I am about to implement my first ever cursed item in a DND campaign. How do the rules work in 5e? if a player identifies the item do they learn that it is cursed? do they learn what the curse does? Can the curse be broken? Can a player simply choose to unatune to a cursed item? HELP!
"Most methods of identifying items, including the Identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed."
also on page 139 of the DMG:
"Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the Remove Curse spell."
Going on a quest, paying a powerful Cleric or Mage are also a couple other ways you could remove said curse.
Been wrestling with creating cursed items. It is not easy at all imo. I don't want the older edition "gotcha" you're dead kind of items. However the suggestions in the 5e book are just weak and pathetic imo. Would be nice if there would be more helpful sources out there. Even when googling and finding 100 cursed item lists... rarely do they have what I seek. If you want to make cursed items look at the 3.5 DMG which has a better suggestion of ideas.
I do like the idea of not revealing what the cursed aspect of an item is. Identify doesn't give that information. So the items should be interesting enough to use with their regular, positive, attributes. As for the negative aspect it shouldn't matter how nasty it is as long as it fits with the narrative. At least that's my opinion.
However it seems a lot of people think that your players will know what the curse aspect is of the item. And then start making the decision if the negative is worth it in relation to the positive. Yet when does the player figure out what the negative even is when identify doesn't reveal it ;) There could be various sessions that pass by, before they even figure it out properly.
I created a cursed ring that functioned, inherently, the same as a ring of fireball. However it seemed that no matter where they went fires, such as torches, candles and lanterns, would always snuff out when they were near. It took many sessions for the players to realize that it wasn't some omen, instead the ring was "eating" the fire to sustain it's ability. It caused havoc because they couldn't use torches when in dungeons and caves, setting up campfires was impossible, and, due to how I described Dragonborn anatomy, the Dragonborn couldn't use their fire breath weapon. The range of the consumed fires increased as the charges of the ring decreased, up to 120 feet away when down to 1 charge.
Custom cursed items are fun, 3.5 had some really good ones, and I agree 5e has dropped the ball on the selection of cursed items.
I created a cursed ring that functioned, inherently, the same as a ring of fireball. However it seemed that no matter where they went fires, such as torches, candles and lanterns, would always snuff out when they were near. It took many sessions for the players to realize that it wasn't some omen, instead the ring was "eating" the fire to sustain it's ability. It caused havoc because they couldn't use torches when in dungeons and caves, setting up campfires was impossible, and, due to how I described Dragonborn anatomy, the Dragonborn couldn't use their fire breath weapon. The range of the consumed fires increased as the charges of the ring decreased, up to 120 feet away when down to 1 charge.
Custom cursed items are fun, 3.5 had some really good ones, and I agree 5e has dropped the ball on the selection of cursed items.
I gotta remember to Zoink! that one DM. Just too cool not to use sometime.
The old "Remove Curse" trick for me is just too easy. Often, a fellow PC can cast it on your poor slob as soon as the Curse is discovered. I ran a game recently wherein I neutered what the Remove Curse spell could do RE: Magical Items. Essentially, it temporarily suppressed the curse, but was unable to end it.
I think that Remove Curse is indeed easy, but its not what it is about. Trying to figure out the item is cursed to begin with is where the trick lies. Don't mention the curse on the stat card you give your players is one way to go. Narrate occasionally things that happen and let the players figure it out.
I've given my players a ring of Non-detection from the hag's lair. They think they're protected, but in reality the ring actually increases the range the hag can spy on them. Still trying to figure out some other cool cursed items to use. Thought about looking at AD&D adventure modules, but those just mention Cursed Sword +1 without mentioning what the curse is :S
The thing about older versions of cursed items is that many, way too many, of them had a very simple conclusion: you die, no save.
Horn of Collapsing (cursed horn of blasting): when blown literally gives the effect of "Rocks fall you die" something like 1-30 rocks fall dealing 1d4-1 damage each or, if you're inside a structure, cave, etc, the ceiling falls doing 1-10d6 damage.
Necklace of Strangulation: Shrinks when worn causing you to die in 2-5 turns.
Cloak of Poisoning: Put it on, die from poison, no save.
and the list goes on. These types of mechanics made the game a very dangerous place where anything you touched could kill you outright. That's why curses are left open to the DM to describe and implement for the most part.
