220
MINOR DETRIMENTAL PROPERTIES
d 1 00 Property
01-05 While attuned to the artifact, you have
disadvantage on saving throws against spells.
06-10 The first time you touch a gem or piece of jewelry
w hile attuned to this artifact, the value of the gem
or jewelry is reduced by half.
11-15 While attuned to the artifact, you are blinded when
you are more than 10 feet away from it.
16-20 While attuned to the artifact, you have
disadvantage on saving throws against poison.
21-30 While attuned to the artifact, you emit a sour
stench noticeable from up to 10 feet away.
31-35 While attuned to the artifact, all holy water within
10 feet of you is destroyed.
36-40 While attuned to the artifact, you are physically
ill and have disadvantage on any ability check or
saving throw that uses Strength or Constitution.
41-45 While attuned to the artifact, your weight increases
by 1d4 x 10 pounds.
46-50 While attuned to the artifact, your appearance
changes as the OM decides.
51-ss- While attuned to the artifact, you are deafened
when you are more than 10 feet away from it.
56-60 While attuned to the artifact, your weight drops by
1d4 x 5 pounds.
61-65 While attuned to the artifact, you can't smell.
66-70 While attuned to the artifact, non magical flames
are extinguished within 30 feet of you.
71-80 While you are attuned to the artifact, other
creatures can't take short or long rests while within
300 feet of you.
81-85 While attuned to the artifact, you deal 1 d6 necrotic
damage to any plant you touch that isn't a creature.
86-90 While you are attuned to the artifact, animals
within 30 feet of you are hostile toward you.
91-95 While attuned to the artifact, you must eat and
drink six times the normal amount each day.
96-00 While you are attuned to the artifact, your flaw is
amplified in a way determined by the OM.
CHAPTER 7 I TREASURE
MAJOR DETRIMENTAL PROPERTIES
d 1 00 Property
01-05 While you are attuned to the artifact, your body
rots over the course of four days, after which the
rotting stops. You lose your hair by the end of day
1, finger tips and toe tips by the end of day 2, lips
and nose by the end of day 3, and ears by the end
of day 4. A regenerate spell restores lost body parts
06-10 While you are attuned to the artifact, you
determine your alignment daily at daw n by rolling
a d6 t w ice. On the first roll, a 1- 2 indicates lawful,
3-4 neutral, and S-6 chaotic. On the second roll, a
1-2 indicates good, 3-4 neutral, and S-6 evil.
11-15 When you first attune to the artifact, it gives you a
quest determined by the OM. You must complete
this quest as if affected by the geas spell. Once you
complete the quest, you are no longer affected by
this property.
16-20 The artifact houses a bodiless life force that is
hostile toward you. Each time you use an action
to use one of the artifact's properties, there is a
50 percent chance that the life force tries to leave
the artifact and enter your body. If you fail a DC
20 Charisma saving throw, it succeeds, and you
become an N PC under the OM's control until th e
intruding life force is banished using magic such as
the dispel evil and good spell.
21-25 Creatures with a challenge rating ofO, as well as
plants that aren't creatures, drop to 0 hit points
when within 10 feet of the artifact.
26-30 The artifact imprisons a death slaad (see the
Monster Manual). Each time you use one ofthe
artifact's properties as an action, the slaad has
a 10 percent chance of escaping, whereupon it
appears within 15 feet of you and attacks you.
31-35 While you are attuned to the artifact, creatures of a
particular type other than humanoid (as chosen by
the OM) are always hostile toward you.
36-40 The artifact dilutes magic potions within 10 feet of
it, rendering them nonmagical.
41-45 The artifact erases magic scrolls w ithin 10 feet of
it, rendering them nonmagical.
46-50 Before using one of the artifact's properties as
an action, you must use a bonus action to draw
blood, either from yourself or from a willing or
incapacitated creature within your reach, using a
piercing or slashing melee weapon. The subject
takes 1 d4 damage of the appropriate type.
51-60 When you become attuned to the artifact, you
gain a form of long-term madness (see chapter 8 ,
"Running the Game").
61-65 You t a ke 4d10 p sychic damage when you become
attuned to the a rt ifact.
66-70 You take 8d10 psychic damage when you become
attuned to th e ar tifact.
71-75 Before you can become attuned to the artifact, you
must kill a creature of your alignment.