Curse of Necropotence. Whenever a creature uses the Pouch to produce an object, it takes 1d8 Necrotic damage and its hit point maximum is reduced by that amount until it finishes a long rest. The creature only becomes aware of these effects once its hit point maximum has been reduced by 25 or more or it falls unconscious.

This rather ostentatious bag is worn at the hip. As a bonus action, a creature can reach into the bag and speak one of several command phrases to produce a glass vessel, which you can throw up to 30 feet as an action, shattering it on impact. The vessel's shape, contents, and effects depend on which command phrase was spoken. You cannot produce more than one of the same vessel at a time.

The vines will only disappear when targeted by a Greater Restoration spell or if a Wish spell undoes the staff's attunement. Remove Curse has no effect.

While the vines persist, you cannot be disarmed of the Staff; however, you cannot break attunement with it, nor can you drop it. You cannot let go of the staff with the hand you first touched it with, as it is holding onto you with unbreakable force.

Curse of Clinging Ivy. When you touch the Staff, magical ivy vines immediately grow from its shaft and wrap around your arm. You immediately become attuned to the Staff, breaking one of your previous attunements at random if you were already at maximum attunement.

When Shillelagh is cast on the Staff, you may add +4 to your damage rolls instead of your Strength modifier.

You have a +3 to all attack and damage rolls made with this weapon. In addition, you may use the staff to cast the following spells with a +8 attack bonus and a saving throw DC of 16:

This staff is coiled with green ivy vines and holds a bright, clear emerald on its top. When swung, it trails leaves that rapidly cycle from spring green to fall brown before vanishing.

These items are not those items. These items grant power far beyond what they should for their rarity; however, they exact a price upon the bearer. Perhaps they require blood. Perhaps they entrap the soul. Perhaps they bind you into a pact of service. Whatever they do, do not consider their use lightly. An inopportune curse can doom a party to ruin.

Some items function without complaint. Some grant you their effects without cost, and go quietly into the bag when their time is done. A sword with a magical edge. A ring that casts a spell. An arrowhead that flies farther and truer. Normal, boring, practical magic.

Sanguine Spetum

Weapon (special), very rare (requires attunement)

This polearm is constructed entirely of glass. Its head is a wickedly sharp triple prong, and its round pommel conceals an odd metal contraption with a frightening steel needle.

The Spetum is a 5 lb. melee weapon with the heavy, reach, and two-handed properties that deals Piercing damage. However, it shatters immediately if you try to attack with it.

To use the Spetum, you first must use your action to pierce yourself with the needle, drawing out a large volume of blood that fills the Spetum's hollow interior and renders it indestructible. While filled with blood, the Spetum will immediately and violently disarm itself from any creature holding it except the creature whose blood it contains.

When you do this, you must expend a hit die. The Spetum gains that die as its damage die, as well as a bonus to attack and damage rolls equal to half your Constitution modifier, rounded up. This lasts for 24 hours or until you drain the Spetum as an action.

Curse of the Rusted Syringe. When you expend a hit die to empower the Spetum, you take that die's maximum roll plus your Constitution modifier as Necrotic damage, and your hit point maximum is reduced by the same amount.

A long rest does not restore the lost hit points or hit die to you until after the 24 hours have passed. You may pierce yourself with the needle again to maintain the needle's effects on the Spetum and yourself. You take the Necrotic damage again, but do not suffer a further reduction to your hit point maximum.

Blade of the Sacrificial Goat

Weapon (any sword), Very Rare (requires attunement)

This sword is pretty obviously cursed. Its black blade glows a faint red, and the skull in its hilt glares ominously at you when you pick it up. Only a fool would attempt to wield this weapon for any length of time.

You have a +3 to all attack and damage rolls made with this weapon.

Curse of the Scapegoat. The Blade is burdened with centuries of history, being picked up and swiftly discarded by one adventuring party after the next due to the legendarily bad luck surrounding it.

You may tend to have unfortunate accidents, or run into hostile creatures more often. Perhaps townsfolk will tend to dislike you. Once per day, the DM may force you to roll at disadvantage on a skill check or saving throw that you would normally roll normally, or even at advantage. Whatever happens, it's probably the fault of that damn sword you keep carrying around.

No weapon shops will buy the Blade from you, and it is unfortunately indestructible. You may break attunement with it at any time, but your only recourse is to discard it and hope it never finds you again. Once you do this, the Blade will reject any future attempt by you to attune to it again.

Stone of Soulful Power

Wondrous item, legendary (requires attunement)

This pure black gemstone is shaped like a heart and contained in a spherical wire frame. On its top is a loop for a necklace to run through, and on its bottom is a needle reminiscent of a weaver's spindle.

While attuned and wearing this gem on a necklace or otherwise keeping it on your person, you have resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.

Curse of the Grieving Seed. Once you attune to this item, your soul ceases to reside in your body and instead resides in the Stone. If it is ever removed from your person, you fall catatonic, as per the Magic Jar spell. Your soul is helpless inside the Stone, though you can perceive the world around it normally. You can only return to your body if the Stone is brought back into contact with it.

If you die while attuned to the Stone, you return to life with half your hit point maximum after 1 hour if the Stone is still in contact with your body. When you return to life this way, the Stone gains a charge. If ten dawns pass without the Stone gaining another charge, it loses one charge.

When the Stone gains three charges, it immediately attempts to possess your body. You must succeed on a DC 20 Charisma saving throw or have your soul consumed. Your body transforms into a twisted mockery of your living self, retaining all your game statistics; however, it is now Undead and possesses a burning hatred of, and a desire to exterminate, all life.

If you succeed on the saving throw, you retain your personality; however, you now count as undead and lose one hit die every 24 hours if you do not kill a sentient being and consume its soul to sustain yourself. If you fall to 0 hit points or have the Stone removed from your body in this state, you die and cannot be resurrected.

You cannot willingly break attunement to the Stone unaided. You can only break attunement, retrieve your soul from the Stone, and return from your hideous undying state with the aid of a Greater Restoration or Wish spell.