Wondrous Item
Legendary Doll of Misfortune
The Doll of Misfortune grants the following abilities to its wielder:
Curse Binding:
The Doll of Misfortune can bind a target using a piece of their body (hair, fingernail, or tooth). This ritual requires 1 minute to perform. Once the binding is complete, the doll is connected to the target, allowing the wielder to inflict pain and misfortune on them from any distance, even across planes of existence. The binding lasts for 24 hours or until the piece of the body is removed from the doll.
Inflict Pain:
As an action, the wielder can use the doll to inflict excruciating pain on the bound target. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 6d10 psychic damage and is incapacitated with pain for 1 minute. On a successful save, the target takes half damage and is not incapacitated. This ability can be used three times per long rest.
Misfortune Hex:
As a bonus action, the wielder can curse the bound target with bad luck. The target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls, saving throws, and ability checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This ability can be used twice per long rest.
Voodoo Puncture:
The wielder can use an action to stab the doll with a needle, causing sharp, localized pain to the target. The target must make a DC 18 Dexterity saving throw.
- On a failed save, the target takes 4d8 piercing damage and has disadvantage on their next attack roll or ability check.
- On a successful save, the target takes half damage and suffers no additional effect.
This ability can be used a number of times equal to the wielder’s proficiency bonus, with all uses refreshing after a long rest.
Remote Scrying:
While the target is bound to the doll, the wielder can cast scrying on the target without expending a spell slot or using any material components. The target automatically fails the saving throw, allowing the wielder to observe the target through the doll. This ability can be used once per day.
Enhanced Properties (Post Attunement)
Once attuned, the Doll of Misfortune grants additional power to its wielder:
Master of Curses:
The wielder becomes immune to the effects of the curse condition, cannot be cursed by magic items, and gains advantage on saving throws against spells or effects that impose the frightened or charmed conditions.
Malevolent Control:
The number of times the wielder can use Inflict Pain and Misfortune Hex increases by 1 each per long rest.
Eyes of the Doll:
While the bound target is within 300 feet, the wielder can see and hear through the doll as if they were standing in the target's location. While using this feature, the wielder is blinded and deafened to their surroundings.
Sympathetic Wounds:
While the target is bound to the doll, the wielder can choose to transfer a portion of the damage they take to the target. Once per turn, when the wielder takes damage, they may use their reaction to have the target take half the damage in their place. This feature can be used up to three times per long rest.
Aura of Malediction:
Hostile creatures within 20 feet of the wielder have disadvantage on saving throws against curses, hexes, and enchantment spells.
Special Ability - Hex of Absolute Misfortune
Once per month, the wielder may invoke the full power of the Doll of Misfortune to cast the Hex of Absolute Misfortune on the bound target.
The target must make a DC 22 Wisdom saving throw.
On a failed save, they are cursed with extreme misfortune for 1 hour.
While cursed, the target suffers the following effects:
- They have disadvantage on all attack rolls, saving throws, and ability checks.
- Any attack roll made against them scores a critical hit on a roll of 18-20.
- This curse cannot be removed by remove curse, greater restoration, or similar magic. Only a wish spell or divine intervention can end the curse prematurely.
After using this ability, the wielder suffers three levels of exhaustion as the doll drains their life force to fuel the curse.
Curses
Backlash of Misfortune:
If the wielder fails to perform the binding ritual correctly or the binding is broken by the target (via remove curse, divine intervention, or similar magic), the doll's curse backlashes onto the wielder. The wielder must make a DC 20 Charisma saving throw. On a failed save, the wielder takes 6d10 psychic damage and is cursed with Misfortune, suffering disadvantage on all saving throws for 24 hours.
Whispers of Suffering:
The doll constantly whispers to the wielder, filling their mind with malicious thoughts and curses. Each dawn, the wielder must make a DC 18 Wisdom saving throw. On a failed save, the whispers influence the wielder's behavior, causing them to act maliciously or vengefully throughout the day. If the wielder fails this saving throw three consecutive times, they become cursed with Paranoia, which causes them to distrust everyone around them and suffer disadvantage on all Charisma-based checks until a remove curse spell is cast.
Mark of the Cursed:
Using the Doll of Misfortune brands the wielder as a curse-bringer. Cursed creatures and entities are drawn to the wielder, increasing the likelihood of hostile encounters with cursed beings or those seeking vengeance. Additionally, creatures with a natural resistance or immunity to curses have advantage on saving throws against any abilities used through the doll.
The Doll of Misfortune is a small, humanoid-shaped doll made of tightly bound straw, with black buttons for eyes and arcane runes etched into its straw body. The doll emanates an aura of dread, and anyone who comes near it can feel the weight of its dark magic. To use its power, a piece of the target’s body—such as a hair, fingernail, or tooth—must be inserted into the doll, binding the target to it. The doll is often carried by powerful witches, warlocks, and hex-casters who serve Xilmera, the Goddess of Curses, Malice, and Despair. The power of the doll is as insidious as it is absolute, capable of striking from across the planes with unparalleled precision.