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View Full Version : DM Help What are some fun/evil/wacky/zany ideas you have for cursed weapons?



Odessa333
2023-07-12, 11:59 AM
Hello all!

As title says, I'm like to ask for your ideas on cursed weapons. For context, the players are close to exploring an old ruin, knowing full well it was once used to seal away cursed weapons/items/etc. There's a deck of many things here, so anything from items that kill you or might turn yourself/enemy/ally/everyone into a chicken are fully viable for this place. What would you suggest, may I ask?

solidork
2023-07-12, 01:48 PM
I had a character who watched over one such vault, and my favorite out of the things in there was a throne with a dragon trapped inside of it - if you sit in the chair the dragon possesses you, but only while you're sitting in the chair.

sithlordnergal
2023-07-12, 03:05 PM
So, I have a few items. Some are weapons, some aren't:


Very Rare, Requires Attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you attack a creature and roll a 20 on the attack roll, you gain 3d6 Silver Pieces, 2d6 Gold Pieces, and 1d6 Platinum Pieces.


Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one.

You are also unwilling to part with anything of value that you own. Whenever you do something that would cause you to lose, spend, or consume an item worth one Copper Piece of higher, make a DC 16 Wisdom Saving Throw. If the value of what you would lose is worth 100 gold or more, the DC increases to 20. If you fail, you are unwilling to part with the item and refuse to lose it.

Examples include spending Gold to buy items, using consumable spell components, handing over valuable treasure to others, or using consumable items such as potions, scrolls, or standard adventuring gear like rations, rope, ball bearings, ect..




Rare

The weapon has a small coin slot in the base of the hilt. A creature may feed up to three Gold Pieces to the slot, and the weapon will gain a bonus to attacks and damage equal to the number of coins fed to the weapon. It also gains a number of charges equal to 5 x the number of coins fed to the blade, to a maximum of 15 charges. One charge is consumed every time the weapon hits another creature, and once all of the charges are used it loses its bonuses to attack and damage.

Curse: If the weapon loses all of its charges, and is not recharged within the next hour, it requires two coins to gain a bonus to its attack and damage, and a creature may feed it up to 6 coins to gain +3 to attacks and damage. The number of coins required to charge the weapon increases by 1 for every subsequent hour, up to a maximum of 5 coins per charge. Charging the weapon to +3 lowers price by 1 coin, to a minimum of 1 coin per charge.




The gold coin looks like any other gold coin, and it cannot be detected by Detect Magic. After 1d4 days, it turns 1d6+4 Gold Coins into the equivalent number of Copper Pieces. There is a 5% chance of 50 of these Copper Pieces to then turn into 1 Electrum.




This locket cannot be opened by any means, and appears to be a regular locket. It does not appear to be magical by Detect Magic. For the next 2d4 days, a creature wearing or carrying the locket feels warm and safe, as if some unseen force is protecting them.

When the 2d4 days are up, a creature wearing or carrying the locket gets the vague impression that something is wrong. They feel as if they are being constantly watched by an unseen maleficent force that is waiting to attack and kill them. This sensation lasts for 2d4 days, after which it goes back to feeling warm and safe.



EDIT: ALSO! If you wanna be really evil, put a Dragon into your campaign. And as their final trap/screw you to any adventurers that kill them, make their ENTIRE hoard Copper Pieces. You have a dragon hoard with a gold value of 75,000? Its 7,500,000 Copper Pieces. OR, if you wanna be really, really mean, its 7,499,950 Copper Pieces and 1 Electrum

Sigreid
2023-07-14, 07:41 AM
I'm thinking a cursed item that has a lot of good properties, but at times when the character is trying to be diplomatic it says offensive things sounding just like the character was saying it under his breath.

Edit: similar idea, a magic item they really want that has been cursed to cause its owner to blurt out a confession to any crime he hears about.

Slipjig
2023-07-14, 08:13 AM
In a slightly less zany vein:

Any creature slain by the weapon is attached to the character as a ghostly presence. They cannot be perceived by any entity other than the cursed individual, even using True Sight. Initially they cannot speak, are only glimpsed occasionally, and cannot interfere with the player in any way. However, as their number grows, they become visible more often, can occasionally speak to the character, and at an appropriately dramatic moment suddenly CAN interfere with the player in minor ways (e.g. Mage Hand-level interactions to do things like lock doors that the characters want to pass through, or knock a vase off a nearby shelf when the player is trying to be sneaky).

Another option: a weapon that has fairly good bonuses, but after the first time a character kills a creature with the weapon, the characters hands always appear to be covered in fresh blood. Up to the DM whether wearing gloves hides the effect, or simply causes the blood to appear on the gloves.

