User:Guy/Curses

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Design Note: Unfinished

Tradeoff Curses (5e Variant Rule)

Each of the following curses removes an entire attunement slot, and has worse effects if this reduces your total attunement slots to 0. Any non-player creature with a CR below 1 is assumed to have no more than 1 attunement slot. Thus commoners and most other folks always gets the worst effects of these curses, while only special/lucky folks like player-characters might actually want to keep them.

Compatible Variant Rules. This variant rule is best paired with scaling attunement slots, and a "level zero" rule or equivalent where your proficiency bonus might be only +1 at the start.

Suppressing & Curing a Curse. A creature afflicted with any of these curses can have the effects of the curse(s) suppressed by the remove curse spell for up to 24 hours, but the effects return at the end of a long rest if the creature completes one. The greater restoration spell can permanently remove one of these curses.

Gaining a Curse Intentionally. The DM can treat any of these curses like a magic item of the noted rarity. Thus if a player-character wants to gain a curse, they can do so as if buying an uncommon magic item (usually as a downtime activity). There might even be a consumable magic item, like a syringe or a potion, that can be used to administer the curse to a willing recipient.

Curses[edit]

Crimson Curse[edit]

Rare curse

  • Your number of attunement slots is reduced by 1. If this would reduce the number of slots to or below 0, reduce your maximum hit points by an amount equal to your level.

Deepshift[edit]

Uncommon curse

At the end of your next long rest, you take on a monstrous, piscine version of yourself. Your body is covered in slick scales, fins grow on your limbs, and webs grow between your digits.

  • Hideous. You have disadvantage on Charisma (Persuasion) checks to Influence humanoids not accustomed to conversing with monsters, but also have advantage on An ability score was not entered for this template! on Charisma (Intimidation) checks to Influence such humanoids.
  • Amphibious. You can breathe both air and water. You have a swim speed no less than your walking speed

Dracoshift[edit]

Rare curse

A creature that has undergone dracoshift becomes a dragon-like version of itself, covered in bright scales of a color and type matching the dragon that spread this curse. Some dracoshifted creatures gain fangs, claws, wings, or other details as well—it isn't uncommon for a creature's bodily structure to become unrecognizable. This curse is spread deliberately by zealous followers of evil dragons, especially chromatic dragons, as those afflicted with it become more vulnerable to the magic and wit of the dragons they serve.

  • Dragonslave. Your number of attunement slots is reduced by 1. If this would reduce the number of slots to or below 0, you have disadvantage on saving throws against spells cast by dragons, and any Charisma check made to Influence you via speaking Draconic is made with advantage. (Breath attacks are not spells.)
  • Damage Resistance. You have resistance to one damage type corresponding with your dragon color and type. (Dragonborn basically.)
  • Breath Weapon. (Dragonborn basically.)

Ghoul's Bite[edit]

Uncommon curse

Pale Curse[edit]

Rare curse

Frail Constitution. Your number of attunement slots is reduced by 1. If this would reduce the number of slots to or below 0, reduce your maximum hit points by an amount equal to your level, and suffer disadvantage on all Constitution checks and saves.
Cold Affinity. You have resistance to cold damage, but any fire damage you take is maximized. You have disadvantage on any Constitution check or save to endure extreme heat.
Mostly Undead. You have no need to eat, drink, or breathe. You count as undead, in addition to your normal creature type(s). If a a game effect works on an undead creature, it works on you.
Feeding Requirement. Once per day you must drink at least 1 liter of blood from a creature that is not a construct, elemental, or undead. (Etc)

Lycanthropy[edit]

Rare curse

Loss of Self. Your number of attunement slots is reduced by 1. If this would reduce the number of slots to or below 0, you involuntarily use your Shapechanger bonus action to transform into your were-form whenever you see a full moon at night. Whenever you are transformed by this mutation, you have no memory or control of yourself while transformed. Whenever you transform, it lasts until the next dawn or until you fall unconscious, whichever happens first..
Shapechanger. You can use your bonus action to transform into your were-form. Any items you are wearing or carrying are not transformed with you. While in your were-form, you have resistance to bludgeoning, piercing, and slashing damage.
Silver Vulnerability. If you are hit with a silvered weapon, that weapon's damage roll is maximized and it ignores any damage resistance or immunity you have
Were-Form. There are different types of lycanthropy, each of which has a different were-form. Depending on which type, your were-form is one of the following:

  • Werewolf. Your speed increases by 10 feet, AC is no less than 10 + your proficiency bonus + your Dexterity modifier, and you can make two special types of unarmed strikes: one with your claws, and one with your bite.

Wendigo's Walk[edit]

Very rare curse