Random Cursed Items Table for DnD

No good DnD campaign is complete without a cursed item! Mwhahaha!!!

20 New Cursed Magic Items for DnD

This table includes 20 totally new cursed magic items designed to add fun (hopefully) and drama/excitement to your next campaign. Once picked up or worn, most of these items immediately attune to the victim. Once attuned, only a Remove Curse, Greater Restoration, or Wish spell will remove the curse.

If an item’s new owner tries to get rid of it without breaking the curse (or the item is taken), it will magically reappear back in its owner’s possession (or the character is simply incapable of discarding the item willingly).

A Quick Disclaimer…

Use cursed items sparingly so that players don’t become paranoid that everything they pick up might curse them (not super fun). One or two, at most, per campaign is a good rule of thumb, depending on your players. Some players love stuff like this because it adds challenge, fun, and/or humor. Others might get salty, so have a strategy to handle that possibility.

Most of the items in this table provide some benefit in addition to the curse, so it’s not entirely a negative experience. Take character level into consideration, as some of these could be pretty detrimental to low-level characters!

Finally, not all of these have been play-tested, so you might have to make adjustments.

Choose or Roll a D20:

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This strange artifact is actually the desiccated index finger of Zorrgoth the Craven, a long-dead archmage. Attuning to this item requires the owner to cut off their own index finger and press Zorrgoth's Finger to the stub. The artifact will then magically (and permanently) graft to the owner's hand, becoming a functional finger.

    Once grafted and attuned, Zorrgoth's Finger provides the following benefits:

    • Gain +1 constitution and +1 intelligence up to a maximum of 25

    • Gain +1 to spell attack modifier

    • Gain +1 AC

    • The finger has seven charges. You can use an action and expend 1 or more charges to cast one of the following spells from it: Detect Magic (1), False Life (1), Shield (1), Find Familiar (1), Silvery Barbs (1), Misty Step (1), Augury (2), Knock (2), Suggestion (2), Counterspell (3), Summon Undead (3), Arcane Eye (4), and Telekinesis (5). The Finger regains 1d4+1 charges each dawn.

    DM Info:

    The grafted finger can only be removed by severing it from the hand and doing so has a one in four chance of killing the owner outright (no death saves). Removal of the finger also permanently reduces the previous owner's constitution by 1d4.

    In addition to its beneficial effects, attuning to Zorrgoth's Finger also causes three of the following negative effects (chosen randomly via D20 rolls):

    1. You permanently lose one Charisma.

    2. You permanently lose one Strength.

    3. You permanently lose one Wisdom.

    4. You permanently lose one Dexterity.

    5. Your eyes glow red or become jet black (chosen randomly), giving you a demonic appearance. You gain advantage on Intimidation skill checks, but gain disadvantage on all Persuasion and Deception skill checks.

    6. The skin on your face, head, and body becomes covered in intermittent patches of sickly red scales (hair cannot grow on these patches). You have -2 Charisma when interacting with other intelligent humanoids unless your entire body is covered (-1 Charisma instead).

    7. Your tongue becomes forked and your voice grows raspy and quiet, making it difficult to communicate verbally. You gain disadvantage on all Persuasion and vocal Performance skill checks.

    8. Once per day, you must drink half a liter of blood (17 ounces) from a living mammal or humanoid creature or you suffer 2d6 necrotic damage.

    9. You become devoid of emotion and lose all compassion, empathy, or affinity for anything living. You are cold and dispassionate in all interactions with other living beings. You gain advantage against being frightened, but gain disadvantage on all Insight skill checks and Persuasion skill checks.

    10. You radiate a strange, negative energy that causes all intelligent creatures within 10 feet of you and aware of you to feel repulsed and possibly hostile. Any creature with INT 5 or greater that comes within 10 feet of you makes a DC 13 Wisdom saving throw. On a failure, they are compelled to attack you. If they succeed, they become immune to this affect. Members of your party that have spent significant time around you are immune.

    11. Strange glowing red runes appear all over your body and constantly shed bright light in a 5-foot radius and dim light for an additional 5 feet.

