous Item
Appearance: A coin that is indistinguishable from another gold coin.
Effect: Once the coin is around other coins they will consume them at a rate of 1D4 +1 coins every 24 hours. While it is eating the holder of the coin can attempt a DC 16 Perception check to hear crunching sounds from within the place the coin is being held.
Curse: The coin is a creature that beguiles the mind. You can attempt a DC 16 WIS saving throw and on failed save unwilling to part with the coin for 24 hours (Must be aware of its true nature to attempt this save).
Removed Curse: If the curse is removed it becomes a Lucky Coin, a Wondrous Item that requires attunement and a creature attuned with the coin has a +1 bonus to saving throws.
Ring of Longing- Ring (Requires Attunement)*
Appearance: A ring made of lustrous black metal with a rose made of alternating ruby and ivory petals.
Effect: While not attuned the ring draws others to it forcing each creature within 10 ft of it to make a DC 15 WIS saving throw and on a failed save each tries to claim it. The creatures do not come to blows but host a spirited argument as to who will wear the ring. On a successful save you are Immune to the ring’s influence to wear it for 24 hours.
Curse: The ring holds a lustful influence. While attuned you become infatuated with the first creature you see with an INT score of 6 or more that is capable of speech. You desire nothing more than to help and spoil the source of your infatuation. You are willing to devote a great deal of time and effort for them but are unwilling to take a life or use resources you would be unable to recover from after their expenditure (For instance, if you have 5 GP you would be willing to spend 2-3 GP but not go bankrupt). Once attuned to the item you are unwilling to sell it, give it away, or take it off. The attunement with the ring can only be ended by true love’s kiss, being physically harmed by the object of your desire, or by destroying the ring with a 7th level Remove Curse or similar effect. If its attunement ends and it is not destroyed, it teleports away to a random point within the same plane of existence and no longer counts towards the amount of Cursed/Warding Items you can have.
The Letter Opener- Weapon (Requires Attunement)
Appearance: A bejeweled bronze letter opener that is longer and sharper than a letter opener should be but still just passing as a letter opener to most people.
Effect: The letter opener acts as a +1 dagger or throwing dagger (Your choice). Once used to open a letter or attack a creature you become attuned to it.
Curse: The letter opener is influenced by a self centered lawyer who forged documents and resealed them. While attuned the letter opener gives you advantage on Sleight of Hand check to open and reseal letters and documents. A letter or document opened with the letter opener becomes corrupted, either having a veiled threat inserted, a dubious clause added, or similar sleight change to the wording. Once attuned to the item you are unwilling to sell it, give it away, or use a different letter opener.
Removed Curse: If the curse is removed it becomes a nonmagical letter opener that can act as a regular dagger or throwing dagger that does not require attunement.
Wellmade Spirit Doll- Wondrous Item (Requires Attunement)
Appearance: A fine doll made of pristine cloth and cotton battoning with a lovingly drawn face.
Effect: While the doll is on your person it takes on any damage you would take and protects you. If either of the following takes place the doll crumbles to dust whichever occurs first:
-
If you would be dealt damage the doll takes the damage instead, after taking 30 damage the doll crumbles to dust. You take the remaining damage as normal.
-
If you fail a saving throw you instead succeed it and the doll crumbles to dust.
You can make one Spirit Doll every three days and you can have one Spirit Doll at a time. If you create a new one, the old one vanishes.
Cursed/Warding Items (14th-level Hexlord)
Items listed here are considered Very Rare Magical Items unless otherwise stated.
Amulet of Inescapable Detection- Wondrous Item (Requires Attunement)
Appearance: An amulet with a topaz mounted in silver with a sigil of a closed eye.
Effect: The amulet is indistinguishable from an Amulet of Proof Against Detection and Location. The amulet has no features until attuned.
Curse: The amulet seeks attention and is a planar beacon. While attuned the amulet automatically makes you the target of spells such as Locate Creature and Scrying for spellcasters within 500 miles of you. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes an Amulet of Proof Against Detection and Location.
Backbiter- Weapon (Requires Attunement)
Appearance: A spear made of a dark wood with a cruelly serrated spearhead marked with dwarven runes that read “Not only swords are doubled edged”.
Effect: The spear is a +2 spear that deals an additional 2D6 Psychic damage on a hit. The first time the spear is used you become attuned to it.
Curse: A petty dwarven blacksmith cursed the spear after being mocked for only making polearms. The spear’s throwing range is doubled. If you miss the target of an attack after throwing the spear the spear flies back at you forcing you to make a DC 18 Acrobatics check and on a failed check you take 1D6 +2 Piercing damage + 2D6 Psychic damage and on a successful check you catch the spear. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a magical +2 spear that deals an additional 2D6 Psychic damage on a hit and no longer requires attunement or has a bonus to throwing ranges.
Boots of Going Too Fast- Wondrous Item (Requires Attunement)
Appearance: Red boots with a white stripe and a gold buckle.
Effect: You become attuned upon wearing the boots. Your movement speed is increased by 20 ft and when you take the Dash action your total movement is increased by 40 ft after doubling your movement speed as part of the Dash action.
Curse: The boots want to go very fast, sometimes at inopportune moments. At the DM’s discretion they can make you attempt a DC 15 WIS saving throw and on a failed save you spend one turn running as you can’t seem to stay in place. When you take the Dash action roll 1D4 and the following action occurs:
1- False Start: You trip and fall Prone.
