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<blockquote data-quote="Voadam" data-source="post: 8949462" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/376281/250-Best-Magic-Items-for-Barbarians-Druids-and-Rangers?affiliate_id=17596" target="_blank">250 Best Magic Items for Barbarians, Druids, and Rangers</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.</p><p><strong>Ghost:</strong> If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment.</p><p>Bone of the Betrayer magic item.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. </p><p><strong>Zombie:</strong> If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. Your life drain ability turns the humanoids you slay into zombies that rise 1 round after they die, not 24 hours later as stated for wights in the MM.</p><p></p><p>Bone of the Betrayer</p><p>Wondrous item, unique (requires attunement by a barbarian)</p><p>This is a small, bone-bladed +1 dagger. It gives an unsettling feeling to anyone not of evil alignment who holds it. There is an old barbarian legend about a powerful warrior who betrayed his people and was cursed with this weapon to wander forever alone.</p><p>Radiates: Enchantment and necromancy magic.</p><p>Power: Your attacks with this weapon deal an extra 1d6 psychic damage.</p><p>Power: You may cast hold person on any creature you hit with this weapon in melee or ranged combat. You may use this power a number of times per day equal to your proficiency bonus.</p><p>Power: You always know this weapon's exact location and may cast clairvoyance on it a number of times per day equal to your proficiency bonus.</p><p>Curse. If you die while attuned to this weapon, your spirit hops into the body of a random humanoid that has just died and whose body is intact within a 100 mile radius. You return to life at 1 hit point. You retain your memories, including Intelligence, Wisdom, and Charisma, as well as your class, level, hit points, and alignment. Your Strength, Dexterity, and Constitution are those of your new body which may be a different race, tribe, clan, gender, age, or size than you are used to. You have no access to the memories of the new body your spirit now inhabits.</p><p>If you don't like your new body, you can make a DC 17 Wisdom saving throw. If you fail, you remain trapped in your new body. If you succeed, you can switch to a different body that you hope will be more compatible. However, you have no way of knowing if it will be, and you will be stuck in it with no way back if you do decide to body hop. The only thing you will know in advance is that it is one or more steps closer to your old body in some way, whether age, race, tribe/clan, gender, size, or one or more ability scores.</p><p>Note: Regardless of which body you end up in, you remain attuned to the weapon. No one else may attune to it unless remove curse is cast on it. Doing so breaks your attunement and turns you into a ghost (MM) unless you are already safely living in a new body.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8949462, member: 2209"] [URL=https://www.drivethrurpg.com/product/376281/250-Best-Magic-Items-for-Barbarians-Druids-and-Rangers?affiliate_id=17596]250 Best Magic Items for Barbarians, Druids, and Rangers[/URL] 5e [b]Undead, Undead Creature:[/b] The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time. [b]Ghost:[/b] If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. Bone of the Betrayer magic item. [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. [b]Zombie:[/b] If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. Your life drain ability turns the humanoids you slay into zombies that rise 1 round after they die, not 24 hours later as stated for wights in the MM. Bone of the Betrayer Wondrous item, unique (requires attunement by a barbarian) This is a small, bone-bladed +1 dagger. It gives an unsettling feeling to anyone not of evil alignment who holds it. There is an old barbarian legend about a powerful warrior who betrayed his people and was cursed with this weapon to wander forever alone. Radiates: Enchantment and necromancy magic. Power: Your attacks with this weapon deal an extra 1d6 psychic damage. Power: You may cast hold person on any creature you hit with this weapon in melee or ranged combat. You may use this power a number of times per day equal to your proficiency bonus. Power: You always know this weapon's exact location and may cast clairvoyance on it a number of times per day equal to your proficiency bonus. Curse. If you die while attuned to this weapon, your spirit hops into the body of a random humanoid that has just died and whose body is intact within a 100 mile radius. You return to life at 1 hit point. You retain your memories, including Intelligence, Wisdom, and Charisma, as well as your class, level, hit points, and alignment. Your Strength, Dexterity, and Constitution are those of your new body which may be a different race, tribe, clan, gender, age, or size than you are used to. You have no access to the memories of the new body your spirit now inhabits. If you don't like your new body, you can make a DC 17 Wisdom saving throw. If you fail, you remain trapped in your new body. If you succeed, you can switch to a different body that you hope will be more compatible. However, you have no way of knowing if it will be, and you will be stuck in it with no way back if you do decide to body hop. The only thing you will know in advance is that it is one or more steps closer to your old body in some way, whether age, race, tribe/clan, gender, size, or one or more ability scores. Note: Regardless of which body you end up in, you remain attuned to the weapon. No one else may attune to it unless remove curse is cast on it. Doing so breaks your attunement and turns you into a ghost (MM) unless you are already safely living in a new body. [/QUOTE]
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