TEXT: The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  1
  Traveler's Curse
  This is the Traveler's Curse, once cast on traveling merchants who swindled a 
  gypsy woman named Madame Josova.  The first people affected by this curse 
  were two brothers by the names of Bran and Taran Middleton.  They traveled for 
  months unable to get a good night's rest at many of the fine inns or other resting 
  places of the cities they visited.  They had an unfortunate mishap one night when 
  the only place to stay aside from the inn would be in their wagon on the outskirts 
  of town.  A group of bandits happened to prey upon any such unprotected 
  caravans in this town.  
  The adventurer is unable to enter ANY Tavern or Inn.So while the characters 
  all get to stay at an Inn or get their drink on, this character must sleep 
  somewhere else like a barn or in their tent
  Only removed by Remove 
  Curse spell
  Aurican's Lair
  2
  What the Deuce
  A dimension hopping evil baby used a energy siphon to leech off the least of your 
  luck.
  You now get a crit fail on a 1 or 2
  Removed once you have a 
  remove curse spell or have 
  rolled 2 nat20s, whichever 
  comes first.
  C. Yeshe
  3
  Curse of the 
  Ethereal Bound
  Medino, a great wizard mastering the skills of Teleportation, was the first person 
  known to be subjected to this curse, when he tried to Teleport his way to safety 
  out of the sacred monument and temple of Tymora, the Trove, without the 
  guardian Empyrian's blessing. 
  The adventurer is constantly affected by the Blink spell, no Concentration 
  required, and makes a lasting conversation or vehicled/mounted travel close to 
  impossible.
  Only removed by Remove 
  Curse spell or being 
  affected of another 
  Teleporting spell travelling 
  to another Plane of 
  Existence
  Thorowal III
  4
  Curse of the 
  Everlasting 
  Jackal
  It is believed the Jackal was once a revered creature. Meaning believing that god's 
  likeness was that of the jackal. Therefore this curse used to be considered a 
  blessing to those who fell under its power.
  The cursed makes involuntary howling sounds based on an interval of 1-5 
  minutes (at DM discretion). If the curse isn't removed, the player slowly turns 
  from just howling to an actual Jackal 
  Only removed by Remove 
  Curse spell
  Aranas Latrain
  5
  Limb-0
  Traveling through Limbo a sentient creature accidentally absorbed some chaos 
  magic and now their limbs are in constant flux.
  every 1d4+1 days roll a d20. On a 1 roll again twice. 2-5 grow an "arm" (at the 
  DMs discretion it is a crab arm, a tentacle, etc. upto a maximum of 4 arms). On 
  a 6-9 grow a single wing (bird, bat, insect,etc). On a 10-13 Lose a limb of the 
  player's choice. 14-17 grow a tail (scorpion, lizard, monkey, fish, etc.), 18 or 19 
  grow extra sensory organs (allowing the player to earn tremorsense, devil sight, 
  etc at the DMs discretion), curing the curse on a nat 20
  Removed once you have a 
  remove curse spell or have 
  rolled a nat 20, whichever 
  comes first.
  C. Yeshe
  6
  Goldilocks
  A fighter with a formidable collection of weapons bullied his party into looting the 
  remains of a forgotten dwarven shrine to Tempus. Restoring the shrine would 
  have been quick and easy, but she felt only greed.
  Whenever your target's modified AC exceeds your modified attack roll by 5 or 
  more, you can no longer hold the weapon that missed in the hand that you 
  used. For magical weapons you can negate the effect by making an INT save 
  of DC (12 + the number of weapons you can still use in any hand). For two-
  handed weapons, you first get disadvantage when attacking with it, and if the 
  curse is invoked again, you cannot use it, both stages can be saved against if 
  it's magical. To be able to use a weapon again, make a religion check with 
  disadvantage during a long rest, or instead of a short rest. Pick a die with sides 
  equal to or fewer than the result of your check. Roll it to determine how many 
  weapons you can "forgive". Magical weapons cost double.
  Clarification: Identical consumables like darts or throwing axes are considered 
  one weapon by the curse.
  When you make the religion 
  check to regain use of 
  weapons, if you cannot 
  currently use any of the 
  weapons you carry, take the 
  result of your religion check 
  against DC (25 - the number 
  of weapons affected by the 
  curse). Making the check 
  breaks the curse. 
  Alternatively seek favor 
  from Tempus.
  /u/btfx
  7
  The Curse of 
  the 7 Sins
  There was once a being who sought to separate itself from its Sins using the 
  power of a Philosopher's Stone of its own design- but it destroyed itself in the 
  process. The remnants of that stone contain twisted magic that no longer works as 
  intended; contact with one of these shards will resonate with one dimension of a 
  person's personality and overwhelm all other aspects. Some may be able to return 
  from such a fate- others may find they no longer care.  