2- Gotta Go Fast: You spend your next turn Dashing as well.
3- Show Off: You attempt a DC 15 Acrobatics check and on a failed check you trip and until the end of your next turn your movement speed is halved and you cannot take the Dash action. On a successful check you can make a melee attack on a creature along the path of your Dash as part of the action.
4- Locked In: You dash as normal.
Once attuned to the item you are unwilling to sell it, give it away, or take them off.
Removed Curse: If the curse is removed the boots become Boots of Speed.
Dead Man’s Thumb- Wondrous Item*
Appearance: A severed, bruised thumb with a blackened and chipped nail that never seems to decay further or smell hanging on a black chain large enough to loop over your thumb.
Effect: The thumb brings misfortune to your enemies and pain to those who lose it. You can use a reaction when a creature you can see within 60 ft of you makes a D20 test and makes them roll with disadvantage. If the result is a failure the thumb gains 1 unlucky charge. You can use this feature at a rate of once every hour. The thumb must be on hand to use this feature.
Curse: The thumb is scornful and full of bitter hatred. Each time you use its feature you must make a DC 15 Perception check and on a failed check the thumb is missing and has magically teleported to a new target of its choice within 300 ft of you. Once the thumb is gone and every hour after it has left you, you take 1D12 Necrotic damage that cannot be reduced or negated by any means and you cannot regain hit points by any means and one unlucky charge is expended. The damage stops if you are able to regain the thumb, the unlucky charges are all expended, or by destroying it by removing the curse, even the Wish spell is unable to stop this effect. Under its influence you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the thumb is destroyed making all unlucky charges reset to 0.
Dubious Spirit Board- Wondrous Item
Appearance: A battered wooden board set up in much the same as a Ouija Board with an equally battered wooden planchette with chipped and slightly foggy glass to gaze through.
Effect: You and up to five other creatures can spend 10 minutes in a ritual to commune with the dead.
Curse: The spirit board is a stickler for the rules and wants to upset its users. You and all that use the spirit board must abide by the following rules:
-
A Leader must be chosen before using the board and they are the only one who may ask the board questions.
-
Each member must greet the spirits politely.
-
All participants must be respectful and serious during the ritual.
-
All questions must be clear and direct.
-
Avoid questions relating to death, the afterlife, or similar subjects.
-
Avoid mentioning the names of any involved in the ritual.
-
Avoid using the board alone if at all possible.
-
Never end the ritual early by more than one minute.
-
Never go past the ritual’s duration.
-
All members must keep one hand on the planchette for the duration.
-
Do not use the board in places of death such as graveyards.
-
Always end the ritual by thanking the spirits and saying goodbye.
If the board’s rules are adhered to you can ask spirits in the area questions and receive guidance as if the spells: Detect Magic, Identify, Augury, Locate Animals or Plants, Locate Object, Clairovyance, or Speak with Dead (Not requiring a corpse), Locate Creature, or Contact Other Plane are used at the DM’s discretion.
For each rule broken the DM secretly notes it and rolls 1D6 and consults the Rule Breaker Table as subtly as possible. If you roll on a currently active result you roll again and repeat this process if you land on another currently active result. The results of the roll affect the current ritual and last until the board is used correctly.
Rule Breaker Table
1- The spirits are no longer required to provide accurate information.
2- The spirits are expelled for the duration and you no longer roll on this table. Roll 1D4:
1- A Demon controls the board trying to create mayhem and misinformation.
2- A Devil controls the board trying to make a member of the board make a pact with it.
3- An Aberration controls the board, providing forbidden information about each member.
4- An evil Fey controls the board and begins trading for information with innocuous offers.
3- The spirits linger after the ritual becoming 2D6 Specters and 2D6 Shadows 24 hours after the ritual.
4- The spirits provide harmful information.
5- The spirits inform a malevolent force of the party’s location and all questions asked during the ritual.
6- The spirits cause misfortune causing all members to have a 1D6 penalty to D20 tests for 24 hours.
Removed Curse: If the curse is removed the board and planchette vanish and the following occurs:
-
If in the last use of the board all rules were adhered to, a gentle spirit appears and shakes the hand of each person who used the board within 20 ft of where the board vanished and thanks them.
-
If the number two option on the table was not rolled a Banshee appears and attacks the party.
-
If the number two option on the table was rolled on: 1 a Nalfeshnee appears, 2 a Horned Devil appears, 3 an Ulitharid appears, 4 a Bheur Hag appears and attacks the party.
Flailing Flail- Weapon (Requires Attunement)
Appearance: A flail with extra long chain with a stylized flail with asymmetrical spikes each painted in a different color.
Effect: A +1 flail with an extra 5 ft of reach. The first time the flail is used you become attuned to it.
Curse: The flail can get a bit carried away. While attuned, when you take the attack action you must attack an additional time using the flail for the additional attack and the target of the additional attack is determined at random. Once attuned to the item you are unwilling to sell it, give it away, or use a different weapon.
Removed Curse: If the curse is removed it becomes a nonmagical +1 flail that does not require attunement.
Hammer of Destruction- Weapon (Requires Attunement)
Appearance: A warhammer that is basically a slab of roughly shaped steel roughly the size and shape of an anvil attached to a stout handle.