When I make a cursed item, I have 2 cards. One is the players copy, the other is mine. A few cursed items I've made...
Rope of Binding: When tied, the knots are magically bound, and cannot be untied by any means except by the one who tied them. *Additionally, the rope continues to restrict over time, causing 1d6 damage every 30 minutes.
Scroll of: This scroll shows the last spell the holder cast when they find it. *The scroll continues to change, and always shows the latest spell the holder cast.
Minds Crown: This crown gives the wearer +1 to Int or Wis (wearers choice) and an additional lvl 1 spell slot. *Any spell cast at lvl 4 or above has a 25% chance of failure.
Grim Blade: A standard short sword. *Once picked up, it can't be put down again until the curse is removed. - this seems fairly benign, but can be a real pain. If someone picks it up, no more archery until they can get rid of the enchantment. If they normally wield a 2 handed weapon, sorry. If they have to do something like climbing.... well that's awkward.
Ring of Icharus: Flying. You can fly up to your normal movement. *On a D20 roll of 18+ the ring fails, and you fall. Bludgeoning damage as per falling rules in DM's Guide.
Well remove curse doesnt actually REMOVE the curse from magic items, only ends the curse's attachement to the user. If they continue using the cursed item they will get cursed again.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Ehhh.... That’s Kind of a matter of taste. I don’t really mind when stuff like that happens to my character, it’s just something different to roleplay. That is presuming you’re only stuck with it for a while. If you cannot ever get rid of the darned thing it’s a different story.
I agree with this, but the DM has to make it interesting for the players. In the old days it seemed to me like the cursed items were just punishments for playing or getting duped by the person running the game. It also seemed to be a reason to always have someone with Identify in your party. I had always taken almost all cursed items out of my games unless they served a story purpose.
If the DM can make it fun though, the cursed item can be used as an adventure hook. You could also have the cursed item do something funny to the players in addition to the cursed properties. Then there is some humor in the game and not just a lot of suck. Once a bard in a game I played in got a fancy magic cloak that game him some minor combat bonuses, but made horrible odors any time he was talking to anyone. This messed up his game play badly, but he took it really well. We then had a couple of side adventures to help him get rid of it. It had a ghost in it that was causing everything. Those adventures were pretty fun.
The first question for any cursed item is "why did someone create this thing?" Most traditional cursed items are one of
a generic curse against thieves that applies to anything stolen from the protected location, and often don't have anything directly to do with the functioning of the item at all. This usually amounts to a general bad luck curse, or a monster that chases after the cursed item.
not actually intended as a curse, just intended to do something the PCs don't want. ("Anything slain with this blade is sacrified to Orcus, and will rise again in three days as an undead slave of Orcus" isn't really a curse for the Cult of Orcus, but PCs might not appreciate the results)
carries a malign personality (includes but not limited to sentient magic items)
I agree with this, but the DM has to make it interesting for the players. In the old days it seemed to me like the cursed items were just punishments for playing or getting duped by the person running the game. It also seemed to be a reason to always have someone with Identify in your party. I had always taken almost all cursed items out of my games unless they served a story purpose.
If the DM can make it fun though, the cursed item can be used as an adventure hook. You could also have the cursed item do something funny to the players in addition to the cursed properties. Then there is some humor in the game and not just a lot of suck. Once a bard in a game I played in got a fancy magic cloak that game him some minor combat bonuses, but made horrible odors any time he was talking to anyone. This messed up his game play badly, but he took it really well. We then had a couple of side adventures to help him get rid of it. It had a ghost in it that was causing everything. Those adventures were pretty fun.
I'm a 2e refugee, and that's why I hate them. It feels like punishment much more than fun.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Not only "where did this come from", but "why is it part of the Adventure"?
I think that many Players who don't like cursed items have been burned by a DM screw-job where there was no rationale for the cursed item to be included in the Adventure, other than the DM thought it would be funny ( for them ).