  Roll a d8 to determine which cursed Sin takes hold; 1 is Lust, 2 is Gluttony, 3 is 
  Greed, 4 is Sloth, 5 is Wrath, 6 is Envy, and 7 is Pride. Exhibition of this 
  particular Sin then supersedes other Personality Traits, Ideals, Bonds, and 
  Flaws. On a roll of 8; the character is consumed by a desire for personal Virtue 
  and will resist exhibiting any of the 7 Sins- they will also have a tendency to 
  actively chastise those who do.
  Only removed by Remove 
  Curse spell
  Ominymity
  8
  The Wooden 
  Coin
  The wooden coin is cursed by a powerful archfey who gets his kick from watching 
  mortals suffer. He usually disguises himself as a travelling salesman and gives the 
  wooden coin as a gift to those who buy goods from his caravan.
  While holding the coin, the player has disadvantage on all charisma checks.  
  Also, each day, the number of coins in the person's possessions doubles.  The 
  wooden trinket only weighs ..25 lbs., but players will soon find that their pockets 
  are overflowing with the coins.  Any attempt to discards or destroy the coins is 
  futile.
  The curse placed on the 
  coin can only be removed 
  by a wish spell or seeking 
  out the salesman who sold 
  the player the coin and 
  forcing them to reverse the 
  curse
  Anonymous
  9
  Curse of Hom-
  O-Nymphs
  Nymphs, while not necessarily of cruel or wicked nature, are very alluring, such 
  that one may become rather lost in their gaze towards them. As a result, the gazer 
  may begin to act in rather odd stupors, slurring their words, saying the wrong 
  things, and hearing the wrong things. As a means of punishing others for their 
  brash actions and poor word choices in the name of love, they developed this 
  curse.
  Whenever a character does an action that could be misinterpreted as another 
  action, at any time if applicable, roll a wisdom check to make sure you 
  understood your own command to yourself; otherwise do an action that sounds 
  the same. I.E. : Upon trying to lie someone, you might instead "Lie" on the floor, 
  when a bright light flashes and your eyes blink fast, you might instead 
  accidentally cast the spell "Blink", or if you're trying to break something, instead 
  have it come to halt by "braking" it, or maybe instead of knocking and "rapping" 
  on a door, you begin rapping and spouting some sick rhymes.
  Remove curse spell or 
  taking a vow celibacy; if the 
  vow of celibacy is broken, 
  instead a wish spell is 
  necessary to remove it and 
  the curse returns.
  Reddit User Stomo
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  10
  Curse of the 
  Pixie Pox
  Many moons ago a pixie mage was thrown into a chamber pot and carried around 
  for a month by a rotten rogue.  Upon release she cursed him to have ever 
  changing coloring on his body.  He once wound up neon green with pink and 
  purple stripes with dayglow yellow polka dots
  Every morning make a CON saving throw, Failing DC5 makes your skin and 
  hair try to disadvantage you in social situations and combat. Passing DC19 
  makes it appear normal, and camouflaged during stealth and combat 
  encounters. Passing DC21 gives you fine control of your colors with the same 
  speed as applying body paint (e.g. you make an intricate tattoo appear on your 
  arm, then you slowly shift it onto your back). Rolling CON 5 through 18 makes 
  absurd color patterns appear on your skin, always changing very very slowly.
  Might be cured by fey 
  spellcasters. Stops after 
  two months. One if your 
  actions are constrained to 
  CG alignment. Half if you 
  mix harmless mischief and 
  fun into each day.
  Effect and duration by 
  /u/btfx
  11
  Boa Up
  A powerful dryad got annoyed with the humans in the village around him asking 
  "do you even lift bro" and decided to make a curse that turned their left arms into 
  Boa constrictors 
  Every day a player rolls a D20 if the number is odd and less than 15 the players 
  left arm is turned into a snake. The player then rolls a constitution check to see 
  if they can control the snake for the day. If this fails the snake will attack people 
  at random at the DM's discretion 
  24 hours
  Redditor Seventyfour17
  12
  Song of the 
  Damned
  A twisted mage found much enjoyment in other's suffering. He would spend his 
  time silently creating spell after spell, each one made to inflict pain. One day, his 
  lair was particularly filled with corpses, so an idea was created. He captured a 
  traveller and cursed him with his latest torture experiment. Then he moved on to 
  the next victim, the the next, then the next... All to hear the songs of the dead. 
  After so many experiments, he became curious of their whispers, and he inflicted 
  his own curse upon himself. However their screams were too maddening, and he 
  lost himself to insanity.