Effect: The hammer is +2 warhammer that deals an additional 2D6 Force damage on a hit. The first time the hammer is used you become attuned to it.
Curse: The hammer seeks out destruction. The Hammer of Destruction refuses to attune to any creature with a STR score of less than 15 and is Small size or smaller becoming nigh immovable if not attuned. The hammer deals twice as much damage to objects and structures. If you roll two sixes on the hammer’s additional damage it explodes forcing each creature within 30 ft of it to make a DC 18 DEX saving throw taking 4D10 Force damage on a failed save or half as much on a successful one. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed the hammer becomes a magical +2 warhammer that deals an additional 1D8 Force damage on a hit and does not require attunement.
Hell Hound Cloak- Armor (Requires Attunement)
Appearance: The tanned hide of a Hell Hound complete with paws and head crafted into a cloak that smells faintly of brimstone and is always slightly warm to the touch.
Effect: The cloak grants Resistance to Fire damage and a +1 bonus to AC while unarmored. Upon putting on the cloak you become attuned to it.
Curse: Even in death the Hell Hound never really left the cloak. Once per long rest you can use an action to Polymorph into a Hell Hound. If you use this feature you must make a DC 14 WIS saving throw and on a failed save you become aggressive and see all creatures as your enemy and seek to kill and eat them. You can repeat the saving throw at the end of each of your turns, and come to your senses on a success. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes a magical cloak that does not require attunement that grants Resistance to Fire damage and a +1 bonus to AC while unarmed.
Philosophical Quill- Wondrous Item (Requires Attunement)
Appearance: An antique quill made of oxidized bronze and a bedraggled feather with an oddly bright and new looking quill tip.
Effect: The quill never runs out of ink and can write on its own if it is told what to write at a distance of up to 15 ft. You have proficiency in History while the quill is on your person (These features can be used without attunement). Upon using the quill to write while using your own hand you become attuned to it.
Curse: The quill was used by an inquisitive scholar who was reported to be quite insane. While attuned, once per long rest you can ask the pen a question and the pen will begin to write for one minute as long as it is held. If you try to stop writing or try to alter what it says the pen will refuse to write further. The pen will write at length upon the subject in a convincing manner. If the question is one of theology or similar subject that might not have a factual answer or one that someone could not possibly know it will simply write “I Regret to inform you that this lies beyond my field of study”. Anyone who is proficient with History may attempt a DC 17 History check to determine if the information is accurate. The DM has full liberty to write truthfully, partially truthfully, or spin falsehoods but the response must relate to the question asked. If the same or similar question is asked twice from any source since it was created, it will write a scathing review about how its talents are being misused. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the quill retains the properties it could use before attunement and has no other features.
Refined Spirit Doll- Wondrous Item (Requires Attunement)
Appearance: A sophisticated doll made of silk and satin cloth filled with downy feathers with a highly expressive drawn face.
Effect: While the doll is on your person it takes on any damage you would take and protects you. If either of the following takes place the doll crumbles to dust whichever occurs first:
-
If you would be dealt damage the doll takes the damage instead, after taking 40 damage the doll crumbles to dust. You take the remaining damage as normal.
-
If you fail a saving throw you instead succeed it and the doll crumbles to dust.
You can make one Spirit Doll every three days and you can have one Spirit Doll at a time. If you create a new one, the old one vanishes.
Ring of Delay- Ring (Requires Attunement)
Appearance: A rusty crude ring on even dated days and a pristine silver ring on off dated days.
Effect: The ring’s appearance changes day by day as described in its appearance. While not attuned the ring has no effect. Creatures without the ability to cast spells cannot attune to the ring.
Curse: The ring holds a dull dimwitted influence. You can store one spell at a time in it to be cast at a later point, the spell slot is still consumed along with any Material components necessary. You can use the stored spell’s casting time to cast the stored spell and roll 1D4 and the following occurs.
1- The spell is cast one minute later.
2- The spell is cast 2D4 turns later.
3- The spell is cast 1D4 turns later.
4- the spell is cast on your next turn.
Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed it becomes the Ring of the Arcane which requires attunement. You gain a +1 bonus to your spell save DC and spell attack bonus and you learn one cantrip that is not Class specific.
Sentient Cloak of Bery the Boisterous Bard- Wondrous Item (Requires Attunement)*
Appearance: A gaudy red, white, and blue cloak trimmed with silver thread and ending in gold tassels.
Effect: Once worn the wearer becomes attuned to the cloak. The cloak is a sentient item that is friendly to you and your allies. It mainly communicates to you in a breathy voice using poetry or brief bursts of song and speaks common and 3 languages chosen by the DM upon its creation. It is always awake and will attempt to wake you if you are in danger while asleep or if it notices danger (Passive Perception 15). If you make an Arcana, History, or Performance check you can substitute your proficiencies with the cloak’s (+3 bonus).
Curse: The cloak contains the soul of Bery, a somewhat infamous Bard. Once attuned, the attunement of the cloak can only end upon its destruction or a 6th level Remove Curse or similar effect. The cloak has an AC of 16 and has 40 hit points and is Immune to Poison and Psychic damage and has Resistance to all nonmagical damage as well as all non Acid or Fire damage. Anytime the cloak takes damage you take the same amount of damage. If the cloak is destroyed, you take 3D12 Psychic damage. At any point at the DM’s discretion the cloak can force you to make a DC 14 WIS saving throw and on a failed save roll 1D8 on the Cloak’s Hijink’s Table and the cloak manipulates you, acting as you to do one of the following options within the next hour. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the cloak vanishes in a burst of song and laughter.