Sigreid
2023-07-14, 08:24 AM
In a slightly less zany vein:

Any creature slain by the weapon is attached to the character as a ghostly presence. They cannot be perceived by any other entity, even using True Sight. Initially they cannot speak, are only glimpsed occasionally, and cannot interfere with the player in any way. However, as their number grows, they become visible more often, can occasionally speak to the character, and at an appropriately dramatic moment suddenly CAN interfere with the player in minor ways (e.g. Mage Hand level interactions to do things like lock doors that the characters want to pass through, or knock a vase off a shelf when the player is trying to be sneaky).

Another option: a weapon that has fairly good bonuses, but after the first time a character kills a creature with the weapon, the characters hands always appear to be covered in fresh blood. Up to the DM whether wearing gloves hides the effect, or simply causes the blood to appear on the gloves.

Can that last one include the character hearing "Good, good, give in to your hate"?

Mastikator
2023-07-14, 08:30 AM
I've given out two cursed magic items to my players in different games.


The hand of death is the hand of a zombie with necromantic runes carved into the flesh. Whoever is attuned to it can look at a creature and deal 10d8 + 40 necrotic damage to it (con save DC 15 for half).
Each time the user uses the hand this way it curls one finger. When all fingers are curled the user dies and becomes an Allip.
Furthermore each curled finger also grants the user knowledge of necromancy that is represented by advantages on studying magic and creatures related to necromancy, as well as higher DC on casting necromancy spells.

The hand is cursed and can not be unattuned. The curse can be broken with a remove curse spell, the spell level must equal 4 + number of fingers curled. (with all fingers curled the user has 24 hours before they die)

This cursed item grants immense killing power to a player character, and they will be tempted to use it, however each time they use it they doom themselves.

Segev
2023-07-14, 08:59 AM
The Invisible Ring.

This gaudy gold ring is studded around its circumfewith rubies and topped with a knuckle-length emerald. When you put it on, nothing happens. When you take it off, you are Invisible. Though usual methods for detecting Invisible creatures work, nothing can end the condition except putting the Ring back on. While you wear it, you are once again visible, but when you take it off again, you become once more permanently invisible.

The curse cannot be broken unless you are wearing the Ring, and you must take it off as the curse is being broken to avoid it reapplying.


Legends speaking a cabal of unseen thieves, assassins, secret masters of the empire... This Ring was associated as their symbol. In reality, the bearers of this Ring's curse formed a Ring of their own; members of this Ring would follow the Ring around and seek to keep it in their possession, taking it from non-members and using strict rules of time sharing it to each get their turn being visible.

Sigreid
2023-07-14, 09:02 AM
The Invisible Ring.

This gaudy gold ring is studded around its circumfewith rubies and topped with a knuckle-length emerald. When you put it on, nothing happens. When you take it off, you are Invisible. Though usual methods for detecting Invisible creatures work, nothing can end the condition except putting the Ring back on. While you wear it, you are once again visible, but when you take it off again, you become once more permanently invisible.

The curse cannot be broken unless you are wearing the Ring, and you must take it off as the curse is being broken to avoid it reapplying.


Legends speaking a cabal of unseen thieves, assassins, secret masters of the empire... This Ring was associated as their symbol. In reality, the bearers of this Ring's curse formed a Ring of their own; members of this Ring would follow the Ring around and seek to keep it in their possession, taking it from non-members and using strict rules of time sharing it to each get their turn being visible.
How about a ring of invisibility that causes you to constantly pass particularly oderous gas?

pothocboots
2023-07-14, 09:28 AM
One my father used.

This chakram (treat as a short sword) is pink and has feathers embossed around the inner part of the ring.
When used in practice it functions normally and deals an additional 2d6 fire damage to whatever is struck.

However when used it combat it turns into a flamingo.
The flamingo also deals an additional 2d6 fire damage.

Sigreid
2023-07-14, 09:34 AM
One my father used.

This chakram (treat as a short sword) is pink and has feathers embossed around the inner part of the ring.
When used in practice it functions normally and deals an additional 2d6 fire damage to whatever is struck.

However when used it combat it turns into a flamingo.
The flamingo also deals an additional 2d6 fire damage.

I would use this 100% as a player.

Damon_Tor
2023-07-14, 10:27 PM
Just take existing magic items and swap one letter for another.

For example a bag of molding would age items faster than normal, spoiling any food put inside it. Some potential upsides for making cheese or wine.

A potion of heating would raise your body temperature by 2d4+2 degrees Fahrenheit for 8 hours, potentially making you feel quite ill. Effects of drinking multiple potions stack, and can be fatal.