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My warlock in a current campaign lifted a night hag's heartstone off of her. It gives her the ability to shift into the ethereal plane for one round twice per day, and can cure any one disease with a touch once per day. It also acts as a +1 spellcasting focus. After attuning to it and attempting to cast spells, the warlock hears a voice in her head demanding a tribute of a copper piece. When a copper piece is inserted into the heartstone, the spell goes off, and sometimes is greatly increased in power in some unexpected manner. After some questioning, which involved ever-increasing amounts of copper pieces, it was revealed that the heartstone is a sentient, intelligent magical item named Gilmore that for some reason requires monetary tribute. I can't unattune from it, but it's only costing me copper so far, and I'm honestly curious as to how powerful this thing might actually be. I also just multiclassed into shadow sorcerer, so flavor-wise, it's going to be fun for this new entity to "unlock" my character's darker potential, so to speak. I do, however, wonder what her patron will have to say about this new presence that has "attached to my soul."
The issue with cursed items tends to vary pretty wildly depending on the combination of who the curse is afflicting, and what effects it actually inflicts on the wielder. A lot of people who make these things are pretty unimaginative, and will make an item that is very bluntly a punishment item that generally sucks all around for the person using the item. Other curses are silly effects with little or not effect on actual gameplay, even roleplay.
Doing a curse item correctly is like doing a tightrope walk in winds that are both strong and variable during a torrential downpour. But boy does it pay off when you get it right.
Excellent point. If an item conveys a great immediate benefit, and extracts a great but gradually encroaching cost on the Character - it's not so clear cut for the Character that this is a bad thing or not. By the time the Character decides that the cost is too high, it's too late - and they went down the path willingly.
In other words - temp and corrupt, don't punish. That makes it a ( dubious ) tactical tool, and a great role-playing springboard, as well as a cursed item.
Or alternatively, providing an easy out, or significant power now, for a nebulous cost some time in the future is also a good tactic with Humans.
Fictional examples I can think of are Craven's Edge from Critical Role, and Lasciel's Coin or the Mantle of the Winter Knight from the Dresden Files novels.
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Our DM just added a cursed item you might like. We found an ancient Netherese coffee mug that radiated all schools of magic.
If you put any liquid in it and drink from it, you lose all exhaustion and you feel great. However, at the end of the day, you suffer one level of exhaustion. The exhaustion can be removed by drinking from the mug again. However, if you are separated from the mug, you gain one level of exhaustion per day, effectively killing you of exhaustion by day 6.
Remove Curse will break the coffee addiction.
This items is GREAT if only one player drinks from it (two of us did, whoops), and as long as that player is never separated from the mug. It does not require attunement. I am effectively immune to exhaustion. But, if someone steals the mug, I am in a lot of trouble unless I decide to pick up Remove Curse as a spell.
Just created a shield that might be good fun if played right by the DM. It is meant to be an item that will not be detrimental to the player, and is not meant as a game breaker.
+1 Shield of Healing. Adds 1 to AC. As a reaction, you can use the shield to block an incoming attack. If successful, you gain half of the damage that would have been done as healing. Curse - When you successfully use the shield as above, the attacker is healed for the other half of the damage that would have been done.
The curse cannot be detected by "Identify" or "Reveal Magic", etc. Usual conditions about not being able to get rid of the shield once equipped until the curse on the player is removed (doesn't remove the curse on the item) such as Remove Curse.
GIven that most DM's don't actually announce the health of an opponent, it may take a while for the player to realize that the item is cursed at all.
I am about to implement my first ever cursed item in a DND campaign. How do the rules work in 5e? if a player identifies the item do they learn that it is cursed? do they learn what the curse does? Can the curse be broken? Can a player simply choose to unatune to a cursed item? HELP!
Page 139 of the DMG
"Most methods of identifying items, including the Identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed."
also on page 139 of the DMG:
"Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the Remove Curse spell."
Going on a quest, paying a powerful Cleric or Mage are also a couple other ways you could remove said curse.
Been wrestling with creating cursed items. It is not easy at all imo. I don't want the older edition "gotcha" you're dead kind of items. However the suggestions in the 5e book are just weak and pathetic imo. Would be nice if there would be more helpful sources out there. Even when googling and finding 100 cursed item lists... rarely do they have what I seek. If you want to make cursed items look at the 3.5 DMG which has a better suggestion of ideas.
I do like the idea of not revealing what the cursed aspect of an item is. Identify doesn't give that information. So the items should be interesting enough to use with their regular, positive, attributes. As for the negative aspect it shouldn't matter how nasty it is as long as it fits with the narrative. At least that's my opinion.
