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# (Mostly) Cursed Armoury Everyone loves cursed items. Picking up a dagger only to have it force you to murder your friends. Having a powerful sword that drains the blood of your enemies but starts to drain your blood if you don't feed it. These items grant boons and buffs in equal measure, and removing the curse can be a fun side quest. #### Coin of Deathwish *Wondrous item, Legendary* This large gold coin has a skull on one face and a tree on the other. You can flip this coin. If it lands on the skull side, you die and your soul is utterly destroyed. No magic, divine intervention or any other effect can ever bring you back. If it lands on the tree side, you can immediately cast wish. #### Blackstone Dagger *Weapon (Dagger), Very Rare (Requires Attunment)* This +2 dagger grants the wielder 60ft darkvision. On a critical hit, the dagger deals an additional 3d8 necrotic damage. ***Curse*** This dagger is cursed, a fact that is only revealed when a creature attunes to it. While attuned to this dagger you have disadvantage when using any weapon besides this dagger and gain the following flaw: "I will not part from this dagger under any circumstances." You are cursed until you are targeted by remove curse or similar magic. #### Mask of Carras *Very Rare (Requires Attunment)* This ornate stone mask grants the wearer immunity to poison and any movement effects from spider webs. In addition, the wearer deals an extra 1d8 poison damage on melee attacks and can cast spider climb once per long rest. ***Curse*** This mask is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mask, wearing it at all times unless eating or drinking. Whenever a creature damages a spider, spider-like creature, or image of a spider, you must succeed on a DC 15 wisdom save or become possessed by the mask, attacking the creature that harmed the spider to the best of your ability. At the end of each turn you can repeat the save, regaining control of yourself on a success. If the creature or any other creatures allied to it have attacked you, you have disadvantage on this save. If you are knocked out while possessed by the mask, it is knocked off your face and attunment and the curse is broken. You are otherwise cursed until you are targeted by remove curse or similar magic. \columnbreak #### Armour of Ages *Armour (Plate), Legendary (Requires Attunment)* This +2 plate armour grants the wearer advantage on all saving throws and the ability to cast the shield spell 3 times per long rest. ***Cursed*** This plate armour is cursed, and becoming attuned to it extends the curse to you. You have vulnerability to all damage while not wearing the armour. If you die while attuned to the armour, your soul is absorbed by the armour and you become an NPC controlled by the DM at full health. During every long rest you complete while attuned to this armour, you dream of a blank underground lake. Make a DC 10 charisma save each long rest. If you ever fail 3 of these in a row, your soul is absorbed by the armour as above. #### Earing of Deference to the Master *Wondrous Item, Very Rare (Requires Attunment)* This earing allows the wearer to cast commune once per day, targeting a specific individual (not one of the casters choice). ***Cursed*** This earing is cursed (obviously). The target of the commune spell is up to the DM, who can select from various demons, devils, eldritch horrors or evil gods. Go wild. #### Helm of Stars Legendary Helmet, Requires Attunment While wearing this helmet your melee weapon attacks deal an additional 1d4 radiant damage. Each time you kill an undead with a melee attack while attuned to the Helm of Stars it grows in power. | Kills | Effect | |:---:|:-----------:| | 5 | The extra damage increases to 1d8 | | 10 | You have advantage on attacks against undead. | | 30 | On a critical hit against a target in melee you can chose to take up to 10d8 damage, and then deal an extra 1d8 of damage to the target for each 1d8 you took (doubled on the crit as normal)| | 50 | The extra damage on every hit is increased to a d12 | | 100 | All friendly creatures within 60 ft. of you deal an extra 1d8 damage to undead with any weapon attack or spell | | 150 | You have resistance to all damage taken from an undead. | | 200 | You ignore any damage resistance that the target of your melee attacks has. | | 500 | You have advantage on all attacks and all radiant damage you deal is doubled. | If you unattune from this item, it loses half the kills you have built up. The kill count is specific to each creature. \pagebreak #### Belt of Power *Wonderous Item, Very Rare (Requires Attunment)* While wearing this belt you can increase one ability score by 2 points and another by 1 point. You also must select an ability score to reduce by 2 points. You can change which abilities are affected by the belt at the end of a long rest. Once per day while wearing the belt, you can double your highest ability score until the end of your next turn. #### Black Mask *Legendary Artefact (Requires Attunment)* This polished black mask grants the wearer to see invisible creatures and see the souls of the dead. Once per short rest the wearer of the mask can use an action to activate the mask and cause a living, sentient creature within 60 ft that can see the mask to have to succeed on a DC 22 wisdom save or be paralysed for a minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. While paralysed in this way, the creature takes 4d6 psychic damage at the start of each of its turns. If the creature can no longer see the mask, the effect ends. If a creature is killed by the mask, the mask gains 1 soul