Spellbook of Chuck Winchester- Wondrous Item (Requires Attunement)*
Appearance: A book that appears to be bound in brittle black leather filled with yellowed, dogeared pages that cannot be opened without being attuned. On a successful DC 18 Arcana check an individual sees its true form as a book bound in human skin filled with crisp, black pages.
Effect: The book functions as a Spellbook or spellcasting focus if you are not a Wizard.
Curse: The book is possessed by the unnamed man Chuck Winchester slayed to make the book. A spellcaster who fails the Arcana check to detect the book’s true appearance must attempt a WIS saving throw DC 18 and on a failed save desire to attune to it. Once attuned you are compelled to read the book at midnight each night for exactly 6 minutes. You cannot recall what they read and any observer would see gibberish words scrawled within. You lose 1D4 +1 hit points from your hit point maximum that cannot be regained by any means while they are cursed. Once attuned to the item you are unwilling to sell it, give it away, or use another spellbook.
Removed Curse: If the curse is removed the target of the curse regains all lost hit points and the book becomes a normal spellbook containing the following spells:
Toll the Dead, Ray of Sickness, Gentle Repose, Animate Dead, Blight, Raise Dead
Spirit Drums- Wondrous Item (Requires Attunement)
Appearance: A drum about 6-18 inches tall and 4-12 inches in diameter covered in symbols with the most apparent being a symbol for Armaba, a red skinned old man with horns.
Effect: While the drum is being played you have advantage checks for your Hondfor Ritual.
Witchdoctor Mask- Wondrous Item (Requires Attunement)
Appearance: A tanned leather witchdoctor mask with thick goggles that prevent one from seeing the eyes of the wearer.
Effect: The mask has no effect unless attuned. Upon wearing the mask you become attuned to it.
Curse: The mask is afflicted with a mad doctor with violent tendencies. While attuned you have great knowledge of biology giving you Expertise in Medicine and proficiency with Herbalism Kits and you automatically land critical hits on Incapacitated targets. You deal an additional 2D8 damage on a critical hit. You can become confused as to who is a foe and who is a patient through the influence of the mask. Before you make an attack roll or attempt to heal a target you must make a DC 15 WIS saving throw and on a failed save for the next minute, you see hostile forces as wounded patients that require treatment and wounded patients as vile foes. You seek to heal patients and slay foes to the best of your ability. On a successful save you are Immune to the confusing effect for 24 hours. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed the mask becomes a Hat of Disguise that also grants Expertise with Medicine and proficiency with Herbalism Kits.
Cloak’s Hijinks Table
| 1D8 | Action |
|---|---|
| 1 | Absentmindedly steal a random object. |
| 2 | Spend one minute jotting down poetry on a scrap of paper or notebook. |
| 3 | Sing a jaunty tune about drinking wine, cheating on a partner, or insulting someone. |
| 4 | Goes out for a drink of expensive wine (25+ GP). |
| 5 | Juggle nearby objects. |
| 6 | Borrow or create a makeshift instrument and make a performance in a crowded area. |
| 7 | Perform a short dance with many gyrations, clapping, and pelvic thrusting. |
| 8 | Challenge someone to a dice or card game and wager 2D8 GP. |
Cursed/Warding Items (18th-level Hexlord)
Barrityl’s Burden- Ring (Requires Attunement)*
Appearance: A smooth obsidian ring with an empty setting as if missing its jewel.
Effect: The ring has no properties unless attuned. Once placed on a finger you become attuned to it.
Curse: The ring is cursed by Barrityl, a powerful Djinni. The ring has the following properties:
-
You can have 3 additional spells prepared each day.
-
The ring can store up to 4 levels worth of spells that can be cast at a later point (Storing a spell still requires Material components and the expenditure of the appropriate spell slot).
-
You have disadvantage on attack rolls against Elementals and your spells and attacks deal half as much damage to Elementals.
-
Setting: The ring’s features are determined by the type of gem in its setting or lack thereof.
-
Each morning roll 1D4 and the following happens:
-
1- The setting of the ring is filled with a Fire Agate and you have the spell Incendiary Cloud prepared and it does not count towards the number of spells you can have prepared.
-
2- The setting of the ring is filled with a Frost Turquoise and you have the spell Wall of Ice prepared and it does not count towards the number of spells you can have prepared.
-
3- The setting of the ring is filled with a Lynx Eyes (A lustrous yellow gem) and you have the spell Chain Lightning prepared and it does not count towards the number of spells you can have prepared.
-
4- The previous gem shatters, dealing you 6D12 damage correlating to the gem: Fire (Fire Agate), Cold (Frost Turquoise), and Lightning (Lynx Eyes). The gem no longer appears again and the setting is empty if its result is rolled that morning.
-
-
If there are no more gems available the ring shatters to dust and a Djinn is summoned and attacks the ring’s former owner.
-
Once attuned to the item it cannot be removed by means less than a Wish spell or a 9th level Remove Curse.
Removed Curse: If the curse is removed the ring becomes a Ring of Air Elemental Command.
Bow of Hallucination- Weapon (Requires Attunement)
Appearance: Either a longbow or shortbow with numerous small gems embedded in the bow that twinkle in a random order.
