Curses (d75)

d75 Results

1

Curse of Turtle's Gait. The character becomes unable to run. They cannot take the Dash action or otherwise purposefully increase their base speed.

2

Curse of Famine. All food and drinks the character consumes tastes of rot and decay. The character must succeed on a DC Roll on "Difficulty Class" Wisdom saving throw whenever they want to eat. On a failure, the character is unable to continue and gains the poisoned condition for 1 minute. This includes consuming potions and other magical victuals.

3

Curse of Ammunition Bane. Whenever the character fires a ranged weapon, the ammunition always breaks on impact. This has no effect on damage.

4

Curse of Doorways. The character must close every door they walk through, even if there are people behind them.

5

Curse of Overkill. Whenever the character kills an enemy, their weapon becomes lodged inside the creature's body, requiring a DC Roll on "Difficulty Class" Strength check to free the weapon.

6

Curse of Encumbrance. All objects held by the character weigh twice as much in their hands.

7

Curse of Never Imp. The character begins to be followed by an imp. The imp says nothing, instead just stares at the character, always staying just out of reach. No one else can see this imp.

8

Curse of Bound Items. The next item the character grabs is bound to them. They are unable to ever get rid of it.

9

Curse of Dead Visage. The character takes on the appearance and smell of being undead, like a freshly risen corpse.

10

Curse of Liar's Tongue. The character must only answer questions with lies, unless they are asked about the reason for their behavior (such as, "Are you cursed?" or "Are you lying on purpose?"), in which case they must respond in the affirmative.

11

Curse of Appeasement. The character must agree to every suggestion or request made of them, so long as the person making the request is within 30 feet of them.

12

Curse of Bloodthirst. The character cannot willingly spare the life of any living creature.

13

Curse of Living Blindness. The character becomes incapable of visually perceiving living creatures.

14

Curse of Dayblind. The character becomes blinded in areas of bright light, such as daylight.

15

Curse of Immolation. The character is overwhelmed with a compulsion to throw themselves on large fires. Whenever the character passes a large fire, meaning one that takes up at least a 5 foot by 5 foot space, must succeed on DC Roll on "Difficulty Class" Wisdom save or else immediately move to the fire and jump in. Once they have fully immersed themselves in the flames the compulsion leaves them, but only for that specific fire.

16

Curse of Aging.The character begins to age at a highly accelerated rate, waking up each morning having aged 1 year. Once they reach their maximum age, the next day they wake up as an infant. This cycle of aging then continues.

17

Curse of Alien Hands. The character's hands detach from their wrists and scuttle away. A new pair of hands grows in their place over the course of an hour (which is excruciatingly painful). The pair of hands which scuttled away are treated as Crawling Claws (MM 44), and they have an instinctive sense of where their original body is. They follow the character around, doing their best to cause mischief and trouble for the character.

18

Curse of Thought-Vomit. The character must loudly shout whatever they think, as soon as they think it.

19

Curse of the Professor. The character becomes compelled to rant about subjects which they are well-informed of. Whenever the character tries to speak, they must succeed on a DC Roll on "Difficulty Class" Intelligence saving throw or else begin a long lecture on a topic of their choice. Every minute they can attempt another Intelligence saving throw to stop the lecture, but otherwise they are forced to continue.

20

Curse of Moist Mouths. The character produces excessive amounts of saliva. this requires them to either regularly spit the extraneous liquid out, or be constantly swallowing it. The character must also consume twice as much water as usual.

21

Curse of Volume. The character loses the ability to control the volume at which they speak. Every time they speak, they must roll 1d6: on a 1-2, they whisper whatever they were trying to say; on a 3-4, they speak at an everyday conversational volume; and on a 5-6, they shout as loud as they can.

22

Curse of Unnatural Aura. All creatures of the Beast type, as well as children, have their initial attitudes reduced by one step towards the character.

23

Curse of Popularity. The character becomes a source of obsession for the common people. Whenever they enter a new town, they must make a Charisma check. The result of their check is the number of new admirers, stalkers, and/or suitors they gain, all from among members of the common populace. These individuals will regularly stop the character in the streets, trying to win the affection of the character. They will also become angry towards anyone who tries to stop them from interacting with the character.

24

Curse of Corridors. The character becomes compelled to sprint to the end of any hallway they enter, requiring a DC Roll on "Difficulty Class" Charisma saving throw to resist. Otherwise, they immediately run to the end of the corridor, spending every action and resource available to them to do so.

25

Curse of Rhyme. The character becomes unable to speak, unless it rhymes.

