Weapon (any sword), legendary (requires attunement)
This sword has a red or green line through its sharp sides. You gain +1 bonus to attack rolls and damage rolls with this magic weapon.
Curse. Whenever you roll a 1-5 on its attack roll, a lingering curse inside it lashes out at you, dealing 4d10 force damage. You may make a DC 15 Charisma saving throw for half damage. If you spend a long rest with the blade, you may make a DC 20 Charisma check. On a failure, the curse deals 2d10 force damage to you and you lose the bonus to attack and damage rolls until your next long rest. On a success, you gain control over the curse until your next long rest.
While in control of the curse, the bonus to attack and damage rolls increases to 2, and the curse can't lash out at you.
The blade hold up to 10 charges. When you successfully attack with the blade, you may expend charges to cause the target to become affected by one of the following curses:
- Damage curse: This curse costs 1 charge dealing an extra 2d10 force damage to the target; they may make a DC 15 Charisma saving throw for half damage.
- Weakening curse: This curse costs 2 charges and the target must make a DC 15 Charisma saving throw. On a failure the target becomes poisoned, has -1 to attack and damage rolls, and has -2 AC for 1 hour. The target may repeat the saving throw each turn, ending the effects on a success, unless you spend a charge each turn to prevent them.
- Shrinking curse: This curse costs 3 charges and the target shrinks 1 size category. On each turn after that they grow half a category until they are back to normal size, unless you spend a charge to prevent them from doing so. While shrunk their weapons deal 1d4 less for each size category shrunk (1d2 for each half size), they gain +1 to AC for each size shrunk (not including halfs), have 1d6-1 hp less for each size shrunk (1d4-2 for each half size), and their armor items give 10% less AC then normal for each size shrunk (5% for halfs, includes shields and magic items). When it becomes your turn you may spend 1 charge to make them shrink another category (they can't go below diminutive).
- Spell burn curse: This curse costs 5 charges and the target must make a DC 15 Charisma saving throw. On a failure, the target becomes unable to cast spells, even through abilities, and cannot use spell like abilities (such as a monks ability 'fangs of the fire snake'). The target may repeat the saving throw at the end of each of their turns, ending the effect on a success. The spell burn effect is permanent until they complete the saving throw, get the effect removed by greater restoration, wish or similar spell, or get it removed by an allies ability, you, or a deity.
The cursed blade regains 1 charge every hour. If you expend the last charge, roll a 1d20. If you rolled a 15-19 you lose control of the curse. If you roll a 20, the curse dies, but it can be brought to back to life through any revival spell, or you can bring something of pure blight, or curse, near it.
The red version of the cursed blade releasing its curse.