Effect: The first time the bow is used you become attuned to it. The bow automatically hits any creature its wielder targets.
Curse: The bow causes hallucinations to its wielder. The first time each combat the bow is used you must make a WIS saving throw DC 17 and on a failed save you begin to hallucinate for one minute. While hallucinating, each time you use the bow you attack a random target, believing it to be the original target. You can repeat the saving throw at the end of each of your turns, ending it on a success. Once attuned to the item you are unwilling to sell it, give it away, or use a different weapon.
Removed Curse: If the curse is removed it vanishes with a puff.
Covetous Sapphire Ring- Ring (Requires Attunement)
Appearance: A golden ring with a massive sapphire.
Effect: The ring grants a +1 bonus to all D20 tests while being worn.
Curse: The ring has been touched by Greed. Any creature that is within 10 ft of the ring must attempt a DC 17 CHA saving throw and on a failed save become temporarily mad and attempt to steal the ring, fight the ring’s holder, or cut off the finger of the ring’s holder and put it on until they are killed, Incapacited, or after one minute passes. If the target succeeds the saving throw they are Immune to the ring’s effects indefinitely. If the ring is not being worn the creature places the ring on their finger. Once the ring is placed on their finger the ring becomes attuned to them. Once attuned to the item you are unwilling to sell it, give it away, or take it off.
Removed Curse: If the curse is removed from the ring it crumbles to dust.
Crystal Ball of Hypnosis- Wondrous Item (Requires Attunement)
Appearance: A polished sphere of cloudy glass or stone on a gold pedestal.
Effect: The crystal ball is indistinguishable from a normal Crystal Ball. Upon creation roll 1D6 and you create the following variation of a Crystal Ball.
1-2: Crystal Ball of Mind Reading
3-4: Crystal Ball of Telepathy
5-6: Crystal Ball of True Seeing
Curse: The crystal ball has a master that it serves while pretending to be useful. Anyone who attempts to use the crystal ball must make a WIS saving throw DC 18 and on a failed save become Charmed by the crystal ball for one minute. On a successful save the crystal ball functions normally. A creature Charmed this way believes that they are using the item correctly but the effects are manipulated by a malevolent entity chosen by the DM to show what the entity desires. A creature is unaware that they were Charmed after the duration, but becomes aware if the information gained is proven false. Once attuned to the item you are unwilling to sell it, give it away, or use another crystal ball.
Removed Curse: If the curse is removed the crystal ball becomes a Lesser Crystal Ball that loses the scrying capability but keeps all other features.
Ezekiel’s Puzzlebox- Wondrous Item
Appearance: A complex cube with six faces measuring one foot by one foot by one foot weighing six pounds.
Effect: Each face has its own puzzle and requires the following checks performed in sequence to solve. The puzzlebox comes with a note written on brittle parchment that describes each puzzle and names the specific face and suggested solve order. Once the note that comes with the puzzlebox is read for the first time it crumbles to dust and cannot be recovered each creature that read the note can attempt a DC 19 Insight check to determine the following: if the suggested order is followed, after solving the first puzzle each check’s DC after is reduced by 1. The note reads as follows:
- 1.
“Suggested Face 1- Primus’ Riddle: The face is made of bronze interlocking gears each covered in symbols. Start here, good luck.” To solve the puzzle one must succeed a DC 18 Investigation check (A creature that knows Primordial and all four of its dialects has advantage on the check), followed by a DC 18 History or Religion check (Anyone connected with the plane Mechanus has advantage on the check), and finally a DC 19 Sleight of Hand check.
- 2.
“Suggested Face 2- Baphomet’s Concordant Maze: The face is inset with six interlocking complex tracks with six pegs at various stages on the tracks with each peg’s movement influencing the others. Try this one second.” To solve the maze one must succeed a DC 17 Investigation check, followed by a DC 17 Sleight of Hand check. Repeat that sequence of checks a total of three times to solve the puzzle.
- 3.
“Suggested Face 3- Tasha’s Sixfold Mosaic: The face has a mosaic of six different colored squares that seem like if arranged correctly could make an image…. or maybe two…. no three. Try this one third.” To solve this mosaic you must succeed a DC 20 Arcana (Yellow), History (Green), Investigation (Red), Medicine (Blue), Nature (Orange), or Religion (White) check followed by a DC 18 Sleight of Hand check. Each check correlates to a specific image the mosaic makes. After each image is finished its color is replaced by the remaining colors and the DC of the first check is reduced by 1. After all colors have their images solved the mosaic itself is solved.
- 4.
“Suggested Face 4- Limbo’s Menagerie of Stuff: The face is covered in levers, buttons, wheels, knobs, and oddly shaped holes. Try this one fourth.” To solve the puzzles you can choose to attempt one of the following checks you haven’t solved yet each at a DC of 19. Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Nature, Performance, Persuasion, Sleight of Hand, and Survival. After each check has been completed the face itself is considered solved.
- 5.
“Suggested Face 5- Bahumat’s Gambit: The face is a chessboard set in a specific configuration. Try this one fifth.” To beat your opponent you must succeed an Insight check DC 18, 20, then 22 to make the correct sequence of three moves for checkmate.
- 6.