26

Curse of Static. The character becomes magnetically charged. This is generally annoying, with their hair constantly standing on end, paper and other materials clinging to them when they come near, and getting shocks when touching metallic objects, but it also makes them slightly more likely to be struck by electrical dangers. They have disadvantage on all saving throws made to resist damage from electrical sources.

27

Curse of Twisting. The character becomes unable to open any container or door which opens in a twisting motion.

28

Curse of Alcoholism. The character becomes compelled to consume any alcoholic beverage they come across. They must succeed on a DC Roll on "Difficulty Class" Wisdom saving throw in order to resist immediately grabbing and imbibing any alcoholic beverage they perceive.

29

Bleeding Curse. The character becomes cursed to bleed. Whenever they take damage from a piercing or slashing weapon, they continue to bleed from it thereafter, taking 1 additional point of damage each round. The wounds will not heal naturally, but the bleed damage will stop if someone succeeds on a Medicine check (DC Roll on "Difficulty Class", or if the character receives magical healing of any amount.

30

Diviner's Curse. The character becomes a beacon for divination magic. Any divination spell which targets something within 1 mile of the character instead redirects and targets them instead. If the character would not be a viable target for the spell in question, the spell instead fails.

31

Curse of Echoes. The character is compelled to repeat the last word of each sentence they say three times, each time speaking a bit softer than the last.

32

Cotard's Curse. The character becomes convinced that they have died and now exists as a ghost.

33

Curse of Solitude. The character becomes unable to sleep when other creatures are within 60 feet of them.

34

Curse of the Wooden Spoon. Whenever the character attempts to retrieve something from their person, they instead find a wooden spoon. It takes 1 minute of careful searching in order to find what they were actually looking for. The wooden spoons they obtain disappear once no one is actively observing them. Items which are equipped and out in the open, such as a weapon strapped to their belt, or a potion strapped to a bandolier, are able to be retrieved normally, but if the character needs to reach inside of a bag, pouch, or pocket, then they instead can only find wooden spoons.

35

Curse of Deep Sleep. Once the character has naturally fallen asleep, they cannot be awoken by mundane means until 8 hours have passed. Shaking the character, yelling at them, dousing them in water, or other similar actions cannot wake them. Injuring them (meaning they take at least 1 point of damage) will cause them to wake up, as will putting them into a situation where they could die (such as dunking their head underwater).

36

Curse of Obedience. The character becomes incapable of disobeying direct orders given to them. If the order is obviously suicidal, then they can attempt a DC Roll on "Difficulty Class" Wisdom saving throw in order to disobey the order.

37

Curse of Fey Intrigue. The character becomes an object of interest to minor fey creatures. Pixies, faeries, brownies, leprechauns, and all other manner of small fey become highly intrigued by the character, to the point where they will go out of their way to interact with (and potentially prank) them. They still remain elusive and shy, but they will do little things to the character when no one is paying attention, such as in the night.

38

Curse of the Devil Fruit. The character becomes unable to swim. They weight 10 times as much as normal when in water, and they make all Athletics checks made to swim at disadvantage.

39

Glass Curse. The character bones are made brittle. Whenever the character has a critical hit scored on them, one of their bones breaks. Roll 1d10: on a 1, their skull is fractured, giving them disadvantage on all Intelligence checks; on a 2 or 3, one of the character's hands gets a broken bone, imposing disadvantage on all checks made for actions requiring manual dexterity, such as Sleight of Hand or when using Thieves' Tools; on a 4 or 5, one of the character's arms breaks, rendering that arm useless; on a 6 or 7, one of the character's feet or ankles gets a broken bone, causing the character's speed to be reduced by half; on an 8 or 9, one of the character's legs or knees gets broken, becoming unable to bear weight; and on a 10, the character breaks a rib, giving disadvantage on all Strength checks. Broken bones heal slowly, requiring either a week of bedrest, or magical healing.

40

Curse of Mini-Me. The character becomes cursed to lose parts of themself. Whenever the character has a critical hit scored on them, part of their body is ripped off from the blow. This piece of flesh warps and changes, transforming into a 1-foot high naked version of the character. It has hit points equal to the amount of damage dealt by the critical hit, and the character has their maximum hit points reduced by that same amount. The mini-version of the character is animalistic in intelligence and runs away from any creature larger than it, having a movement speed equal to the character it formed from. The cursed character cannot recover his maximum hit points until he catches his miniature version. Once the two come into contact, they immediately fuse, and the character's maximum hit points return to normal. If the character is hit by multiple critical hits, multiple miniature versions of himself can be hacked off.

41

Curse of The Newborn Maw. The character grows a mouth on their chest. The mouth gets hungry like a normal creature, and will begin to scream and cry like a newborn if not fed (although it can eat food like an adult).

