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100 Interesting Curses

D&D 5E -
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0% found this document useful (1 vote)
1K views7 pages

100 Interesting Curses

D&D 5E -
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
Allst cf 100 emses Peg Ref CR eae anstsnect nayeartamentbers INTRODUCTION Want to add some spice to those curses? Here allist of 100 curses that you can use for your tabletop game. This list was created by the community over at [Link]/r/d100. 100 Interesting Curses 4100 Curse on ‘The character cannot turn right until the course is ited. 2 Characters feet always sink atleast 1 inch into any surface they walk on 03 Al food types becomes tasteless (meat, vegetables, fruit). 4 When the character fires a ranged \weapon, the ammunition always breaks fn impact (no effect on damage). 05 Unuil the curse is lifted, when the charac- ter falls to Ohp, roll a D100. Ifyou roll ‘equal to or below the CR of the creature that cursed you, you instantly die. 06, A player must close every door they walk. through, even if there are people behind them, or A player's weapon becomes lodged insite the body of their enemy after any stab attack, a strength check (DC 15) is needed to free the weapon. os [A player's weapons become twice as heavy, requiring two actions to strike once, until the curse is lifted, 09 A player is stalked by an imp, who simply follows him, saying nothing, always staring, No one else can see the imp. 10 ‘The player's backpack is enchanted, to always give the player an item they needed in the past, but never what they will need in the future or present u ‘The next item the cursed player grabs is bound to them forever they can never get tid of 12 13 15 W 18 19 20 a 2 [Everytime the cursed character kills someone stealthy, the slain thing lets out an incredibly loud scream that can be heard from 500 fe away, even if it wouldn't be possible for the dead thing to scream. Character takes on the appearance and smell of being undead, but isnt, Characters must only answer questions with lies, unless they are asked about the reason for their behaviour (ex:"are you cursed?" "Are you lying on purpose?" In Which case they must respond in the afi Characters must agree to every sugges: tion or request male within 30 feet of them, Curse is broken after a week. The cursed character takes I damage Whenever a creature within 30 feet of them takes any damage. Character cannot willingly killspare the life of any living creature (choose depend ing on character personality). Character becomes incapable of visually perceiving living creatures, Characters lowight vision and high-Hight vision switch (Le. sunlight is effectively, dark, but can see areas in shaclow as if they were brightly lit) Roll a 100. After the amount of dies shown on dice, the character explodes for (as pera 5th level Fireball the next time they take a long rest, then is immediately put under the effects of a Reincarnation spell. The cycle continues until a Wish spell dispels it. Character is struck with blindness, but can accurately identify objects by taste through the air up to 60 feet away. Butt switches place with face. Switches every time either orifice expels any sub- stance. 23 4 25 26 2 Your CHA stat becomes your CHAR stat, determining your effectiveness at cooking ‘up a mean barbeque. Reflavour spells and skill checks accordingly When the target of the curse next goes to sleep, they dream of a burning lake. The dreams progress, becoming nightmares ‘overtime. The target instinctively be comes aware of the direction ofthe lake, ‘and must save vs Wis or spend that day trying to reach the lake, The target must ‘save every day fo prevent the condition progressing. taking a penalty to mental rolls for every stage it advances, To com- pletely recover, the target must make 3 saves in a row if they fil gresses to its intial condition, and ifthey fail 3 times in a row the target becomes: maddened until they reach the lake, Upon reaching the lake they will see itis not en- gulfed in flames, and will ake d6 Peychic damage for the number of days they have been affected by the urges. ‘The first ritual performed after being cursed succeeds instantly, but when they next sleep the target must save vs. Con. If they fail, their skin dries and their body catches alight, aking d6 damage per turn. The fire can be put out by magical ‘or mundane conventions. The cursed begins aging at § years an hour. When they reach 100 years, they die, and an infant erawls from their body’s clothing, It continues to age at the ‘same rate until it reaches 20. Same char acter, same memories. ‘As the curse is activated, the target's hands detach from their wrists and seut- te away, and new hands grow in their place, For the rest ofthe day, every time they cast spell, the same thing happens. ‘The hands remain animate until de- stroyed, and will do their best to make terrible mischief. A thunderous voice narrates everything the