  The player will hear the voices of the dead, ranging from soft whispers to 
  violent screaming. The more corpses in the vicinity, the louder the voices. In 
  areas with 5 or more dead creatures, including undead, they player is unable to 
  concentrate. In areas with 10 or more dead creatures, the player must make a 
  Wisdom saving throw each minute. On a failed save, the player takes 2d4 
  Psychic damage. In areas with 20 or more dead creatures, the player can only 
  hear the screams of the dead and must make a Wisdom saving throw each 
  round instead. On a failed save, the player takes 2d8 Psychic damage, or half 
  as much on a Successful one.
  8 hours away from any dead 
  bodies. This can also be 
  removed using Remove 
  Curse
  Sketter
  13
  TriskadekaBOO
  M!
  An evil hag-witch hired a gnome to do simple repairs around her hovel. She 
  became increasingly angered at his attempts to "improve" things by adding 
  strange tinkered effects to common household items. She cursed the gnome such 
  that his tinkering would backfire on him.
  Any attempt to use a crafting skill that results in a natural 13 on the die roll 
  automatically fails, with the crafted item exploding for 1d4 force damage per 
  level of the cursed person. 
  Until the cursed person 
  cleans an entire house 
  without the use of magic or 
  crafting skills, or until 
  removed by spell.
  Holfax
  14
  Enigmatic Hinge 
  A ancient dwarven mage, exiled from his homeland experimented and grew 
  powerful, but always felt upon himself the limits of his own humanoid being. In an 
  attempt to amend this he made a deal with and eldritch being, who upon hearing 
  his request for the ability to learn and understand aspects of the world that 
  perplexed even the greatest mind, allowed him to do so at a cost.
  Any attempt to open a door, chest, or similar device is impossible, unless the 
  player succeeds a dc 15 intelligence saving throw. on a failure the player is 
  completely perplexed by the mechanics of the door/chest
  Can be removed by 
  "Remove Curse" spell.
  Cogliostro
  15
  Addiction 
  Addiction
  A wizard was spending too much time on various vices such as drugs, alcohol, 
  and gambling. The wizard used a wish spell to ask for a significant other whom 
  had an appreciation of vices. As the wizard travels the curse spreads to those he 
  encounters, and from that day forth all of his peers would share in his habits.
  Every 12 in game hours you gain a level of exhaustion if you fail to participate 
  in some form of vice
  Is removed when physically 
  greater than 1 mile of the 
  wizard who cast the wish.
  Cooly_air
  16
  Chungus
  Chungus.
  Your name becomes chungus. No one else, including you, remember your old 
  name or that you ever had another one at all. You don't, and never will, have 
  any desire to change it.
  Permanent.
  I'm not affiliating myself 
  with this
  17
  Again 
  Seventeen
  A wizard with an unsuccessful life regretted his broken marriage, his loser job, and 
  ungrateful kids. He created this spell to try and restart and fix his life, but 
  accidentally destroyed it in the process
  The creature becomes the equivalent of their human 17 year old self, much like 
  in the movie 17 Again featuring Zac Efron
  Can be removed by 
  performing "Good Deeds" 
  up to the DM's discretion, or 
  fixing a life problem that the 
  creature or someone close 
  to the creature has.
  8uny
  18
  Maddening 
  Conscience
  A god embarrassed by the cruelty caused by an evil king laid curse upon the 
  monarch. Far beyond forcing the king to listen to his conscience, the curse 
  magnifies the burdens of his choices, making even trivially tasks suspect. This 
  drove him to brief bouts of madness whenever he focus on the consequences of 
  his actions. Yet despite knowing this, he was forced to revisit their impact over and 
  over, 3 or 4 times a day.
  Upon being cursed, the target must make a wisdom saving throw against a DC 
  of 13. Failure afflicts them with Short-Term madness. A timer then starts, with a 
  duration of four hours. If they kill someone, the timer reaches 0, or the player 
  chooses to confront his conscience, they must make the saving throw and the 
  timer is reset back to four hours. The timer pauses during long rests.
  Removed by a Greater 
  Restoration
  AJOKitty
  19
  Explosive Curse 
  of Grafting
  Originally triggered by early magic weavers trying to harness the powers of nature. 
  It now occurs on arcane spell failure, especially so when on feywild ground. It is 
  also a relatively common curse for sentient Fey to place on items they believe 
  magic users would try to steal.  