42

Mordrake's Curse. A second face sprouts from the back of the character's head. It usually remains still, acting like a vestigial organ, but will occasionally weep. Whenever the character tries to sleep, the second face will whisper horrible secrets not meant for mortal ears, forcing the character to make a DC Roll on "Difficulty Class" Wisdom saving throw or else gain a long-term madness (DMG 260). If anyone tries to remove, attack, or disfigure the face, it will begin screaming incoherently, causing anyone within 5 feet (including the cursed character) to take 1d6 points of psychic damage per round.

43

Curse of Insect Plague. The character becomes a nexus of insects. No matter what the character does, insects and arthropods of all kinds will seek him out, trying to bite, sting, and swarm him. When on the move this isn't particularly noticeable, but once the character stays in one place it quickly becomes apparent that the bugs are targeting him. The character becomes incapable of having a restful night's sleep, due to the constant annoyance. The only way they can take a long rest is by erecting insect-proof wards, be they magical or mundane. The character gains one level of exhaustion for every week he does not complete a long rest. This level of exhaustion can only be removed by completely a long rest.

44

Curse of the Brown Thumb. All plants the character touches wither and die. If the character touches creatures of the Plant-type, they take 1d6 points of damage.

45

Curse of Manners. The character becomes compelled to immediately apologize whenever they harm a living, sentient creature.

46

Rakasha's Curse. The character's hands switch sides. This causes the character to have disadvantage on any check made using their hands, be it something requiring manual dexterity, like Thieves' Tools, or something requiring broader skill, such as swinging a sword.

47

Curse of the Beholder. The character is compelled to make eye contact with any creature they are interacting with. This includes creatures they are fighting, which gives advantage to all other creatures making attacks against the character other than the one he last attacked.

48

Ryoka's Curse. The character becomes incapable of wearing footwear of any kind. Doing so causes them immense pain, like they were walking on burning coals or dipping them in acid.

49

Curse of Dayblight. The character is cursed to be burned by the sun. The character has disadvantage on all d20 checks made while in daylight. Additionally, for every hour the character spends in daylight, they take 1 point of Constitution damage.

50

Curse of Weight Gain. The character begins to suffer from massive weight gain. Every day, the character gains 1 pound, until their weight has doubled. Once the character has gained 50 pounds (or doubled in weight, if they weigh less than 50 pounds), their clothing and armor stops fitting them, requiring refitting (this costs 1/2 the price of the clothing or armor to get done). Additionally, for every 50 pounds they gain, their maximum speed decreases by 5 feet.

51

Curse of Minor Petrification. The character becomes cursed with minor petrification. When the character wakes up each morning they discover that a random part of their body has turned to stone, rendering it useless. Every time the character completes a long rest, roll 1d8: on a 1, it's their dominant hand; making it so they cannot use that hand; on a 2, it's one of their eyes, giving them disadvantage all checks made involving eyesight, and decreasing the effective range of the ranged weapons by half; on a 3, it's their nose, rendering them incapable of smell; on a 4, it's their mouth, rendering them mute and incapable of eating or drinking (which could cause extra problems if it happens multiple days in a row); on a 5, it's their genitals, rendering them incapable of sex and relieving themselves; on a 6 it's their ears, rendering them deaf; on a 7, it's one of their feet, reducing their speed by half; and on an 8, it's their spine, rendering them incapable of normal movement, so that they cannot bend over or twist their bodies.

52

Curse of Bilocation. Whenever the character sleeps, a doppleganger of them can be seen wandering around the local area. This doppleganger is intangible, so they won't interact with anything or speak to anyone, but they have a tendency to appear in places they aren't supposed to be, and will vanish or walk through walls if cornered. This tends to have negative consequences for the character, since guards will want to know why they were in restricted areas, or commoners will want to know why they were in their houses at night, or similar things. This can even cause issues in the wilderness, as the doppleganger appears in nearby bandit camps or animal dens, leading the creatures back to the character's resting location.

53

Shaman's Curse. The character becomes able to see, and able to be seen by, ghosts and the recently deceased. These spirits will seek out the character, requesting their help in letting the spirit pass on. However, depending on how long the spirit has been hanging around, they may or may not be articulate in their desires.

54

Curse of Debasement. The character's valuables rapidly degrade; gems crack, coins transform into lesser metals, objects of art deteriorate, and so on. Each day, mundane items of value–things that aren't magic items, tools, weapons, armor, food, or living matter–in the accursed's possession lose 5% of their value. This repeats each day until someone else assumes possession of the items or the items become worthless (coins are transformed into iron slugs, gems into misshapen glass lumps, jewelry into malformed tin, and art objects into amateurish dreck).

