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Cursed Magic Items
Cursed Magic Items
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Cursed magic items have been a part of As you can see, the player may decide
Dungeons and Dragons since 1st edition. having the extra armor is worth the
The original cursed items were either occasional extra critical hit. This is far more
whimsical or brutal. For example, interesting choice then choosing to be
strangled to death (I suggest you choose
Horn of Bubbles – Sounds a note and
not to be strangled to death if ever given
completely surrounds, and blinds, the
individual with a mass of bubbles for 2-20 the choice).
minutes.
So how do items become cursed/flawed?
Necklace of Strangulation – When worn, Something went wrong during the item
this item begins to strangle wearer, who creation process. Not every magic item
takes 6 hit points damage per round. Can
comes out perfect, and if a wizard spent six
only be removed by an alter reality, wish, or
limited wish. months creating an item, a flawed item is
usually still superior to its non-magical
While those cursed items were interesting, equivalent.
and would definitely change the course of a
combat or campaign, I find flawed magical
items to be far more interesting than a
simple cursed magic item.
Armor of Pain
Armor (Any), common (+1), uncommon
(+2), rare (+3)
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Armor of Pain
Armor (Any), common (+1), uncommon Belt of the Glutton
(+2), rare (+3) (requires attunement) Wondrous Item, rare (requires attunement)
This magical armor can be any armor type Your daily food intake requirements are
and varies from +1 to +3. It gives all the doubled while wearing this belt. Failure to
protection of a set of magical armor but eat sufficient amounts of food can lead to
creatures attacking you will critically hit on starvation/exhaustion (PHB p 185 and
a die roll of 19 or 20. PHB p 291). You add 2 hit dice to the
maximum number of hit dice you may use
to recover lost hit points at the end of a
Arrowbreak Bow short rest.
Weapon (any bow), common (+1),
uncommon (+2), rare (+3) (requires
attunement)
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Bloodthirsty Weapon Corset of Strength
Weapon (any), common (+1), uncommon Wondrous Item, uncommon (requires
(+2), rare (+3) (requires attunement) attunement)
Once drawn, this magical weapon must While wearing this corset, your strength
successfully cause at least one hit point of score becomes 18. Your gender changes
damage within 10 minutes or it will inflict to the opposite gender so long as the belt
1d6 necrotic damage to the wielder. is worn.
Boots of Meandering
Wondrous Item, rare (requires attunement)
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Glitchy Wand of Magic Missiles Manual of Golems (Wooden)
Wand, common Wondrous Item, very rare
This wand acts as a normal Wand of Magic This tome contains the information and
Missiles (DMG p 211) but anytime it is incantations necessary to make a wooden
activated, there is a 25% chance it will fail golem. To decipher and use the manual,
to work. Charges are used whether the you must be a spellcaster with at least two
wand works or not. 3rd level spell slots or be proficient in
carpenter’s tools.
Goblet of Intoxication
Wondrous Item, uncommon
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Wooden Golem
Tiny construct, unaligned Figurine of Wondrous Power (Onyx
AC 12 (natural armor)
HP 22 (5d4 )
Bloodhounds)
Speed 20 ft. Wondrous Item, rare
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disadvantage unless it is normally a one- normally. For example, your comrades
handed weapon which they are wielding could tie a rope around your waist and lead
two-handed. If the weapon has the you around like a big balloon, or pull you to
versatile property, the base damage is still the ground. This ring is only removable by
the one-handed damage, even though it is way of a remove curse spell.
wielded two-handed. This weapon does an
extra 1d4 damage upon a successfully
melee attack.
Ring of Nagging
Ring, rare (requires attunement)
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Voodoo Pin
Silver Tongue Wondrous Item, rare (requires attunement)
Wondrous Item, rare (requires attunement)
As a bonus action, you may stick this pin
This charm in the shape of a small silver into your own body causing 1 point of
tongue grants a +1 intelligence bonus but piercing damage. If you do so, you gain a
you are required to speak in rhyme. If you +1 bonus on your next missile attack roll.
fail to speak in rhyme, you become unable
to speak for 10 minutes.
Vampiric Ring
Ring, very rare (requires attunement)
Weapon of Dueling
This ring can store up to 10 hit points of Weapon (any melee), common (+1),
healing. You may use any, or all, of these uncommon (+2), rare (+3) (requires
hit points to heal yourself as a bonus attunement)
action. Any unused hit points remain
available until used. The ring may only be Once you engage an enemy with this
recharged by drinking the blood of a living, weapon, you must remain engaged until
or recently killed (within 2 rounds) they are defeated or succeed on a DC 13
creature. If the blood is taken from a living Wisdom saving throw to switch targets.
creature, the creature takes 1 necrotic
damage for each point recharged.
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Weapon of Flattery (Imitation is
the sincerest form of flattery)
Weapon (any), common (+1), uncommon
(+2), rare (+3) (requires attunement)
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