However it seems a lot of people think that your players will know what the curse aspect is of the item. And then start making the decision if the negative is worth it in relation to the positive. Yet when does the player figure out what the negative even is when identify doesn't reveal it ;) There could be various sessions that pass by, before they even figure it out properly.
I created a cursed ring that functioned, inherently, the same as a ring of fireball. However it seemed that no matter where they went fires, such as torches, candles and lanterns, would always snuff out when they were near. It took many sessions for the players to realize that it wasn't some omen, instead the ring was "eating" the fire to sustain it's ability. It caused havoc because they couldn't use torches when in dungeons and caves, setting up campfires was impossible, and, due to how I described Dragonborn anatomy, the Dragonborn couldn't use their fire breath weapon. The range of the consumed fires increased as the charges of the ring decreased, up to 120 feet away when down to 1 charge.
Custom cursed items are fun, 3.5 had some really good ones, and I agree 5e has dropped the ball on the selection of cursed items.
I gotta remember to Zoink! that one DM. Just too cool not to use sometime.
The old "Remove Curse" trick for me is just too easy. Often, a fellow PC can cast it on your poor slob as soon as the Curse is discovered. I ran a game recently wherein I neutered what the Remove Curse spell could do RE: Magical Items. Essentially, it temporarily suppressed the curse, but was unable to end it.
I think that Remove Curse is indeed easy, but its not what it is about. Trying to figure out the item is cursed to begin with is where the trick lies. Don't mention the curse on the stat card you give your players is one way to go. Narrate occasionally things that happen and let the players figure it out.
I've given my players a ring of Non-detection from the hag's lair. They think they're protected, but in reality the ring actually increases the range the hag can spy on them. Still trying to figure out some other cool cursed items to use. Thought about looking at AD&D adventure modules, but those just mention Cursed Sword +1 without mentioning what the curse is :S
The thing about older versions of cursed items is that many, way too many, of them had a very simple conclusion: you die, no save.
Horn of Collapsing (cursed horn of blasting): when blown literally gives the effect of "Rocks fall you die" something like 1-30 rocks fall dealing 1d4-1 damage each or, if you're inside a structure, cave, etc, the ceiling falls doing 1-10d6 damage.
Necklace of Strangulation: Shrinks when worn causing you to die in 2-5 turns.
Cloak of Poisoning: Put it on, die from poison, no save.
and the list goes on. These types of mechanics made the game a very dangerous place where anything you touched could kill you outright. That's why curses are left open to the DM to describe and implement for the most part.
When I make a cursed item, I have 2 cards. One is the players copy, the other is mine. A few cursed items I've made...
Rope of Binding: When tied, the knots are magically bound, and cannot be untied by any means except by the one who tied them. *Additionally, the rope continues to restrict over time, causing 1d6 damage every 30 minutes.
Scroll of: This scroll shows the last spell the holder cast when they find it. *The scroll continues to change, and always shows the latest spell the holder cast.
Minds Crown: This crown gives the wearer +1 to Int or Wis (wearers choice) and an additional lvl 1 spell slot. *Any spell cast at lvl 4 or above has a 25% chance of failure.
Grim Blade: A standard short sword. *Once picked up, it can't be put down again until the curse is removed. - this seems fairly benign, but can be a real pain. If someone picks it up, no more archery until they can get rid of the enchantment. If they normally wield a 2 handed weapon, sorry. If they have to do something like climbing.... well that's awkward.
Ring of Icharus: Flying. You can fly up to your normal movement. *On a D20 roll of 18+ the ring fails, and you fall. Bludgeoning damage as per falling rules in DM's Guide.
Well remove curse doesnt actually REMOVE the curse from magic items, only ends the curse's attachement to the user. If they continue using the cursed item they will get cursed again.
As a player, cursed items are completely un-fun.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Ehhh.... That’s Kind of a matter of taste. I don’t really mind when stuff like that happens to my character, it’s just something different to roleplay. That is presuming you’re only stuck with it for a while. If you cannot ever get rid of the darned thing it’s a different story.
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I agree with this, but the DM has to make it interesting for the players. In the old days it seemed to me like the cursed items were just punishments for playing or getting duped by the person running the game. It also seemed to be a reason to always have someone with Identify in your party. I had always taken almost all cursed items out of my games unless they served a story purpose.