Instrument of the barfs causes any creature that can hear the music being played, including the musician, to feel nauseated. They have to pass a constitution save or vomit.

A ring of lumping causes subcutaneous tumors to form.

Bohandas
2023-07-15, 12:02 AM
*a vocally pacifist intelligent sword

*a weapon that stinks 0diferously no matter how it is cleaned

*when a character grabs the hilt, spikes shoot out and pierce their hand

*weapon becomes all droopy and floppy a couple of rounds into battle

*makes annoying noises intermmitently

*cursed to strike the wrong target accdentally

*whoever owns the sword is fated to kill a loved one with it

*mace hits targets harmlessly and makes a squeaky sound

*the weapon is haunted or possessed

*roll on a fumble table every time you miss

*stop hitting yourself, stop hitting yourself, stop hitting yourself

*Cursed to dismember the user like the Tin Man's axe

*blade instantly becomes dull and rusty again moments after it is sharpened

*attracts some kind of sinister creature due to having some connection to them, a la the demon-blood sword from Adventure Time

*is just overtly evil; constantly drips blood, creepy design, whispers half-coherent threats and suggestions for violent and depraved acts, eerie purple, red, or green glow, etc


The Invisible Ring.

This gaudy gold ring is studded around its circumfewith rubies and topped with a knuckle-length emerald. When you put it on, nothing happens. When you take it off, you are Invisible. Though usual methods for detecting Invisible creatures work, nothing can end the condition except putting the Ring back on. While you wear it, you are once again visible, but when you take it off again, you become once more permanently invisible. ?

Inspired by the ToEE invisibility glitch?

Segev
2023-07-15, 02:08 AM
Inspired by the ToEE invisibility glitch?

Nope, didn't know that existed. Something that came to me back in my undergrad years of college.



The -2 cursed sword was always an interesting one from 3.5: you were (obviously) less accurate and damaging with it than other weapons with which you were equally proficient, but it also forced you to draw it instead of any other weapon you go for, no matter what you did with it to try to get rid of it. Leave it under a millstone? When you try to draw your shiny replacement sword, you find yourself holding the -2 cursed sword. 3.5 had some builds that abused this property to enable tricks that relied on always having the sword available to draw.


Inspired by "Susk, the Silent," a sword or other weapon that hovers wherever you release it. It doesn't float off (unless nudged, in which case it moves to where nudged), but it also doesn't fall if let go of. This isn't particularly problematic, but at least one wielder of Susk (which was in a tome of magic items for 2e) is said to have died when he was disarmed then tripped, and couldn't reach up to grab it from where it hovered in the air above him.


On any potion, a curse of halitosis: your breath stinks, giving you disadvantage on Charisma checks of all sorts, until you manage to take a short or long rest AND wash your mouth out as part of it. You also automatically fail any Wisdom(Perception) checks based on smell, as YOU can smell your own foul breath (and taste it, too). Mechanics aside, it's just generally unpleasant to be around you, including for yourself.


On any potion, the potion actually contains improperly-cured Slaad eggs. See the Blue Slaad for results of implantation; the drinker of the potion is infected as if clawed by one.


A helmet that appears when attuned to be a Helm of Telepathy, and indeed does function as one. However, it also causes the occasional twist to any messages the wearer says to others, especially when it can cause inopportune action or other misundertandings. It also will, when used to detect thoughts, intersperse false thoughts of ways, reasons, and desires to cause the wearer harm. Optionally, this may cause a paranoia madness from the DMG.


A Fire Brand that insulates the hilt poorly; when burning, it acts as if it is the subject of a heat metal spell, burning the hands that wield it.


A Belt of Giant Strength that also makes the wearer Large, or maybe even Huge. While this might seem a boon, the fact that it cannot be de-attuned while the subject is cursed means that they are stuck at the larger size even when it gets in the way.


Slippers of Spider Climbing that sometimes stick to the surface you're walking on even when you don't want them to. When you move more than half your movement speed on your turn in combat, make a DC 12 Dexterity saving throw or fall prone as one of your slippers trips you up.


A weapon that instantly grants you the benefits of a long rest when you kill a humanoid creature as long as you haven't had a long rest in the last 16 hours. Once you have used it in this fashion, you cannot benefit from a long rest in any other way. While identify reveals the curse, working with it over the course of a short rest to attune it does not. It doesn't actually require attunement, but trying reveals the long rest benefit as well as the lack of need to attune.