55

Curse of Truth. The character is unable to intentionally lie.

56

Curse of Lethargy. The character becomes slow to act. The character always goes last in initiative order and has disadvantage on Dexterity saving throws.

57

Curse of Maladroitness. The character becomes clumsy and prone to dropping things. Whenever the character is in a high stress situation, such as combat, they must succeed on a DC Roll on "Difficulty Class" Dexterity saving throw or else drop whatever is in their hands. They have to repeat this saving throw each round.

58

Curse of Repel Beneficence. The character becomes unable to accept friendly magic. They must attempt to resist any spell cast on them, even if it is beneficial to them.

59

Curse of Swamp Reek. The character smells of marshes and the fetid muck of swamplands. Furthermore, they sweat profusely, even when not undergoing strenuous activity. They have disadvantage on Persuasion checks.

60

Curse of the Unlucky. Whenever the character gets a chance to reroll a check, they must take the lower roll.

61

Curse of Geometry. Whenever the character is adjacent to the area of a damaging spell, even one he created himself, the area expands to include him.

62

Curse of Inhibited Healing. The character stops being able to heal naturally. They do not recover any hit points when taking a long rest, unless they expend hit dice. Likewise, all magical healing is half as effective for them.

63

Repelling Curse. The character becomes cursed to repel everything, even clothing. Anyone approaching them is required to make a DC 20 Strength check to move within 10 feet of them, and they must continue to make the check every round they remain within 10 feet. Anything that they held or wore is instantly shot away from them, but they can make a DC 20 Strength check to hold onto something. They also receive a +10 bonus to AC. Beyond that, they are constantly floating 10 feet above the ground, and they carry on any momentum they receive.

64

Curse of Miscibility. The character becomes cursed, their body transformed to carry the lingering effects of potions. From now on, whenever they drink a potion, their body reacts as if they had first drunk a Roll on "Random Potions", causing a mixing effect to take place. Every time the character drinks a potion, roll on this chart: https://chartopia.d12dev.com/chart/11481/

65

Curse of Bad Luck. Whenever a random target has to be chosen, and the character is a potential target, they automatically are chosen, so long as the effect would be negative.

66

Curse of Undead Visage. The character no longer casts a correct reflection. When seen in a mirror, or other reflective surface, the character does not show up; rather, they reflect a corpse. This is not a living corpse, like a zombie, but an obviously dead body that is just propped up in a similar position.

67

Curse of the Domicile. The character is unable to enter a home unless invited in by the owner of the home. This only applies to private residences, not to public locations, including restaurants, bars, stores, museums, ruins, dungeons, temples, or any outdoor location.

68

Herculean Curse. The character becomes unable to control their strength. Whenever the character purposefully tries to be gentle they must roll a Strength check, using the result as how much force they use.

69

Curse of Eloquence. The DM chooses 1 common word (such as "yellow," "tree," or "run"). Whenever someone in-game says that word, the character must attempt a DC Roll on "Difficulty Class" Charisma saving throw. If they fail, they are stunned for 1 round.

70

Curse of Dry Skin. The character's skin begins to dry out quickly. If the character can only remain out of water for 1 hour per point of Constitution they possess. For every hour beyond that which they do not submerge themselves, they take 1 point of Constitution damage. This damage can only be restored by spending at least an hour soaking in clean water.

71

Curse of the Forever Dance. Whenever the character hears music, they must begin to dance.

72

Curse of Dyslexia. The character loses the ability to read, or even recognize what letters are. Whenever they see text, in any language or script, it appears blurry, the various symbols constantly moving position.

73

Spidergout Curse. Whenever the character speaks, they have to roll 1d20. If a 2-20 comes up, they can speak with no issue. On a 1, their speech is interrupted as a spider appears and crawls out of their mouth.

74

Curse of Follicular Fury. The character begins to rapidly grow hair all over their bodies. Every day they grow 1 inch of hair on every surface of their bodies. This extreme growth is unnerving, but also consumes vitality. Every day, when they wake up, the character rolls a Constitution saving throw with a DC of Roll on "Difficulty Class". On a failure, they take 1 point of Constitution damage.

75

Metalbane Curse. Metal begins to act like acid to the character. Whenever the character touches metal (not rock with metal ores in it, but all pure metal, whether alloys or of a single element), they take 1 point of acid damage for every round they remain in contact. If the character touches a large amount of metal at once, such as wearing mostly-metal armor, laying on a metallic floor, or sticking their hand in a bag of coins, they instead take 1d6 points of acid damage. Any time they are struck with a metal weapon, the character takes an additional 1d4 points of acid damage.