cursed does, says, or thinks for the next dt hours, 29 30 an 32 33 a4 35 36 For the next d4 days, every time the cursed attempts to speak, including t0 asta spell, they must Save vs Int ori stead deliver a lengthy and discursive ‘monologue on: 1: bean cultivation; 2: the daily schedule of an emperor who died thousands of years ago; 3:the spiritual beliefs of spiders; 4s the life eyele of the cherub; 5: the various manias, phobias, oF ‘perversions ofthe nearest, most powerful ‘monarch; 6: the correct method of pre- paring, storing, and administering a here ‘ofore unknown and spectacularly deadly poison: 7: the best tourist destinations in the nearest village; 8: famous fish poets; 9: the dangers of breathing: 10: the magi: cal properties of cheese; On a repeated. roll, the target must continue their lecture from where they left off before. Until the curse is lifted the character con- stantly sniffs and has a runny nose. Dis- advantage on stealth, persuasion and de- ception checks. Character can not control the volume at “which he speaks, Player rolls a D6 every time their character speaks, even rolls are spoken in a whisper, odd rolls are shouting. Animals and children are always aware of ‘your presence and are able to locate you without difficulty, "Curse of Popularity” - In populated area with nom hostile NPCs, everyone knows ‘who you are and will not leave you alone. Roll a charisma cheeksave (DC varies). If failed, you are viewed in an unfavorable light, If passed, you are viewed in afavor- able one. Everytime a player deals damage the ‘same amount is reflected back to.a random party member, All food and drink consumed immediately tastes of rotten flesh a successful frti- tude save of DC 15 can overcome this taste. ‘Whenever the PC comes into a hall: way/corridor they are compelled to Sprint at full speed to the end. Will save to resist at DMs discretion 37 30 40 a 2 a3 44 45 46 aT ‘The PC must only speak in rhyme. 49 ‘The PC gains a new fear based on popu: Jar vote of the party until dispelled Al he player's equipment glows brightly for 24 hours. All of it a ‘The player becomes magnetic. Itis always raining in a 5ft cube around the player. The intensity randomly varies from a drizzle to a downpour and can exist even underwater or indoors 51 ‘The character finds themselves unable to ‘open any containers or doors which re: quire a twisting motion. ‘The character perceives traps every- ‘where where none exist ‘The cursed becomes lactose intolerant. Consuming any dairy leads to 1d4 hour(s) 53 of insufferable gas & diarrhea. ‘The player must compulsively jugale items any time the player has two or ‘more of an object in easy reach, DC 10+the number of items being jugaled Ac- robaties check, or an item gets dropped, with appropriate consequences, 54 Boots squeak loudly with each step. Effects of alcohol are heavily amplified, ‘so that even drinking one drop of a fairly ‘weak alcoholic beverage will make the PC drunk, Drinking full glass of a ‘trong alcoholic beverage could potential- ly cause death. 55 All ofthe PC's armor and clothing tele ported off their body and always floats just out ofeach, Any attempt to put on other clothing or armor produces the Ee same effect. Character’s known languages are ran- domly determined after a long rest. Roll 18 per standard language known & 148 per exotic language known. You decide ‘whether to exclude common from these rolls or not. After a long rest a random amount of GP the character is carrying is randomly changed to an amount of either Electrum, Silver or Copper pieces of the same worth, increasing number of coins. eg (1420 Amount, Roll 146 to determine type) Won't take long for pockets to become overflowing ifcharacter doesn't spend loose change. Any divination spells where the caster or target is within a certain range of a char- acter are retargeted to that character ‘The cursed begins to weep tears of blood uncontrollably, reducing their hit point maximum by 1 for every hour the curse remains active. The cursed dies if this effect reduces its hit point maximum to 0. ‘The cursed is compelled to repeat the last word of each sentence they say 3 times, each time speaking a litle softer than the last I'the curse remains active for more than 24 hours, the cursed. js compelled to dramatically fick their hhands open and closed with each echo. Cursed characters are hated by all eats until cured. Every eat will hiss and at tempt to swipe and bite the character Ir regardless ofthe cat is successful or not the eat will run away and hide. Ifthe eat is successful in the attack any wounds caused will not heal (even with healing spells and potions) and will continuously weep foul smelling pus. ‘The character cannot be convinced by any means that magic exists. They ratio- nalize magical events away by using insane, impossible logic. The character believes themselves to have swapped bodies with the nearest person. Nothing has happened.

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