⚔️ Transforming Sin Weapon of Cursed Hunger
Weapon (any), artifact (requires attunement by a creature with a soul)
Weapon Type
Varies (cannot be two-handed)
Damage: Up to 1d8 (based on chosen form)
Properties: Versatile, Transforming, Cursed, Sentient
Description
A jagged black crystal roughly the size of a clenched fist. When its owner wills it, the crystal morphs into a weapon or tool of their choosing, shimmering with shadowy hunger. When left without direction, it reverts to its natural crystal form, pulsing faintly like a heartbeat.
Transformation
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The weapon can assume any one-handed weapon or tool form the owner imagines.
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It can never deal more than 1d8 damage, regardless of form.
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It can never become a two-handed weapon.
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Changing its form takes 1 bonus action.
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It can also mimic mundane tools for practical use.
Weapon Traits
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+3 bonus to attack and damage rolls.
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Cursed: Once attuned, the weapon cannot be willingly unattuned or discarded.
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Shadow Step (3/Day): As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see in dim light or darkness. All charges reset at midnight.
Cannibal Consumption (Curse Effect)
When a creature is hit by this weapon, it must make a DC 13 Wisdom saving throw or become cursed with Cannibal Consumption.
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While cursed, the creature attacks and attempts to eat the nearest living creature.
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If no creatures are within 30 feet, it instead tries to consume itself.
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The creature repeats the saving throw at the start of each of its turns, ending the effect on a success.
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Only one creature can be affected by this curse at a time.
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Soul Consumption
When an attack made with this weapon reduces a creature to 0 hit points, the target’s soul is consumed.
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If the target is a PC or NPC capable of death saving throws, they die instantly (no death saves).
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The weapon gains nourishment from consumed souls.
- The more powerful the soul, the more nourishment it gets. Souls from animals and monsters varies in potency depending on where it's taken. A soul from a small animal isn't enough by itself and more than one is needed while a soul from a larger animal or monster might suffice with just one. Up to DMs discretion.
Cursed Hunger
If the weapon fails to consume at least one soul every 3 days, it begins feeding on its owner’s soul instead.
Each 3-day cycle, the owner must succeed on a DC 17 Constitution saving throw or lose one soul fragment.
A character has 5 fragments of their soul. Each fragment lost permanently alters their being as follows:
| Soul Fragment | Effect |
|---|---|
| 1st | Loses empathy and social graces. Suffers disadvantage on Charisma checks. |
| 2nd | Loses impulse control. Gains +2 to Initiative. Becomes constantly hungry, even after eating. |
| 3rd | Can’t distinguish friend from foe. Must make an Intelligence check each turn in combat to determine whether they attack their intended target or the nearest living creature. |
| 4th | Overwhelmed by hunger and rage. Must make a DC 15 Wisdom check to take any action other than seeking something to eat. |
| 5th | The owner is lost entirely — becoming a soulless embodiment of consumption. Their body twists into an undead abomination driven only by hunger. They are no longer considered alive and are treated as a lich-like undead until the curse’s core crystal is destroyed. |
Final Form — The Devourer
If all five soul fragments are consumed, the weapon’s owner becomes one with the curse:
a living void of hunger that magically devours everything it touches.
Their body becomes a vessel of endless consumption — a walking black hole of flesh and shadow.
The resulting being can be unleashed as a weapon itself.
Containment
To store or transport a victim of this curse, a special magical containment box is required.
Thayne, the curse’s original forgemaster, possesses such a box and may trade it only for something he deems of great personal or arcane value.
💀 The Devourer
Medium undead, chaotic evil
Challenge Rating: 7 (2,900 XP)
Armor Class: 16 (unnatural flesh)
Hit Points: 136 (16d8 + 64)
Speed: 30 ft., shadow step 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 18 (+4) | 8 (-1) | 12 (+1) | 6 (-2) |
Saving Throws: Con +7, Wis +4
Skills: Perception +4, Stealth +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: understands the languages it knew in life but can’t speak coherently
Proficiency Bonus: +3
Soul Hunger.
At the start of each of its turns, The Devourer regains 10 hit points if it has consumed a creature’s soul within the past 24 hours.
If it hasn’t fed in 24 hours, it takes 10 necrotic damage at the start of its turn instead.
Shadow Step (Recharge 5–6).
As a bonus action, The Devourer teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. The next melee attack it makes before the end of its turn has advantage.
Aura of Hunger.
Creatures that start their turn within 20 feet of The Devourer must succeed on a DC 15 Wisdom saving throw or be overwhelmed by insatiable hunger.
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Affected creatures have disadvantage on attack rolls until the start of their next turn and must use their bonus action to move at least 10 ft. closer to The Devourer if possible.
Magic Resistance.
The Devourer has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Devourer makes two attacks with its Claws or Bite.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.
Bite (Soul Drain). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) necrotic damage.
If this attack reduces a creature to 0 HP, the Devourer consumes its soul — the creature dies instantly, and the Devourer heals 20 hit points.
Reactions
Consume Shadow.
When a creature within 10 ft. of The Devourer dies, it can use its reaction to absorb the escaping soul. It regains 10 hit points and gains advantage on its next attack roll before the end of its next turn.
Description
Once a mortal host, now an animate void of hunger and shadow. Its body twists with gnashing mouths, flickering eyes, and hands that melt into claws. Words no longer form — only a low, endless growl of craving. The ground blackens under its feet, and its presence gnaws at the minds of the living.
The only way to end The Devourer permanently is to destroy the core crystal that birthed the curse — the original Transforming Sin Weapon of Cursed Hunger.
🌑 Cleansing the Curse of Hunger
Optional Quest Hook / Redemption Path
Overview
The Transforming Sin Weapon of Cursed Hunger is not merely cursed — it is alive, bound by the remnant will of an ancient entity that sought to consume the essence of mortality itself.
Once a host has lost all five soul fragments, they are lost forever — unless the curse is broken before the final stage. The cleansing ritual is exceedingly rare, known only to those who’ve studied forbidden soulcraft or dealt with Thayne, the weapon’s creator.
Requirements
To perform the Cleansing Ritual, the following must be gathered:
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A Vessel of Reflection — a mirror or moonlit pool of still water.
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The Blood of a Willing Innocent — symbolic of selfless life energy.
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An Unbroken Circle of Silver — 10-foot ring around the ritual site.
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The True Name of the Cursed, spoken by one who loves or remembers them.
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A Consumed Soul Returned — released via Thayne’s containment box.
The Ritual
The ritual takes 1 hour, performed during a new moon or in magical darkness.
The cursed creature must make five Wisdom saving throws (DC 15) — one for each soul fragment lost.
Allies may assist by offering food, sharing memories, or demonstrating mastery over hunger.
Each successful save restores one fragment of the soul, visibly cleansing their aura.
Failure and Consequence
If three or more saving throws fail, the cursed transforms immediately into The Devourer.
If all five saves succeed, the weapon shatters into black dust, freeing the wielder.
Aftermath
Once cleansed:
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The freed soul retains faint memories of their corruption.
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They gain +1 Wisdom (max 20).
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The dust can be forged into a Shadowsteel Talisman, granting resistance to necrotic damage and the ability to sense undead within 30 ft.
If the ritual fails and the Devourer is slain, Thayne may recover the remaining crystal core — perhaps to forge another weapon… or something far worse.
Notes: Latches on to a willing, or unwilling soul decided by the living curse's discretion
Previous Versions
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10/11/2025 12:12:30 PM
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