point. These soul points can be used to cast the following spells, at a cost of 2 soul points per spell level. Spells can be upcast by spending more points as usual. - Shield - Animate Dead - Create Undead - Circle of Death - Disintegrate - Simulacrum - Wish Casting wish with this mask has a one in three chance of also eating the casters soul. A soul point can also be spent to deal an extra 2d6 damage on a weapon attack or cantrip. #### Statue of an Unknown Woman *Wondrous Item, Rare* This stone statue radiates a strong aura of menace, making its owner more vicious. Critical hits dealt by the creature who carries this statue have their dice explode. (Exploding dice are rolled again if they roll the maximum value, adding the new roll to the total.) #### Lightning Stone *Wondrous Item, Uncommon* This stone can be thrown by hand or by a sling. On contact it explodes in a burst of lightning. All creatures within 20ft of the stone must succeed on a DC 15 dexterity save or take 6d6 damage, half damage on a successful save. Once they explode, the stones must be left outside during a thunderstorm before they can be used again. #### Ancient Brass Telescope *Wondrous Item, Very Rare* This telescope can be used to see the true nature of the stars. Use with caution. \columnbreak #### Potion of Harm This potion looks identical to a healing potion, but when ingested requires the drinker to pass a DC 20 constitution saving throw or take 12d8 necrotic damage, half damage on a successful save. If this damage would reduce the drinker to 0 hit points and the drinker failed the save, the drinker dies instantly. #### Potion of Wailing Bane Drinking this potion grants the drinker the ability to kill with the scream of a banshee. For one minute after drinking this potion, the drinker can use an action to use wailing bane. Every creature that is not an undead or construct within 30 ft. that can hear the drinker must succeed on a DC 13 constitution save. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) sychic damage. #### Whistle of Calling *Wondrous Item, Rare (Requires Attunment)* This whistle can be used as an arcane focus, and when used as such, grants a +1 bonus to spell attacks and save DCs. In addition, the whistle can be used to cast the following spells once per day. - Sending - Find Steed - Summon Lesser Demons - Summon Greater Demons - Planar Ally In addition, when you cast sending, you can ask a creature to come to you, and if they are willing, they will be teleported to your location. ***Curse.*** This Whistle is cursed. Whenever you use the whistle to cast a spell, an unknown entity can feel the casting and listen in or change the spell. For example, when you cast sending, the entity can hear it, and potentially change minor details of the messages sent. Likewise, it can change the creatures summoned by the summoning spells to creatures that are more aligned with its interest. #### Warding Amulet. *Wondrous Item, Rare (Requires Attunment)* The wearer of this amulet has a number of temporary hit points equal to their constitution modifier times their level. These temporary hit points are regained at a rate of 1d4 points per round. #### Compass of Longing *Wondrous Item, Rare (Requires Attunment)* This compass always points to whatever the holder wants the most. #### Blade of the Martyr *Weapon (Longsword), Rare (Requires Attunment)* This +1 longsword deals an extra d8 damage on a hit while the wielder is below half health, this damage must have been inflicted in battle. \pagebreak #### Deathball *Wondrous Item, Rare (Requires Attunment)* This one foot diameter sphere is made of a strange dark metal and has three strange symbols on one side. Pressing the symbols in the correct order will annihilate everything within 20 miles. It will destroy up to a mile of solid ground, buildings, stone, or metal. - Any creature within 5 miles dies instantly. - Any creature within 10 miles takes 20d6 damage. - Any creature within 15 miles must succeed at a DC 30 constitution save or take 14d6 damage. On a pass it takes half damage. - Any creature within 20 miles bust succeed at a DC 20 constitution save or take 6d6 damage. On a pass it takes half damage. If the buttons are pressed in the wrong order the creature dies instantly. #### Abyss Blade *Wondrous Item, Rare (Requires Attunment)* This +3 blade totally ignores any bonus to armour class from armour, damage reduction, and anything else that would reduce its damage in anyway. ***Curse.*** The Abyss Blade is cursed. Attuning the Abyss Blade extends the curse to you. If you fall to 0 hit points while attuned to this blade, the blade decides that you are not worthy to posses it, killing you instantly before returning to the Abyss. If the blade leaves you in this way, you can never wield it again. #### Cursed, Infinite, Flintlock *Artifact, Legendary (Requires Attunment)* This +3 pistol was used to kill a great daemon. It does not need to be loaded. **Curse** If the user wishes to spare a life, they must instead kill whoever they wished to spare. #### The Crest of Annihilation *Artifact, Legendary (Requires Attunment)* This crown like object can only be used by an undead. When activated as an action, the user can select any number of creatures within 10 miles. Each selected creature must succeed on a DC 30 constitution save or take 12d10 necrotic damage. Any creature killed by this effect is raised as a skeleton under the user’s control. #### Unpickable Lock *Artifact, Legendary (Requires Attunment)* This lock cannot be picked by any lockpicks or otherwise opened in any manner besides the matching key. #### Murasame *Artifact, Legendary (Requires Attunment)* This + 3 katana causes death to anyone who is cut by its blade. At the start of a creatures that has been cut by the blade they must make a DC 15 constitution save or die. Each turn the difficulty for this increases by 5. The curse can only be ended if the wounded body part is removed. \columnbreak #### Dusk Blades *Artifact, Legendary (Requires Attunment)* These twined blades can transform themselves into any bladed weapons. When used individually they are +1 weapons that deal an additional 1d8 necrotic damage on a hit. If the wielder of the blade is selfish/evil, they gain an additional +1 bonus to hit and damage. If both blades are used together, the bonus if evil increases to +2 and the wielder gains the Dual Wielder feat if they do not already posses it as long as they use both blades. The user’s AC is also increased by 2 while they are using both blades. #### Amulet of Spiders *Artifact, Legendary (Requires Attunment)* This choker with a spiderlike black gem at the front grants the wearer a +2 bonus to armour class. If the wearer wearer if a spell caster, they can cast one spell per long rest without using a spell slot. The wearer also gains a +2 bonus to all charisma checks. #### Blackstone Shard *Wondrous Item, Very Rare* Carrying this shard grants a +1 bonus to saves, AC, spell DC, and proficiency. ***Curse*** This shard is cursed. Carrying the shard draws creatures of evil to you, increasing the likelyhood of random encounters. In addition, if you enter a blackstone ruin, you have disadvantage on all saving throws while inside the ruin, until you return the blackstone shard to wherever it belongs. #### Twinned Spellblades *Shortswords, Legendary (Requires Attunment)* These paired +2 shortswords grant the wielder a +2 bonus to armour class when dual wielded. In addition, the wielder can cast spells while both hands are full with the sword and can cast the following spells once per long rest. - burning hands - feather fall - misty step - blink #### Shield of The Sun *Armour (Shield), Legendary (Requires Attunment)* This +2 shield also grants the wielder advantage on saving throws against spells. As an action, the user can cause the shield to either glow with bright light up to 120ft and dim light another 120ft, or flash with a bright light, forcing every creature with eyes within 120ft to make a DC 15 con save or be blinded for an hour. #### Cloak of Immortality *Cloak, Legendary (Requires Attunment)* While wearing this cloak, any time you kill a sentient creature you absorb from them all the years they would have lived without your intervention. For every year absorbed like this you do not age. The cloak also grants a +2 bonus to armour class and saves, and once per day can be used to completely negate one attack or other damaging effect. \pagebreak #### Mask of the Forbidden Pool *Artifact, Legendary (Requires Attunment)* This mask is curiously blank, with no decoration besides the two eye holes. It will resize to perfectly fit the wearers face and grant a number of powers. More powers are unlocked as the mask grows in power. - When the creature would die, it instead regains 1d8 hit points. This effect can only happen once per round. - Any spells casts by the creature wearing the mask are counted as being cast one level higher than normal. - (Power Level 1) The wearer has truesight to a distance of 120 ft while wearing the mask - (Power Level 1) The wearers mind cannot be read, and the wearer is immune to any charm effect. - (Power Level 2) The creature can use a main action once per long rest to regain 1d4 spell slots of any level. - (Power Level 3) Whenever the creature wearing the mask deals damage it deals an additional 2d8 damage. - (Power Level 3) The creature learns ancient and secret spells. However, this mask is also cursed. - When a creature equips this mask, they must make a DC 20 wisdom save or have the mask permanently attach to their face. As the mask grows in power it grows across the creature’s body, fusing with more skin. If forcible removed the wearer suffers the following effects. ||| |:-----:|:-----------:| |Level 0:| The creature takes 6d12 damage and 4d8 sanity damage.| |Level 1:|The creature takes 8d12 damage and 4d8 sanity damage. |Level 2: |The creature takes 12d12 damage and 5d8 sanity damage and summons a lesser avatar of the pool. |Level 3:| The creature takes 20d12 damage, then 3d12 damage every round for 6 rounds in addition to 12d8 sanity damage and then 2d8 sanity damage every round for 6 rounds and summons an Avatar of the Pool. - When the mask prevents the wearers death, the wearer takes 2d8 sanity damage. This damage cannot be reduced in any way. - Whenever the creature regains spell slots through the mask, they take sanity damage equal to the total number of spell levels worth of slots. - Each long rest the wearer must make a DC 20 wisdom save or take 2d8 sanity damage at the end of the long rest. The creature cannot regain sanity if it fails this save. On a successful save the creature takes no sanity damage and can regain sanity as normal. - Whenever the creature wearing this mask suffers a break from reaching 0 sanity the mask grows in power, reaching its next power level. \pagebreak
Torture Your Players
Do your players complain that the game is too easy? Do you just want them to suffer for the sins of humanity or for playing on their phones at the table? If the answer is yes, then check out [Chloe's Compendium of Cruelty](https://www.gmbinder.com/share/-LtXlIVTeJ5TWdBPva6D), a collection of nearly all my homebrew content all in one place.
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## Part of:
## An upcoming compendium of my 5e work.