Homebrew Cursed Object Species Details

A ring created at the heart of a volcano. Its very structure inseminated with the essence of evil.

An axe created by a vengeful god. Used by a father to slay his daughter cursed with lycanthropy.

A robe owned by a great wizard. His soul bound to it by powerful magics.

A cursed object can be nearly anything. Big, small, even etherial. They are generally of an evil alignment because of the nature of their creation. However, it is possible for a cursed object you lean towards other alignments over time.

Cursed objects are parasites that control their hosts to do their bidding. Their consciousnesses are generally powerful spell casters that roam the world in search of power and status. Many powerful and cruel kings have been hosts for these objects.

Cursed Object Traits

Cursed objects are usually helpless on their own. They have several abilities that make them threats to the mortal races.

Dominate Mind

Using the item can be something similar to: wielding a sword, putting on a ring, wearing a cloak, or drinking from a waterskin. This ability cannot be activated if the target simply has you in their possetion.

If the target does not have a brain or is a construct, this ability fails automatically. This ability also automatically succeeds if the target's charisma, intelligence, or wisdom is below five.

The Target must make a wisdom, Intelligence, or charisma saving throw (the target's choice). The dc for this throw is equal to your spellcasting modifier or 8 + your proficiency bonus + your charisma modifier. On a failed save, the target is completely dominated and under your control. You gain their racial features, half their class levels, and their proficiencies. If they have levels in multiple classes, you can choose which ones to take. You also gain their strength dexterity and health. On a successful save, the target is not controlled. The target gains all your class levels and proficiencies.

Every day at dawn the target wearing you must make a new saving throw plus one dc for every day worn. This effect stacks permanently, so a creature who wore it for 3 days would still have to make a plus four saving throw after a year of not wearing it.

Casting the remove curse spell on the target will remove the effects of this domination for an hour. The wearer will not have access to your class levels at this time, but can remove the object.

If the creature under your control is killed, it crumbles into dust leaving you buried at the center.

Telepathy

You can communicate telepathically with creatures within 60 feet of you. Your communications can be understood even if you do not speak the target's language. You can also choose three targets to telepathically communicate with regardless of distance or plane. You may change one of these targets once every year. If the target is unwilling, they must make a save against your spell save dc or 8 + your proficiency bonus + your charisma modifier. You have advantage on charisma checks against those targets.

Glow

You can glow seductively.

Object

You cannot move or change the environment when you are not connected to anything. You have half your spell slots and cantrips count as first-level spells for the purpose of using slots. You can appear as non-magical if you choose to an identify spell at 3rd level and detect magic at 7th level.

Your ac is 10 and you have 25 hit points.

Truesight

You have true sight out to a range of 30 feet while not connected to anyone. When you dominate a person, you gain their senses.

Faithful Servant

You can cast the find familiar spell as a ritual.

Unlike a normal find familiar spell, this spell summons a specific creature every time. If this creature dies, you must spend a week bonding with a new one.

In addition you can also summon any tiny or small fey, fiend, or elemental cr 1 and below as your servant.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2021 5:25:48 PM
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