This month’s RPG Blog Carnival theme is “Curses! Cursed Items, Spells, and Campaign Stories,” chosen by Johnn Four over at Roleplaying Tips. This is one of my favorite themes yet!
On Tuesday I posted my first entry for the carnival and showed off 20 cursed weapon properties that can be added to any magic or mundane weapon. Now I’ve got another 80 curse properties that can be added to various items. Some of the information from Tuesday’s post is repeated here for you convenience, if you’ve already seen that one, skip down to the armor table.
Designing Curses – You Take the Good, You Take the Bad
When it comes to cursed items, I find it helps to mix the good in with the bad. For instance demon armor on page 165 of the Dungeon Master’s Guide has a lot of beneficial properties, but also has a curse associated with it – the user cannot remove the armor without a remove curse spell after donning it and and suffers penalties against demons in combat. This presents an interesting conundrum for the player. Should the character wear the armor to gain its awesome infernal benefits, but know that whenever its time to doff a 3rd-level spell better be waiting and that combat with demons is extra deadly? Or is it better to wear some normal armor without awesome magic claws and a bonus to AC?
I understand wanted to create a purely cursed object with no benefits whatsoever, but once the players get over the shock and surmount the curse, then the item is pretty much done. If the item has some sweet benefits they may keep that bad boy and that makes the game and the item’s story more layered.
With that in mind I’ve created a bunch of cursed magic item properties which can be added to any existing magic items (homebrew or published). Of course, if you prefer to have a purely cursed item for your game, go ahead and simply add a cursed property or three to an existing item.
Cursed Item Properties
When giving a magic item (or a non-magical item) to your players, you may choose to add a cursed property to the item. These cursed properties are in addition to any other properties the item may already have. To give an item a cursed property, first determine if the item is a weapon, armor, spellcasting focus, consumable magic item, or non-armor wearable item (such as rings, cloaks, boots, etc.). Then roll or pick a cursed property for the item on the appropriate table.PDF
How would you like the information above in a handy-dandy PDF? Ok you got it! The links below have just the information above in one document and the cursed item properties along with the other 200+ magic items I’ve designed in another document.
These documents will live forever on the Free Game Resources section of this site so if you ever need them again, go there to find them alongside monsters, D&D fifth edition rules modules, backgrounds, spells, adventures, and more.
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