Wondrous Item, rare

This leather bag is finely made, and has a drawstring closure with a finely worked gold charm on the strings. The charm looks like a laughing fox.

The owner of this bag must hold the charm in their fist while making the Thieves' Cant symbol for mine  with that hand to open the bag. The bag can hold items no larger than an adult human skull. 
If the person opening the bag is not the owner and does not use the proper method to open the bag, all items inside are immediately transported to the owner by a matching magical charm in the owner's possession. 1 of 4 cursed items  (determined by rolling a d4) appear in the bag, and the magic of the bag is dispelled, turning it into a mundane leather pouch. The magic can be returned to the bag if the new possessor obtains the other magical charm from the original owner, ties the bag closed, reopens it, and removes one of the charms.

Cursed items determined by the d4 roll (can be found in Homebrew Magic Items search)
1. Bone of Contention (Cursed) -
A vertebra of a larger animal, with the spaces filled in with a dark, hard substance.
The owner (not just any user) speaks an insult into the bone, then throws it. Anything other than an honest insult will not activate the bone. The owner must succeed on a DC 14 Dexterity to throw the bone at a creature or group of creatures and land within 10 feet of them. When it lands on the ground, the bone very loudly repeats the insult in the exact tone and language spoken by the owner. The creature(s) must succeed on a DC 14 Intelligence check, or assume the nearest creature they are aware of just insulted them and forget about the bone. Upon a success, the creature(s) are aware of the bone, and that they’ve been insulted by someone nearby. If the user fails the Dexterity throw, the bone insults the user for one minute in the same manner. It cannot be muffled or stopped until the insult is complete.
Curse: The owner loses 1 point of CHA every in-game week they own the bone. If the owner tries to sell, give away, destroy, or hide the bone, it appears in their bag, pocket, or hand the next dawn. Remove Curse, Restoration, or Greater Restoration spells do not work to remove the curse from the owner. A DC16 Arcana check gives the knowledge that the only way to lift the curse is to hold a ritual of at least three other people. In the ritual, the owner and the others must hold hands in a circle of salt with the bone in the middle, in a temple of a neutral aligned deity. Each creature in the ritual must receive an honest compliment from the owner. After the final person speaks, the bone cracks issuing 1d10 psychic damage to the owner and returning all lost CHA points at once. The bone becomes mundane.

2. Dust of Deception (Cursed)
A small bone box full of powder that looks like gray sand. When a pinch is sprinkled on a creature, it changes that creature’s voice to a higher or lower pitch according to the instruction of the user. 
1d4 uses per week
Duration: 1 hour
Curse: The user’s voice varies in volume for an hour after the spell wears off the creature who received the dust. Voice volume changes every 10 in-game minutes and is determined by a d6 roll:
1 - the voice goes back and forth from a mumble to a shout, but never in between
2 - the voice is completely gone, not even a whisper is heard
3 - the voice is high and squeaky like an excited child
4 - the voice is a mumble and can only be heard from very close up
5 - the voice is a yell
6 - the voice is animal sounding, like a cow trying to speak common

3. Bullstone (Cursed)
Fist -sized hunk of gray stone speckled with fool's gold.

+1 to all WIS(Persuasion) checks.

Curse: While you own this stone, the owner must make a DC 14 WIS saving throw or will volunteer one secret per conversation, and when rolling for Persuasion, you spit while talking too loudly. If the owner tries to sell, give away, destroy, or hide the bone, it appears in their bag, pocket, or hand the next dawn. Restoration, Greater Restoration and Remove Curse spells do not work.

A DC16 Arcana check gives the knowledge that the curse can only be broken by shattering the stone with any magic hammer (DC 18 STR check or DC 21 Attack roll), then casting Dispel Magic on the pieces. Only one attempt per day can be made to destroy the stone.

4. Cursed Box of Bad Advice 
A little wooden jack-in-a-box-like container with a small lid on top and a small crank on the side. The box is created by an artificer bard who went mad after losing his tongue when following the misplaced advice of a jealous friend.
After winding the box, it springs open and bad advice echoes from the dark interior, e.g. “You should go kick that guard in the knee!” The bad advice is random and may not have anything to do with the current situation.
This effect is limited to two uses per day. After two uses the voice swears at anyone who dares to disturb it again - loudly and for at least half a minute, and it cannot be muffled. When the advice emanates from the box, the owner must succeed a WIS (DC 16) saving throw - no matter who activates the box. A success renders the owner immune to the box's effects for one day. A failure causes a the owner to roll a WIS (DC 16) saving throw, anytime anyone speaks aloud advice to the owner, until the curse is lifted. The user is "unaware" of the failure until advice is given. They just have a momentary feeling of warmth at the back of their head. The curse does not transfer to another creature unless the item is picked from the Bag of Consequences (Cursed), or if the current owner dies or lifts the curse as follows:
A DC16 Arcana check gives the knowledge that the only way to lift the curse is by the cursed person bleeding into the box until nearly unconscious. Remove Curse, Restoration, or Greater Restoration spells do not work. From that point the bard’s voice is restored and the box becomes a magical music box; emanating an inspiring song and granting one d8 Bardic Inspiration to the user once per long rest.

 

Previous Versions

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