    12. You despise vigorous physical activity. Suffer -5 to all Athletics (Strength) skill checks.

    13. Your mind is constantly distracted by internal thoughts, calculations, and musings. You gain -3 to Perception (Wisdom) skill checks.

    14. You become vulnerable to cold and take double damage from attacks that cause cold damage. Your speed is reduced by 10 feet in cold weather.

    15. You become vulnerable to fire and take double damage from attacks that cause fire damage. You also cannot willing approach an open flame without taking 1d4 psychic damage.

    16. You become vulnerable to lightning and take double damage from attacks that cause lightning damage. If you are caught out in the open during a thunderstorm, you take 1d6 psychic damage.

    17. You become vulnerable to radiant and take double damage from attacks that cause radiant damage. When exposed to sunlight, you suffer -5 to initiative rolls.

    18. You are occasionally plagued by night terrors. Whenever you long rest, roll a d8. If you roll a one, the long rest fails and you instead take 1d8 psychic damage.

    19. You immediately age by 50 percent of your current age (e.g. if you are 30 years old, you age 15 years, becoming 45 years old). Your movement speed is reduced by 5 feet.

    20. Your alignment changes to neutral evil.

  • (Wondrous Cursed Magic Item, Requires Attunement)

    You gain +2 to all attack and damage rolls made with a bladed weapon.

    Once per day, after a successful attack against a humanoid target that is not undead, you may activate the pendant’s “Soulrend” ability. On a hit, the target takes 4d8 necrotic damage, and the wearer regains hit points equal to half the amount of necrotic damage dealt.

    DM Info:

    If a character touches the pendant, they are compelled to wear it and cannot sell it, discard it, or give it away.

    After the Soulrend ability is activated, the wearer makes a DC5 Wisdom saving throw. On a failure, they will transform into a Vampire Spawn in 2d4 days (at sundown), becoming lawful evil, and will be controlled by the DM as a monster until cured of vampirism.* If the curse is removed before the character becomes a vampire, they will not turn undead.

    Each time Soulrend is activated, the saving throw DC increases by 1. If the wearer goes more than 24 hours without using Soulrend, they take 2D8 necrotic damage.

    *Note: Unlike most curses, vampirism cannot be cured with Remove Curse or Greater Restoration. The best options are a Wish spell, killing the vampire and then casting True Resurrection, or divine intervention.

  • (Tiny Cursed Magical Item)

    DM Info:

    This item appears to be a normal gold coin. This coin consumes other coins at a rate of 3D4+3 gold per day.

    The DM should keep this knowledge secret at first so the cursed player may discover it over time. Just tell them their purse is light, but don’t explain why – It’s a mystery! If the cursed coin is not discovered within a few game sessions, you might increase the amount it consumes incrementally by 1D4+1 and offer additional clues, e.g. have them make a Perception check to hear odd crunching sounds.

    Any consumed gold is destroyed and cannot be recovered. This item can also switch attunement to other members of the party if the owner willingly gives it to another PC, but only if the owner has no other coins left in their possession and the new owner does. If the coin’s owner ever has no coins on their person, the coin may temporarily vanish but will return when they gain more coins.

    If the curse is removed from Ravenous Coin, it transforms into a Lucky Coin and grants the owner the Lucky feat as long as they keep the coin.

  • (Tiny Magical Undead Servant, Requires Attunement)

    Armor Class: 14

    Hit Points: 12

    Speed: 30 ft., climb 15 ft.

    STR: 8 (-1)

    DEX: 16 (+3)

    CON: 10 (+0)

    INT: 7 (-2)

    WIS: 10 (+0)

    CHA: 4 (-3)

    Condition Immunities: Charmed, Exhaustion, Poisoned

    Senses: Blindsight 30 ft. (blind beyond this radius), Passive Perception 10

    Languages: Understands common but can't speak

    Proficiency Bonus: +2

    Actions

    Gnith is little more than a reanimated disembodied hand. Despite being undead and covered in various scars, its flesh appears alive and healthy. Gnith remains motionless when not active.