Suggested Face 6- Ao’s Mirror: The face is a polished silver surface with seemingly no way to interact with it. Try this last. This is where I failed.” If no other faces are solved all checks automatically fail on this face. If one face is solved a DC 35 Insight check (Unaffected by critical successes) can solve it. If two faces are solved a DC 33 Insight check (Unaffected by critical successes) can solve it. If three faces are solved a DC 31 Insight check (Unaffected by critical successes) can solve it. If four faces are solved a DC 29 Insight check (Unaffected by critical successes) can solve it. If all five faces are solved a DC 27 Insight check (Unaffected by critical successes) can solve it.
Curse: The puzzlebox is an enigma even to its creator it seems. If a creature fails the same check three times on the same face, they automatically fail the same check on that face from now on as its mysteries are beyond them. Each time a check is failed the face resets to its starting position. The puzzlebox also resets if more than one creature attempts to solve the face at the same time or if multiple faces are being worked on at once. After each failed attempt or reset the puzzlebox becomes inoperable for 24 hours.
Solves: After a face is solved the following occurs:
- 1.
Primus’ Riddle: Upon solving this puzzle the face transforms into a mysterious hole with a metal grate covering with an inscription written in Auran that reads “Ask a question and if Ao permits it, I will answer.” Under that message is a second one written in Terran that reads “You only have one chance.” After a question directed at the speaker is asked, a deep voice speaking Aquan emanates from the speaker and answers the question. The speaker then vanishes and the face becomes a dull lead sheet with a message written in Ignan that says "Congratulations!" inscribed on it.
- 2.
Baphomet’s Concordant Maze: Upon solving this maze 2D6 Minotaurs and 2D6 Bulezau appear within 10 ft of the puzzlebox and attack each creature in sight until slain. After each creature summoned this way is slain the final one drops an Iron Horn of Valhalla. The face then becomes a dull lead sheet with the message "Surprise!" inscribed on it.
- 3.
Tasha’s Sixfold Mosaic: The result of the solution depends on which color was solved.
- 1.
Upon solving the Yellow image revealing an intricate pyramid, a Mummy Lord is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a Staff of Withering.
- 2.
Upon solving the Green image revealing a symbol of five interlocking clawmarks, a Green Abishai is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a set of Green Dragon Scale Mail.
- 3.
Upon solving the Red image revealing a complex swirling vortex, a Nabassu is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a Sword of Wounding.
- 4.
Upon solving the Blue image revealing an ornate ring with a faceted gemstone, an Adult Sapphire Dragon is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a Sapphire Buckler.
- 5.
Upon solving the Orange image revealing a swirling stormcloud emitting bolts of lightning, an Adult Bronze Dragon is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a Sword of Vengeance.
- 6.
Upon solving the White image revealing a skull covered in runes, a Skull Lord is summoned within 10 ft of the puzzlebox. It attacks each creature within sight until slain. After being slain it drops a Berserker Axe.
- 1.
After all colors are solved the face then becomes a dull lead sheet with the message “Gotcha!” inscribed on it.
- 1.
Limbos Menagerie of Stuff: The following occurs in order of how many bits and bobs have been solved.
- 1.
One solve unleashes a purple gas that forces each creature within 30 ft of it to make a DC 11 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 2.
Two solves unleashes a green gas that forces each creature within 30 ft of it to make a DC 12 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 3.
Three solves unleashes a black gas that forces each creature within 30 ft of it to make a DC 13 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 4.
Four solves unleashes a brown gas that forces each creature within 30 ft of it to make a DC 14 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 5.
Five solves unleashes a gray gas that forces each creature within 30 ft of it to make a DC 15 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 6.
Six solves unleashes a white gas that forces each creature within 30 ft of it to make a DC 16 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 7.
Seven solves unleashes a clear gas that forces each creature within 30 ft of it to make a DC 17 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 8.
Eight solves unleashes a dull orange gas that forces each creature within 30 ft of it to make a DC 18 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 9.
Nine solves unleashes a dirty tan gas that forces each creature within 30 ft of it to make a DC 19 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 10.
Ten solves unleashes a deep red gas that forces each creature within 30 ft of it to make a DC 20 WIS save and on a failed save gains one level of Long Term Madness (1D10 x 10 hours).
- 1.
After all bits and bobs are put in place the face is considered solved. The face then becomes a dull lead sheet with the message “Wasn’t that fun?” inscribed on it.
- 1.
Bahumat’s Gambit: Upon beating the opponent two of each chess piece is dropped. A chess piece can be thrown as an action summoning the corresponding creature which serves the creature who threw it to the best of its abilities even to the point of death before vanishing after one hour. A Knight pierce summons a Knight. A Pawn piece summons a Lizardfolk. A Bishop piece summons a Lizardfolk Shaman. A Queen piece summons a Lizardfolk Queen. A King Piece summons a Lizardfolk King. A Rook piece summons a Giant Lizard. After checkmate the face then becomes a dull lead sheet with the message “Well fought!” inscribed on it.
- 2.
Ao’s Mirror: Upon learning how to interact with this face the individual that contributed the most (According to the DM) to solving the face or puzzlebox (Depending on how the solve progressed) sees a slightly raised section of the mirror that looks like a button that no one else can see or interact with. Upon pressing it, the individual is teleported to Chronius, the 7th and final heaven of the Seven Heavens of Mt Celestia. There they spend one hour conversing with an individual who is talking from behind an indescribably beautiful white door who at the end of the conversation grants one boon it feels the individual merits. The individual then is teleported back arriving the same instant they left having only a knowledge of the boon and not the topics discussed during the course of the hour. The boon can be anything from resolving a mystery, the location of a legendary item, or granting an Epic Boon or similar reward. After the individual reappears the face becomes a dull lead sheet with the message “I believed in you!” inscribed on it.
