The Bestow Curse Spell - 20 New Curses

The Bestow Curse Spell - 20 New Curses

The curse spell, now known as bestow curse, used to be relatively common for a spellcaster to take. Today, it’s more of an afterthought. That’s a shame because, in its current state, it’s a powerful 3rd level spell. There is the drawback of using concentration to maintain the curse, but that shouldn’t prevent you from taking the spell. The bard, cleric, wizard, and the oath of conquest paladin can use it. I find it odd that a warlock does not have access to this spell, given that more than a few patrons aren’t about the warm and fuzzy.

The curse inflicted upon your target differs from the curse the GM puts on your character when they are spiteful. Those curses usually involve some long-lasting effect that, while not life-threatening, is inconvenient. The bestow curse effects are much more direct, providing an advantage in combat or some other situation. Losing your sense of taste or having small children be afraid of you doesn’t help much when your enemy is trying to bash your skull in. The effects only last 1 minute if you can keep your concentration that long, so they need to be immediate and helpful.

Let’s take a look at the bestow curse spell’s description.

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

While cursed, the target has disadvantage on attack rolls against you.

While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

The options above are all helpful in combat, but I'm interested in the allowance it gives to create your own curse. Sure, it has to be approved by the DM. So, put a smile on your face, roll your internal Charisma check, and see if you can talk them into one of the causes below.

  1.  The target will blink as if the spell had been cast upon them. You decide which unoccupied space the target returns to. The effect lasts until your concentration is broken. It could be good, it could be bad, who knows?

  2. The target becomes clumsy. When standing, the target must make a Dexterity saving throw at the start of each of its turns or fall prone.

  3. The target is overcome with guilt whenever they hurt someone. If the target does damage to a creature, it will immediately use its bonus action to apologize to them. Isn't that nice?

  4. A magic item on the target's person is activated/aminated. At the start of the target's turns, a random ally of the cursed creature will be subject to the item's effects or attacked by the item.

  5. The target begins to float upwards if they have had the levitate spell cast on them. The effects last until concentration is broken or the spell ends.

  6. A small grey rain cloud appears over the target's head. By the beginning of their next turn, the target and everything they have on their person become soaking wet. In addition, the target must make a Dexterity saving throw or be struck by a slight lightning discharge from the cloud and take 1d4 damage. It's like when things aren't going right for poor Charlie Brown.

  7. The target cannot move one of its legs, which has become partially paralyzed. The target's movement speed is reduced by half, and it makes all Dexterity saving throws at disadvantage.

  8. One of the target's protective magic items of rare or lower rarity (i.e., ring of protection, ring of resistance, bracers of defense, adamantine armor) ceases to function. If the item is armor, it becomes non-magical armor of the same type.

  9. The target is overcome with the need to tell the truth, no matter the circumstances. The target automatically fails all Deception checks. Go watch Liar Liar with Jim Carey. You'll see what I mean.

  10. Any attempt by the target to sing or play a musical instrument will result in it being horribly off-key, like me singing in the shower. The target must make a Charisma saving throw, or all effects, spells, and so forth fail.

  11. All items in the target's hands are snatched by an invisible force. The target must make a Dexterity saving throw, or the items begin to float upwards at a rate of 10 feet per round. At the beginning of their turn, the target can attempt an additional Dexterity saving throw to grab onto the item if it is in reach but must repeat the saving throw at the end of its turn to maintain their grip on the item. On a failure, the items begin to float away once again. Any new item the target holds in their hands is unaffected.

  12. The target starts to hiccup. It is unable to cast any spell that has a verbal component.

  13. Any familiar, pet, or other beast under the target's control is now perturbed and ignores all commands. The creature will wander about aimlessly. Probably should have given them more treats.

  14. The target shouldn't have skipped its last eye appointment. The target becomes horribly near-sighted, unable to see anything farther than 10 feet away clearly. The normal range of all attacks and spells is reduced by half, and may not make any ranged attacks beyond the reduced normal range.

  15. The target forgets how a spell they have prepared is cast. It loses access to a spell of the same level as the bestow curse spell has been cast. The spell is lost until concentration is broken or the spell ends. The spell is chosen at random by the GM. 

  16. The target is startled by your presence as if it sees you for the first time. The target moves to the bottom of the initiative order. It may resume its original position in the initiative order when concentration is broken, or the spell ends.

  17. The target's size becomes Tiny. The curse has no effect if the target's size is already Tiny. Let's call this the Alice in Wonderland Drink Me curse. Please read the book if you don't know what I'm talking about.

  18. Ever gone multiple days without sleep? Around the third day, you start to see things out of the corner of your eye, and it's bizarre and disorienting. That's the basis for this curse. The target must make a Wisdom saving throw at the beginning of its turn. On a failure, the target is either mystified or scared out of its wits by what they see. A mystified target cannot use Bonus Actions or Reactions this turn. A scared target uses its Action to run its movement speed in a random direction.

  19. Any movement by the target is accompanied by a loud squeaking sound. The target is unable to Hide from all persons within 30 feet, and its location can be detected if it moves when invisible.

  20. The sun causes the target pain and suffering. The target is afflicted with a type of Sunlight Sensitivity. When the target makes a successful melee attack against a creature, all damage is reduced by half. This is what happens when you have a nasty sunburn and have to shield your eyes from the sun's glare. The target is unaffected if not outside.

We all know players will take the fireball spell when they gain access to 3rd level spells. When you can take a second 3rd level spell seriously, consider the bestow curse spell. Not only can it turn the tide of battle, but you can do it in a fun and creative way.

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    Art Credit - ClintCearley

A Player's Guide to Feats - Defensive Duelist

A Player's Guide to Feats - Defensive Duelist

Gen Con 2023

Gen Con 2023

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