If the DM can make it fun though, the cursed item can be used as an adventure hook. You could also have the cursed item do something funny to the players in addition to the cursed properties. Then there is some humor in the game and not just a lot of suck. Once a bard in a game I played in got a fancy magic cloak that game him some minor combat bonuses, but made horrible odors any time he was talking to anyone. This messed up his game play badly, but he took it really well. We then had a couple of side adventures to help him get rid of it. It had a ghost in it that was causing everything. Those adventures were pretty fun.
The first question for any cursed item is "why did someone create this thing?" Most traditional cursed items are one of
I'm a 2e refugee, and that's why I hate them. It feels like punishment much more than fun.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Not only "where did this come from", but "why is it part of the Adventure"?
I think that many Players who don't like cursed items have been burned by a DM screw-job where there was no rationale for the cursed item to be included in the Adventure, other than the DM thought it would be funny ( for them ).
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
My warlock in a current campaign lifted a night hag's heartstone off of her. It gives her the ability to shift into the ethereal plane for one round twice per day, and can cure any one disease with a touch once per day. It also acts as a +1 spellcasting focus. After attuning to it and attempting to cast spells, the warlock hears a voice in her head demanding a tribute of a copper piece. When a copper piece is inserted into the heartstone, the spell goes off, and sometimes is greatly increased in power in some unexpected manner. After some questioning, which involved ever-increasing amounts of copper pieces, it was revealed that the heartstone is a sentient, intelligent magical item named Gilmore that for some reason requires monetary tribute. I can't unattune from it, but it's only costing me copper so far, and I'm honestly curious as to how powerful this thing might actually be. I also just multiclassed into shadow sorcerer, so flavor-wise, it's going to be fun for this new entity to "unlock" my character's darker potential, so to speak. I do, however, wonder what her patron will have to say about this new presence that has "attached to my soul."
The issue with cursed items tends to vary pretty wildly depending on the combination of who the curse is afflicting, and what effects it actually inflicts on the wielder. A lot of people who make these things are pretty unimaginative, and will make an item that is very bluntly a punishment item that generally sucks all around for the person using the item. Other curses are silly effects with little or not effect on actual gameplay, even roleplay.
Doing a curse item correctly is like doing a tightrope walk in winds that are both strong and variable during a torrential downpour. But boy does it pay off when you get it right.
Excellent point. If an item conveys a great immediate benefit, and extracts a great but gradually encroaching cost on the Character - it's not so clear cut for the Character that this is a bad thing or not. By the time the Character decides that the cost is too high, it's too late - and they went down the path willingly.
In other words - temp and corrupt, don't punish. That makes it a ( dubious ) tactical tool, and a great role-playing springboard, as well as a cursed item.
Or alternatively, providing an easy out, or significant power now, for a nebulous cost some time in the future is also a good tactic with Humans.
Fictional examples I can think of are Craven's Edge from Critical Role, and Lasciel's Coin or the Mantle of the Winter Knight from the Dresden Files novels.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Our DM just added a cursed item you might like. We found an ancient Netherese coffee mug that radiated all schools of magic.
If you put any liquid in it and drink from it, you lose all exhaustion and you feel great. However, at the end of the day, you suffer one level of exhaustion. The exhaustion can be removed by drinking from the mug again. However, if you are separated from the mug, you gain one level of exhaustion per day, effectively killing you of exhaustion by day 6.
Remove Curse will break the coffee addiction.
This items is GREAT if only one player drinks from it (two of us did, whoops), and as long as that player is never separated from the mug. It does not require attunement. I am effectively immune to exhaustion. But, if someone steals the mug, I am in a lot of trouble unless I decide to pick up Remove Curse as a spell.
Just created a shield that might be good fun if played right by the DM. It is meant to be an item that will not be detrimental to the player, and is not meant as a game breaker.
+1 Shield of Healing. Adds 1 to AC. As a reaction, you can use the shield to block an incoming attack. If successful, you gain half of the damage that would have been done as healing.
Curse - When you successfully use the shield as above, the attacker is healed for the other half of the damage that would have been done.
The curse cannot be detected by "Identify" or "Reveal Magic", etc. Usual conditions about not being able to get rid of the shield once equipped until the curse on the player is removed (doesn't remove the curse on the item) such as Remove Curse.
GIven that most DM's don't actually announce the health of an opponent, it may take a while for the player to realize that the item is cursed at all.
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