    Once activated (requires no action), Gnith can be given instructions verbally or telepathically as a bonus action. Gnith can move up to 30 feet per turn. It can also be instructed to manipulate a small object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

    Gnith can only answer simple questions with yes, no, or I don't know, which it communicates via gestures. It can also point at something or indicate a direction.

    Gnith can't activate magic items, use weapons, or carry more than 2 pounds. While carrying anything, Gnith moves at half its normal speed. It can also attempt to pick locks with thieves’ tools (not proficient) and make a claw attack (+4 to hit, reach 5 ft., one target, 1d4 +1 slashing damage).

    If Gnith is reduced to zero hit points or less, it becomes incapacitated but will revive after 24 hours, regaining all lost hit points. If Gnith is reduced to zero hit points by taking fire damage, it is destroyed and turns to ash.

    DM Info:

    Although Gnith is extremely loyal to its master, it is suspicious and spiteful of other living beings and will periodically steal from them, engage in mischief, sabotage their equipment, or, in rare cases, attempt to strangle them in their sleep (all at the DMs discretion).

  • (Cursed Spellbook)

    This ancient arcane spellbook is bound in grimy leather and tarnished copper. A small clasp keeps the tome closed when not in use.

    DM Info:

    The book, which is bound in human skin, is protected by a curse that causes anyone who opens it to slowly wither away. After opening the book, the character must make a DC 19 charisma saving throw. On a failure, they become cursed with Wastrel’s Bane, losing 1D4 +1 HP every day at the stroke of midnight. These hit points cannot be recovered by resting or with medicine (but may be recovered magically).

    While the curse remains in effect, anyone who attempts to read the spellbook sees nothing but gibberish and cryptic diagrams on its pages.

    If the curse is broken the spellbook may be used normally. It contains the following spells: Animate Dead, Bestow Curse, Ray of Sickness, Eyebite, Inflict Wounds, and Finger of Death.

    If a character dies while afflicted with Wastrel’s Bane, they arise as an Wight controlled by the DM.

  • (Cursed Magic Helm)

    Appears to be an impressive-looking steel Armet helm.

    DM Info:

    The helm was previously owned by the coward Sir Morris of Loch Vern and attunes immediately if worn. Once attuned, the wearer gains +2 AC, -1 Constitution, -1 Wisdom, and -20 to initiative rolls. However, they also gain +10 to movement speed when fleeing from a foe.

  • (Cursed Magic Weapon)

    This +1 longsword is crafted of fine Damascus steel and adorned with sapphires and gold-inlay.

    DM Info:

    This longsword provides +1 to attack and damage rolls. It is also cursed by the soul of its nameless former owner.

    Once this sword has been carried by a humanoid for more than one day, it will attune itself to the new owner. Once attuned, the owner gains a permanent -5 to Charisma until the curse is broken.

  • (Cursed Magic Ring)

    This ornate gold ring with large ruby gemstone is worth 500 gold.

    DM Info:

    The ring is also cursed. If a character touches the ring, they are compelled to wear it and cannot sell it, discard it, or give it away.

    The ring causes other people within a 10-foot radius to become envious of the wearer, sometimes causing madness. Any humanoid that comes within range of the ring (while it’s being worn) makes a DC 13 Intelligence saving throw. On a failure, they must attack the wearer and try to take the ring. The save can be repeated on subsequent turns to end the madness.

    If another humanoid takes the ring by force they must put it on. The ring and its curse then shift to that individual. After a successful save against the ring’s effects, a character is immune.

  • (Cursed Magic Weapon)

    This weapon provides +1 to attack and damage rolls, and deals an additional 1d4 fire damage.

    DM Info:

    Once per combat, after rolling initiative, the dagger’s owner must make a DC15 Wisdom saving throw or become completely irate for 1D4 turns. While irate, the owner moves and attacks with reckless abandon, gaining an additional +1 to all attacks and damage rolls.

    However, all attacks against the owner are made with advantage while they are irate.

  • (Wondrous Cursed Magic Item, Requires Attunement))

    This beautiful black cloak is crafted of superior fabric with stitched silver runes.