If all faces are solved the puzzlebox vanishes.
Removed Curse: If the curse is removed the puzzlebox vanishes.
Jihril’s Arcane Eye- Wondrous Item (Requires Attunement)*
Appearance: A milky white prosthetic eye, its iris seems to change colors once every few hours.
Effect: Once picked up the eye asks, “I have a gift to give that will bestow a true sight, do you accept?” If accepted, you become attuned to the eye. If you do not accept the eye becomes silent and will never repeat the question.
Curse: The eye belonged to the Lich Jihril. If accepted, the eye sinks into your body. You grow a third, milky eye in the middle of their forehead and becomes attuned to the eye. While attuned this way, you have Truesight 10 ft. The eye is unsettling, you have a -3 penalty to CHA based skill checks to non Abberration, Fiend, Ooze, Plant, and Undead creatures.
Removed Curse: The curse can only be ended by cutting out the eye. Removing the eye causes you to permanently lose 1D6 hit points from your hit point maximum that cannot be removed by any means less than divine intervention or the Wish spell.
Lucky Rabbit’s Foot- Wondrous Item*
Appearance: A severed and preserved rabbit’s foot hanging on a small silver chain large enough to loop over a thumb.
Effect: The rabbit’s foot grants luck while held and bad luck when lost. You can use a reaction when you fail a D20 test to roll with advantage and take the new result. If the result is a success the rabbit’s foot gains 1 lucky charge. You can use this feature at a rate of once every minute. The rabbit’s foot must be on hand to use this effect.
Curse: The rabbit that was used seeks revenge. Each time you use the rabbit’s foot you must succeed a DC 17 Perception check and on a failed check the rabbit’s foot vanishes. The rabbit’s foot magically moves to the pocket of one creature within 300 ft of you that it chooses. For each lucky charge the rabbit’s foot had when it vanished the DM can choose to use one to make you fail a DC 20 test of their choice at a maximum rate of one per minute. The only way to stop the bad luck is to get back the rabbit’s foot or destroy it by removing the curse, even the Wish spell is unable to end the ill luck. As part of the rabbit’s influence, you are unwilling to sell it or give it away.
Removed Curse: If the curse is removed the rabbit’s foot is destroyed making all lucky charges reset to 0.
Masterwork Spirit Doll- Wondrous Item (Requires Attunement)
Appearance: A gorgeous, lifelike doll resplendent in ornate clothes and a loving face that seems to want to convey a feeling of comfort.
Effect: While the doll is on your person it takes on any damage you would take and protects you. If either of the following takes place the doll crumbles to dust whichever occurs first:
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If you would be dealt damage the doll takes the damage instead, after taking 50 damage the doll crumbles to dust. You take the remaining damage as normal.
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If you fail a saving throw you instead succeed it. After you succeed two saving throws with this feature the doll crumbles to dust.
You can make one Spirit Doll every three days and you can have one Spirit Doll at a time. If you create a new one, the old one vanishes.
Parasitic Weapon- Weapon (Requires Attunement)
Appearance: Can take the appearance of any melee weapon (Chosen upon creation). The weapon will have a green, black, or red lustrous sheen.
Effect: The item is a +2 version of the weapon but if the weapon has the Thrown feature it loses it. The first time you use the item you must make a DC 18 CON saving throw and on a failed save you become attuned to the item. On a successful save the weapon flings itself from your hand and begins to crawl away on spindly legs at a rate of 20 ft per round.
Curse: The weapon is actually a parasitic lifeform. Upon becoming attuned the weapon shoots out tentacles that burrow into your arm and fuse with it. While initially surprising upon becoming incorporated with you the sensation becomes pleasurable and you feel a deep kinship with the weapon that now prefers to be called “Partner”. Each time you hit a creature with the weapon it deals an additional 2D8 Necrotic damage and you regain hit points equal to the damage dealt. Every 6 hours you do not deal damage to a creature the weapon drains your lifeforce dealing you 3D12 damage (Damage dealt this way cannot be prevented), your hit point maximum is reduced by the same amount of damage taken until you reduce a creature to 0 hit points with the weapon. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed from the weapon and it is attuned it cries out in pain and reduces the hit point maximum of you by 2D6. Attuned or not, removing the curse destroys the weapon.
Phonograph- Wondrous Item*
Appearance: An antique phonograph that is perpetually covered in dust and cobwebs no matter how often it is cleaned.
Effect: The phonograph appears alongside six cylinders covered in grooves that can be placed on at a time in the phonograph. You can spend one action winding the phonograph to play a song recorded on one of the cylinders for ten minutes unless someone succeeds a DC 19 Sleight of Hand check to stop the song. The phonograph has six cylinders labeled: Anthem of Calyspa, Ballad of Carrusse, Raviel’s Hymn, Joel’s Blue Afternoon, Rein’s Aria No. 7, and Sebastian’s Tragic Opera: 5th Movement.
