Homebrew Items and Spells

Curse of Strahd Homebrew Items:

by UndeadKay

Wolf’s Bite Armor (+1 Armor of Vulnerability): +1 armor of DM’s choice that gives resistance to bludgeoning damage, gives advantage on fear saves on perception checks that involve sound and smell. However it makes one vulnerable to piercing damage. While cursed, you cannot voluntarily end your attunement to this item.

Deolchaire an Dúlra (Berserker Scythe): +1 scythe; This scythe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scythe, feel a need within 15 feet of you at all times at all times. Whenever a hostile creature does 20 or more damage to you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the nearest enemy to you with the scythe. If there are no enemies that you can get to, you will feel compelled to attack the closest companion. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you knock out your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Barovian Bag of Beans:



1 – 5

A small group of flowers bloom. A DC 12 Nature Check will reveal them to be nightshades.

6 – 10

1d6+6 Shriekers sprout. 

11 – 15

A young Quasit that cannot speak is birthed from the ground. It will attempt to latch onto the person who planted the bean as their new owner. If rejected, it will promptly bite them, and try to get another member of the party to care for them.

16 – 20

A gnarled, but healthy fig tree grows producing 1d4 figs. When someone eats a fig, they must make a DC 18 Constitution Saving Throw. On a successful save, the being may increase one of their two lowest ability scores by 1 attribute point. On a failed save, they instead take 8d6 force damage from an internal explosion. 

21 – 25

A smiling, disembodied mouth with jagged fangs appears, hovering 5 ft. off of the ground. The mouth cannot be harmed in any way. It opens its mouth to reveal an extradimensional space in which something(s) glisten in the distance. This could be a cache of valuable gems, a small pile of 4-8 Common/Uncommon magical items, or 1-2 Rare/Very Rare magical item(s). Placing a non-living object inside its mouth will cause the jaws to snap shut, breaking the object into pieces. If a creature places its hand inside of the mouth, They will need to make a DC 15 Dexterity Saving Throw or suffer 3d8 piercing damage and break a bone that can only be repaired with a healing spell.

26 – 30

5d4 mushrooms sprout. If anyone eats one, have them roll 1d10; on an even roll, the being gains 5d4 temporary hit points. On an odd roll, the being must make a DC 15 Constitution Saving Throw or take 5d4 poison damage and be poisoned for one hour.

31 – 35

A geyser springs forth, shooting out a fount of either berry juice, red wine, or blood, showering everything within 30 ft. of it for 2d12 rounds.

36 – 40

A small shrub grows. On this shrub, there is a nest holding a single, small green and white speckled egg. It slightly shifts as if getting ready to hatch soon, and if kept warm, will hatch a beenabber (Created by u/1D6Adventurers for /r/MonsteraDay) that will imprint on the first person it sees. 

41 – 45

A campfire with sickly green flames springs forth, burning for 24 hours unless extinguished. 

46 – 50

A sour apple tree grows. It has 1d10+20 apples of which 1d4 are rotten on the inside, 1d8 apples from the bunch act as a random potion, and 1d6 act as ingested poisons, all of which are left to DM choice. The tree will disappear after one hour, but any picked fruit will remain.

51 – 55

The ground spits out the bean which is now enclosed in a tiny scroll that reads, “Try again!” The player can plant it again and reroll.

56 – 60

An arm appears as if it were a plant. Its hand holds a silvered weapon of the DM's choice. 

61 – 65

A tombstone inscribed with the planter's name appears from the ground, immediately causing the player to faint for 2 hours unless woken up earlier. Upon waking, the grower has disadvantage on all fear saving throws for one week. 

66 – 70

A dead tree appears. From its branches, a single red pomegranate hangs from it. It is completely harmless. However, whoever eats the fruit, will hear a mysterious voice in their head, offering them a gift of power to aid them in their quest. The DM may offer the character 1 Dark Gift.

71 – 75

Stinking spores spew from the ground. There is a 50% chance it will be a Stinking Cloud and a 50% chance it will be a Gas Spore. It is a 15 DC Constitution Save for both. 

76 – 80

A single, blood-red flower grows. As the flower opens, a Blinsky toy sits in its center. As to what type is up to the DM's discretion. 

81 – 85

Muffled sobbing is heard from under the ground, but if and when someone tries digging in the ground to determine the source, they will find nothing.

86 – 90

A Skeletal Swarm claws their way from the ground and attacks the planter, and anyone accompanying them

91 – 95

A massive stone monolith with a magic mouth rises through the ground demanding a suitable offering from the planter. If the planter offers a monetary sacrifice, they receive 4 times the amount they gave. If they offer a magic item, the monolith gives a magical item one rarity level higher than what was given at DM discretion. If food is given, they receive a potion the DM chooses. An offering of a creature will cause the monolith to fall on the planter dealing 4d10 bludgeoning damage. If they refuse to make any offering, the monolith permanently drains 2 Ability Points from an attribute of the DM's choice. 

95 – 99

1-3 Shadow Horrors arise from the ground and attack any living being within 120 ft. of where the bean was planted. 


A giant beanstalk sprouts. At the top of the stalk awaits a Fog Giant smoking milkweed pods from a long wooden pipe. While not initially hostile, they are quick to anger and will not hesitate to attack if provoked. However, they will not descend the beanstalk, even if pursuing the party.


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