A set of tools that grant proficiency if you don't already have it in their use, expertise if you have proficiency, and negate disadvantage if you have expertise, whenever they are used. When you sleep, however, the malevolent ghost of an expert in those tools whose skill you are borrowing possesses you and uses your body to carry out its malign aims. The specifics are up to the DM, but it could be out for revenge, or seeking wealth, or fame... but it will use any means to ensure its success, no matter how depraved or immoral or unethical. As usual, you can't get rid of them while you bear the curse.

Lord Vukodlak
2023-07-15, 03:09 AM
The Singing Sword, it functions as a Weapon of Warning. As the name would imply the sword does this via singing appropriate songs. However it does not stop, when traveling it will sing or hum traveling music, no matter the situation. Just as it will sing a song of battle if someone tires to sneak up on the party, it will sing or play music when the party is sneaking.

The Emperor's New Armor.
The armor makes the wears clothing invisible, making them appear naked for all to see.

Bohandas
2023-07-15, 07:15 AM
*magically appears to be sword, is actually letter opener

*when all you have is a hammer, everything looks like a nail

*flaming enchantment that usually doesn't hurt the user hurts the user

*It's highly addictive

*Weapon fuses to the wielder's hand

Mastikator
2023-07-15, 08:09 AM
A cursed magic item I once gave to a player was the Staff of Mischeif. It is a +1 quarterstaff and it has two other properties, one is that when attuned it immediately casts find familiar and summons a quasit. The quasit is under the staff owner's control while the owner sees the quasit and acts like the find familiar spell normally would, the staff owner can also cast find familiar as an action requiring no material component with the staff to summon a new quasit. And if the quasit dies the staff summons a new one.

However while the owner does not see the quasit it is free to act on its own, while it will protect the owner from harm it will also act in ways to inconvenience and humiliate the owner.

The second property is the curse, whoever touches the staff while it has no owner immediately attunes to it. They can not unattuned to it while cursed, nor can they remove it from their equipment. The curse can only be broken by a wish spell or upon death. The curse can also be transferred to another creature if that creature steals the staff (the owner is not able to allow the staff to be stolen, it must be stolen in earnest by DM discretion)

The player who currently has this staff absolutely loves it. It has been equal part a benefit and drawback to him though.

Bohandas
2023-07-16, 12:16 AM
*Weapon with the returning quality returns in a manner unsafe for the wielder

*sword or staff or polearm compels people to make freudian comments about it

*The hilt is an illusion; there's more razor sharp sword or dagger blade where the hilt appears to be

*polearm wobbles of its own accord, making it difficult to aim

*intelligent weapon is annoying bureaucrat who refuses to strike anyone unless the proper forms are filed

*Perfectly sturdy against practice dummies and so forth, but the first time it hits a real foe it shatters in a spectacular fashion

*user is compelled to self-harm using the weapon

*Weapon is very powerful but must be recharged at regukar intervals by killing an innocent person or intelligent beast

*On a similar note, it's powered by some kind of unsavory black magic like the soul gems from Elder Scrolls

*the weapon's holder experiences terrible nightmares

*weapon is of a type favored by spellcasters but during combat it forces the wielder to fly into a barbarian rage during which they cannot cast spells

*sword that detects evil foes also occasionalky pings random people as evil, or possibly is too sensitive and just glows all the time from the background evil of society

*user is compelled to strike anyone who annoys them

*The weapon does not rust while it has an owner, but the owner ages twice as fast, like a backwards version of The Picture of Dorian Gray

*The blade bleeds any time anyone is murdered within 1000 feet, leaving the weapon looking bloody and the owner looking suspicious. Possibly the blade is magically spotless if it is itself used for a murder

*Weapon acts as a lightning rod for bad mojo, causing combat spells and debuff spells to be diverted from the intended target and onto the wielder

*Crossbow transmutes bolts into rubber chickens

*Weapon has cool glowing runes on it but does nothing. If translated the runes turn out to spell "loser" in draconic or some planar language

*weapon is made out of depleted uranium, which acts like adamantine but gives longtime owners cancer

*Wielder loses all control of their bowels and bladder while fighting with the weapon



EDIT: ALSO! If you wanna be really evil, put a Dragon into your campaign. And as their final trap/screw you to any adventurers that kill them, make their ENTIRE hoard Copper Pieces. You have a dragon hoard with a gold value of 75,000? Its 7,500,000 Copper Pieces. OR, if you wanna be really, really mean, its 7,499,950 Copper Pieces and 1 Electrum

fun fact, even that only fills up about 5 squares by 5 squares to a depth of a little over a foot. If you're going for something like the treasure room in Desolation of Smaug small denominations may have to be the way you go