    DM Info:

    This item appears to be a Cloak of Invisibility. Once worn, the cloak attunes to its new owner, who becomes permanently semi-transparent (but not completely invisible). The cloak cannot be removed without first ending the curse.

    The wearer gains +3 to all Stealth checks and Hide actions. However, the wearer now appears to be a noncorporeal ghost, causing most NPCs to either fear or attack the wearer.

    Persuasion checks to convince other people that the wearer is not a ghost are made at disadvantage.

  • (Cursed Musical Instrument)

    While playing this magical flute (and for one minute following a song), you gain +2 Charisma.

    DM Info:

    This cursed flute will also compel its owner (occasionally at awkward times) to stop whatever they are doing and play. Whenever the owner makes an ability check, skill check, attack action, dodge action, or casts a spell they must first roll a D6. On a roll of 1 they will forego that action and instead use their turn to play a spirited ditty.

  • (Cursed Magic Item)

    DM Info:

    This item functions as (and appears to be) a normal Bag of Holding. However, it periodically malfunctions, sending an item placed inside to another plane of existence (chosen by the DM).

    When a player puts an item into the bag, there is a 25% chance that item will be sent to another plane. The item is not destroyed, but can only be recovered by traveling to that plane and finding the item. A successful DC17 Arcana check reveals the location where the bag has sent the missing item(s).

    Removing the curse “repairs” the bag, which then reverts to a normal bag of holding (but does not recover lost items).

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This spherical, milky white glass orb is about the size of a ping pong ball. In darkness or low light, the sphere emits a pale yellow glow.

    DM Info:

    If a character takes possession of the eye, a voice speaks in their mind, saying: “Do you accept Fedir’s gift of True Sight?”

    If the character answers yes, they attune to the eye, which promptly absorbs into their body, causing a milky-yellow third eye to open in the middle of the character’s forehead. The character’s other eyes also become milky yellow.

    The character now has Truesight and +3 on all Insight checks. Unfortunately, their eyes are extremely unsettling to NPCs, causing revulsion or fear in most cases. The cursed character has -3 Charisma.

  • (Wondrous Cursed Magic Sword (Requires Attunement)

    Reach: 5ft.

    Shortsword Damage: 1D6 Slashing + 1d4 Psychic

    Properties: Finesse, Light

    Longsword Damage: 1D8 Slashing + 1d4 Psychic

    Properties: Versatile (1d10)

    Weight: 2

    This ancient sword is exquisitely crafted of Damascus steel. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

    Allspeak: Once attuned, you can understand any spoken spoken language. When you speak, any creature that knows at least one language and can hear you understands what you say, although your voice is a whisper.

    Transform: The weapon can also magically change forms, either becoming a shortsword or longsword as a bonus action.

    Sentient: The Sword of Whispers is a sentient magic weapon forged a millennia ago by the arcane blacksmith, Thanatos Ozul. It communicates telepathically (in whispers) to its wielder, occasionally offering cryptic insight.

    Ozul’s Guidance: Once per day, as an action, the sword can be asked a single question and will provide an omen about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

    Weal, for good results

    Woe, for bad results

    Weal and woe, for both good and bad results

    Nothing, for results that aren't especially good or bad

    The sword doesn't take into account any possible circumstances that might change the outcome, such as the casting of spells or the loss/gain of a companion. You also gain inspiration.

    DM Info:

    The sentient sword has a secret agenda and seeks to guide its wielder toward resurrecting its ancient master.

    With each activation of Ozul’s Guidance, the sword gains additional influence over its owner. When they activate Ozul's Guidance, roll a D20. If you roll a 1, the sword’s owner becomes enthralled by it. Their alignment becomes neutral evil and, within 48 hours, they will attempt to perform a ritual to summon Thanatos Ozul, who appears as a Death Knight. The ritual takes 2d4 hours to complete and the wielder will attempt to conceal this from allies, likely performing the ritual during a long rest. If summoned, Ozul will seek to subjugate or destroy all intelligent creatures in the immediate area. Once summoned, the sword’s owner is Charmed by Thanatos while attuned to the sword.

