Curses in Dungeons and Dragons aren't always scary. Sure, when there's a curse that requires the user to try to destroy their friends and party members, things can get scary, but is there anything so scary about a laughing curse or a sneezing fit?
Well, you'd be surprised how some small, mundane curses can really cause some major problems in a campaign. The wrong little curse can create some unexpected and sometimes insurmountable problems in the long run, as simple as they seem. These are some minor curses that you should definitely look out for.
The curse of greed
Material possessions are your priority
This simple little curse will make any player character obsessed with material possessions. This seems trivial because many players may not know that their characters are greedy for content. Since advanced players are used to being motivated by gold or magical weapons, this curse seems unnecessary.
Soon it overwhelms them and their alignment changes due to their greed, you see the major issue here. Aside from potentially becoming evil because of this, they can derail the entire campaign by looking for another prize.
Cackling fever
A magical contagion that makes you laugh
Like Tasha's hideous laugh, this curse makes you feverish, but also makes you laugh uncontrollably. Of course, fever is bad, but it can be easily taken care of. What you still have to deal with is uncontrollable laughter.
Don't consider stealth missions, serious conversations, or any intimate moments of seriousness with NPCs, because you'll end up laughing uncontrollably in their faces. You can't talk your way out of any situation, because you'll just face everything, even death.
The curse of sneezing and choking
Avoid accidental suffocation
Like sneezing and choking dust, the curse it imparts seems simple. At random intervals, or at specific times you decide, the player with the curse will, at intervals, sneeze and choke.
This curse is minor as long as it happens at the wrong time. Sneezing and choking in a Big Boss fight, or in a cave or underwater sequence can mean certain death. It's all about timing with one, making it a major pain in the end.
The Curse of the Belly
You can't stop yourself
This curse forces victims to eat any food they see in front of them. Whether the food is good or bad, whether you like it or not, you will be forced to eat the food that is placed in front of you.
Whether the food and drink are cursed or poisoned, or you're full to bursting and can't eat a single bite, you'll be forced to continue as long as you stay in your vicinity. Drama happens when you don't eat something you shouldn't.
Curse of the missing
Where were you going?
Of course, invisibility is a great gift. In most instances, there is nothing bad about being able to be invisible when certain tasks need to be completed. What happens when that invisibility disappears? This curse will cause your players to disappear randomly, and possibly at the most inopportune times.
Without telling when they go missing or for how long, this can create some major problems as to where they went missing or under what conditions. Are they invisible? Are they on another plane? Who knows?
Clumsy curse
Don't walk the tightrope
Like the Ring of Clumsiness, the Clumsy Curse will give players a penalty on Dexterity checks, especially for Acrobatics and Athletics. While small, most players who don't rely on dexterity will, at worst, affect their initiative, making it a major issue in high-stakes situations.
From grabbing a legendary item without dropping it, crossing a fallen bridge, grabbing a precious gem, there are many areas where things can go wrong, especially if you have to deal with another cursed item on top of this curse.
Curse of sensory enrichment
Bones and Bans
At first, you might think that sensory enhancement is a blessing in disguise. The curse itself enhances your character's senses, providing advantage on checks made with the senses.
Cursing, of course, will double your other senses, including pain. You are taking extra damage on each hit. It will be like someone is always hitting you with critical success, doubling your damage, and keeping you in pain despite your advantage.
The curse of forgetting
What were you doing again?
This curse feels self-explanatory, but it won't loom large until you realize how much your character is about to lose. Depending on how intense the curse is, the number of times you forget important information at the right time.
It's up to the DM whether the curse returns their memories when it's too late or keeps them permanently until the curse is removed. However, being unable to remember important information at the right time can stop a campaign in its tracks.
- Original release date
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Year 1974
- Count the players
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2+
- Age recommendation
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12+ (although little ones can play and enjoy)
- Length per game
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60 minutes to an hour.
- Franchise Name
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Dungeons and Dragons
- Publication a
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Wizards of the Coast