Curse: The phonograph is haunted and seeks to keep its listeners captivated. Regardless of which cylinder is loaded the phonograph will play a new cylinder that has not been heard by a majority of those listening until each creature has heard each song to completion. Each time the phonograph is played each creature within 60 ft of it that can hear it must make a WIS saving throw DC 19 and on a failed save listen to the song to its conclusion and will fight anyone who attempts to stop the phonograph. Each creature that fails the save has the correlating effect occur. On a successful save you are Immune to the phonograph’s effects for 24 hours.
Anthem of Calyspa: A melancholic tune pangs the hearts and brings an unbidden tear to the eye as a sultry female voice sings of hopes unfulfilled. Each creature that failed the initial saving throw must make a subsequent DC 18 INT save and on a failed save desire to listen to the phonograph the next night at all costs. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: You forget the names of the next 10 people you encounter and cannot recall details about them other than your general attitude you’ve had towards them.
Ballad of Carrusse: An upbeat catchy tune makes most want to tap their toes and dance along as a full bartoned male singer sings of fun times and happy mistakes. Each creature that failed the initial saving throw must make a subsequent DC 18 WIS save and on a failed save they become riotous and desire to drink until blackout drunk (Rolling on the Hedonism Table) and behave lasciviously the next evening. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: You lose all proficiencies with all tools, skills, saving throws, weapons, and armor for the next 24 hours.
Raviel’s Hymn: A solemn choir supports a gregorian chant from a deep male voice that speaks to the soul and lulls one to sleep in a net of safety. Each creature that failed the initial saving throw must make a subsequent DC 18 WIS save and on a failed save lose all desire to fight and argue and have disadvantage on attacks and automatically fail Intimidation checks for 24 hours. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: You black out and awaken in the morning in front of an altar with a fresh corpse on it, covered in blood, along with any other listeners who failed the subsequent save.
Joel’s Blue Afternoon: A female leads a deep and complex song that sings of reconciliation and healing in a catchy song that most try to sing along with or hum to. Each creature that failed the initial saving throw must make a subsequent DC 18 WIS save and on a failed save desire strongly to open up to those around them and discuss any secrets, ill feelings, and trauma with those around them. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: In a dreamlike state you seek to find someone you harbor feelings towards and try to kiss them and open your heart to them. You awake the next morning with full knowledge of what you did. If no such being is within reach you write a deep letter conveying your feelings and awake next to the finished letter.
Rein’s Aria No. 7: An orchestra plays a captivating melody as a sweet female singer sings notes and words that you cannot seem to recall. Each creature that failed the initial saving throw must make a subsequent DC 18 WIS save and on a failed save cannot speak a lie or withhold the truth for 24 hours. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: You seek out the person you most trust within a three hour walking distance and tell them your biggest regret and worst mistake or sin. The person you choose may attempt a DC 18 Insight check to tell if you are being influenced in any way. You are aware of who you chose and what you said the next morning.
Sebastian’s Tragic Opera: 5th Movement: A sullen opera plays with a male and female voice who seem to be on the verge of tears singing of the terrible fates that befell them and how miserable they have become. Each creature that failed the initial saving throw must make a subsequent DC 18 CHA save and on a failed save attempt to murder to the individual they hate most within a 3 hour walk. If the listener is Incapaciated or in a sleeplike or trancelike state the following occurs in addition: You polymorph into a Chimera with your own head instead of the head of a lion (Your head makes the bite attack instead of the lion or dragon) and seek to cause as much destruction as possible to the surrounding area, changing back at dawn’s first light having no recollection of what occurred.
The phonograph can load its own cylinder and play at any point. Incapacitated creatures automatically fail the initial and subsequent save and creatures in a sleeplike or trancelike state automatically fail the initial save have disadvantage on the subsequent save.
Removed Curse: If the curse is removed it vanishes with a pop leaving behind the six cylinders which each now being containers containing a Spell Scroll whose type corresponds to the name of the cylinder.
Anthem of Calyspa: Modify Memory
Ballad of Carrusse: Geas
Raviel’s Hymn: Sleep (9th level)
Joel’s Blue Afternoon: Mass Suggestion
Rein’s Aria No. 7: Zone of Truth (All automatically fail)
Sebastian’s Tragic Opera: 5th Movement: Mass Polymorph
Whisperblade- Weapon (Requires Attunement)*
Appearance: A beautiful ebon longsword with a dark iron hilt and crossguard.
Effect: The sword is a +2 longsword that deals an additional 1D8 Psychic damage on a hit. If you are attuned to the sword they can speak all languages but only at a whisper. If you know a language by other means you can speak normally.
Curse: The sword belonged to Sir Hevault but is otherwise shrouded in mystery. The weapon is a sentient weapon which is only known upon attunement. The blade only communicates at night during the transition between waking and sleeping. The blade whispers each night to its attuned wielder forcing them to roll a DC 17 WIS saving throw and on a failed save roll 1D20, on a 1 its attuned wielder is possessed by it for 48 hours where it will attempt a ritual to summon Sir Hevalaut (Who has the stat block of a Death Knight). If summoned Sir Hevalaut takes their blade, ending the attunement and begins its rampage attacking any creatures it can but granting the one who performed the ritual a chance to flee. Once attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed from the sword it becomes a magical +2 longsword that deals an additional 1D8 Psychic damage on a hit and does not require attunement.
Origin Curse
Hexlord Subclasses (13)
Choose your subclass at the level indicated in the class table above.