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This silver pendant with large emerald gemstone has the following effects:

    Whenever you enter combat, make a DC13 Wisdom saving throw. On a success, you gain +1 strength and +1 AC. On a failure you gain the Enraged condition, giving you +3 strength, -3 intelligence, -3 wisdom, and -1 AC. This condition lasts until combat ends or you are knocked unconscious.

    DM Info:

    If a character touches the pendant, they are compelled to wear it and cannot sell, discard, or give it away. They also become attuned immediately. When combat ends, a character with the Enraged condition has a 20% chance to attack a nearby PC or NPC at random.

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This dark gray cloak stitched with metallic copper runes was owned by the eccentric bard, Salvatore Libertas. The cloak has the following effects:

    You gain +1 AC and have a flying speed of 25 feet and can also levitate. If you are knocked unconscious, the cloak will lower you slowly to the ground. You and the sentient cloak can communicate telepathically. The cloak can provide insight into arcane lore (Arcana 17) or ancient knowledge (History 17). It also does not sleep and will alert you to danger if you are asleep.

    The cloak cannot move on its own and has the following attributes:

    Armor Class: Same as wearer

    Hit Points: 45

    Speed: N/A

    STR: 0

    DEX: 0

    CON: 10 (+0)

    INT: 17 (+3)

    WIS: 17 (+3)

    CHA: 15 (+2)

    Condition Immunities: Charmed, Frightened, Exhaustion, Poisoned, Petrified, Stunned, Unconscious

    Damage Immunities: Psychic, cold, bludgeoning damage from non-magical attacks

    Senses: Blindsight 50 ft. (blind beyond this radius), Passive Perception 15

    Languages: Common

    DM Info:

    Once worn, the cloak attunes to its new owner and cannot be removed unless the curse is broken. Damaging the cloak also damages the wearer. Although the cloak is immune to certain conditions and damage, the wearer does not gain these benefits. If the cloak ever drops to zero hit points, it turns to dust. Destroying the cloak will end the curse, but the cloak’s owner will take 3d12 psychic damage. Although the cloak generally acts in the best interest of its owner, it also forms a strong psychic bond, causing them to mistrust nearly everyone but the cloak. While attuned, the cloak’s owner suffers -3 Insight and their alignment becomes chaotic neutral. Periodically (at the DMs discretion) the cloak will cause its owner to perform one of the following actions at random:

    1. Absentmindedly take something that does not belong to them

    2. Spend several moments jotting down poetry in a small notebook

    3. Sing a rousing, operatic song about drinking wine

    4. Drink a glass of wine (the cloak’s owner gains a taste for expensive wine and always has some on hand)

    5. Recite a short poem or limerick while playing an instrument

    6. Juggle random nearby objects

    7. Perform a short folk dance with clapping, twirling, and chanting

    8. Challenge someone to a game of dice or cards, along with a wager of 2d10 gold

  • Wondrous Cursed Magic Dagger (Requires Attunement)

    Reach: 5ft.

    Damage: 1D4 Piercing + 1d4 poison

    Properties: Finesse, Light, Thrown

    Weight: 0

    This slender, eleven-inch black object ends in a sharp point, allowing it to be used as a dagger. It is made of a strange, extremely durable, and lightweight material similar to chitin.

    You gain a +2 bonus to attack and damage rolls made with this magic weapon.

    Upon sustaining poison damage from the Tooth, the target must succeed a DC 15 CON saving throw or become Poisoned (disadvantage on all attack rolls and ability checks) and Slowed (speed halved).

    DM Info:

    Once attuned to the Tooth of Dagon, its owner cannot discard it, give it away, or lose it while cursed. If the Tooth is taken from its owner, it will magically reappear in its owners possession in one hour. Each dusk, the owner must roll a d6. If they roll a one, they gain one reptilian trait from the table below, starting with the first. Each time the owner rolls a one, they will become more reptilian, eventually transforming into a Troglodyte NPC controlled by the DM until the curse is lifted.

