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The "cursed" character must spend any gold they acquire within 7 days or suffer escalating psychic damage. For every increment of 20 gold pieces held above your safe limit (5x your level), you take 1d6 psychic damage per day. Only you can willingly spend their gold; allies cannot do it on your behalf.

Whenever encountering a merchant or valuable item, you must make a Charisma saving throw (DC 13) or feel compelled to make a purchase or trade for it, even if impractical, unreasonable, or if you lack the funds.

This feature weakens as you perform good deeds. For every 500 gold pieces spent selflessly—donating to the poor, funding healing, paying for refugees, or supporting worthy causes—you may make a Charisma saving throw (DC 13) to break free entirely.

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