    1. Your eyes become reptilian in appearance.

    2. Your skin becomes scaly and reptilian in appearance.

    3. Your hands and feet become reptilian and clawed.

    4. You grow a reptilian tail that is two-thirds your height in length.

    5. You grow spikes along your spine that continue down the length of your tail.

    6. You transform into a Troglodyte and your alignment become chaotic evil.

    Note: Reptilian and amphibian species are immune to the physical transformative effects of the Tooth but will still become a chaotic evil NPC after progressing through the six stages.

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This magical cloak is crafted using the hide of a displayer beast and has three charges. As a bonus action, you may expend one charge to project a magical illusion that makes you appear to be standing up to ten feet from your actual location, causing all attack rolls against you to be at disadvantage. If you are hit by an attack, the displacement effect ends. The effect also ends if you become incapacitated or have a speed of 0. The cloak regains 1d4 charges each dawn.

    DM Info:

    The cloak is cursed by the soul of a Displacer Beast. While attuned, until the curse is broken, the owner is unwilling to part with the cloak, keeping it within reach at all times. The sixth time they activate the cloak, and each time thereafter, they must make a DC 15 Charisma saving throw. On a failed save, they transform into a Displacer Beast (treated as a Polymorph spell). The transformation lasts until dispelled (Dispel Magic) or until the cursed character drops to 0 hit points (they can't willingly return to normal form). If attacked, even by an ally, they must defend themselves (offensively or by running away).

    If they ever remain in Displacer Beast form for more than 8 hours, the transformation becomes permanent and they become a creature controlled by the DM. Thereafter, only Wish can restore them to normal form. If the curse is broken, the cloak is destroyed.

  • (Wondrous Cursed Magic Item, Requires Attunement)

    This unusual circlet is crafted of thin black iron adorned with a small onyx gemstone. Once attuned, it allows the wearer to cast five spells.

    The circlet has five charges. You can expend 1 or more charges to cast one of the following spells from it: Hellish Rebuke (1), Hex (1), Speak with the Dead (2), Summon Lesser Demon (3), Summon Greater Demon (5).

    The circlet regains 1d4 charges each dawn.

    DM Info:

    Once worn, the circlet attunes to its new owner and cannot be lost, given away, or discarded unless the curse is broken. After being attuned to the circlet for three days, the owner’s dreams will be visited by a malevolent being with glowing red eyes watching them from the darkness. In subsequent nightmares, the being draws closer, never speaking.

    Nightmares of ill omen: Whenever the character long rests, there is a 50% chance they will have another nightmare, which ends the long rest early and deals 2d4 psychic damage.

    Duumlok’s curse: After the circlet’s owner attempts to cast a spell by expending any number of charges, there is a chance the spell will fail (see chart) and instead open a portal to the abyss. If a portal is opened, a Glabrezu demon named Duumlok emerges and offers the owner two choices:

    1. Make a pact to serve Duumlok for eternity (thus selling their soul and becoming a chaotic evil demon servant)

    2. Die (fight Duumlok to the death)

    Remaining charges / chance of failure:

    4 / 1%

    3 / 3%

    2 / 7%

    1 / 15%

    0 / 25%

  • (Small Cursed Item)

    Appears to be a finely crafted puzzle box made of jet black ebonwood. Solving the puzzle requires a DC18 Intelligence check. Once solved, the box opens to reveal a shiny black metal key. When removed from the box, the key suddenly melts into a puddle of liquid mercury, which trickles onto the ground where, moments later, a large fissure opens to unleash a torrent of ghosts and shadows.

    The solver has just opened a hellgate to the abyss!

    In order to close the gate, the solver must destroy three demons (in separate encounters): a Barlgura named Kvet, a Draegloth named Jorzdul, and a Glabrezu called Zgorn. Each is accompanied by 2D4 Maw Demons.

    Having plotted to escape the Abyss, the three demons (a.k.a the Unholy Trinity) have teleported to three different locations: an abandoned monastery, an ancient altar deep in a wooded glade, and the wine cellar of a corrupted duke.