  The targets off-arm erupts in an explosion of green magical energy. Growing 
  from the stump is a small plant whose roots are sealing the wound. The player 
  takes the same penalties as a one-armed player. If left more than a day the 
  plant will slowly start to grow into an arm length branch (over the course of a 
  week). This process is sped up by exposure to water and light, but only if from 
  arcane sources. Once fully grown the branch will grow 1d3 berries per long rest 
  which heal 2HP each. 
  Can be removed by 
  "Remove Curse" spell.
  CleanChemist
  20
  Curse of 
  Fortune
  Occasionally unknown malevolent forces outside the comprehension of mortals 
  are pointed towards great accomplishments. Fearful of their unrelenting boasting 
  and positivity, they rightfully intervene to take them down a peg. That will show 
  them!  
  Whenever the afflicted player rolls a 20 on a d20, they take 1d8 psychic 
  damage. 
  Can be removed by 
  "Remove Curse" spell.
  Petty GOO
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  21
  Need a drink?
  There was once a Dwarf who boasted he could never get drunk...
  Any fluid consumed by the creature has a chance to intoxicate it. Roll a d20. 
  On a 1, the drink, no matter what it is, intoxicates the creature. On a 20, the 
  drink, no matter what it is, does not leave the creature intoxicated. The creature 
  gets disadvantage against any poison consumed this way on a 1, and 
  advantage on a 20.
  Can be removed by 
  "Remove Curse" spell.
  OxKing
  22
  Algebra
  One powerful witch was also an avid mathematician.
  Any spell you cast targeting anything else targets you as well, and vice versa.
  (The square of the player's 
  current age divided by 7) 
  hours
  23
  Curse of the 
  Nameless
  A wizard heard someone ridicule him for his name one too many times
  Whenever the afflicted player hears his own name, he is struck by the "Magic 
  Missile" spell
  Can be removed by 
  "Remove Curse" spell.
  24
  Borruks 
  Plaugue
  The Demon Lord Borruk created this plague with fake souls he had taken from 
  what he thought was a devil 
  If someone directly touches one of the daggers Borruk scattered across the 
  world, they will be infected by Borruks Plague. While infected, a player must roll 
  a d20 and that many imps will show up at anytime during the day and annoy 
  the player. This includes giving away the player's position, attempting to trip the 
  player, interrupting the players rest, or stealing a something small off the 
  player. This is ultimately up to the DM, however the Imps base DC for stealing, 
  tripping, etc. is 10. For every extra imp attempting to do a single task, the DC 
  goes up by one. The Imps have hp of 12 and an AC of 18. They are fast, and 
  can appear randomly throughout the day. Their sneak against a player's 
  Passive Perception has a bonus of +8.  
  This curse can be removed 
  by either a remove curse 
  spell, or killing a total of 100 
  imps.
  /u/BadgerwithaPickaxe
  25
  You 
  Subscribed!
  A short tempered wizard put a fairy in a box because the fairy was annoying him. 
  You accidentally let the fairy out of the box.
  The fairy will randomly show up and tell the PC everything that happened 
  immediately before the fairy shows up. Events are triggered by one of the 
  players receiving a phone call, text message, or other interruption outside the 
  gaming session. Whoever received the interruption is the voice of the fairy.
  Every time the fairy shows 
  up roll a d20. Only rolling a 
  20 can put the fairy back in 
  the box, or other container. 
  Anyone within arms reach 
  of the cursed PC can also 
  roll for capture. If the 
  container is reopened 
  whoever opens it receives 
  the curse.
  /u/VictorCrowne
  26
  No business 
  like show 
  business
  A haughty courtesan with a flair for dramatic revenge made a blood oath to 
  something in the dark
  Every time the cursed has a conversation with someone of the opposite sex 
  that they have not met before they begin to undress until all clothing is 
  removed. 1 major article of clothing per round unless a wisdom check is made 
  (DC4). The cursed will feel compelled to continue the conversation and cannot 
  end it unless they make a charisma check with a DC of the conversants 
  charisma. Only 1 charisma check is permitted.
  Until save or conversation 
  ends.
  /u/cejmp
  27
  Camelot 
  Coconut
  A legendary king from a far away land, gathered knights to his cause to seek the 
  holy grail. However through a tragic accident, he was left unable to ride horses.
  When travelling, a spectral servant follows you clapping two halves of a 
  coconut together to imitate the noise of a horse
  Remove Curse
  Chris
  28
  The Curse of 
  the 
  Werepenguin
  A group of kids living in the far south started getting bullied in school. They ran 
  away in anger and got bitten by a Werepenguin. When the full moon came around 
  next, they were at a school dance and brutally murdered the people that bullied 
  them. The blood spilled on this artifact.
  While holding or using this object, every so often the cursed will hear the 
  menacing slapping of wet flippers against the ground following them. If they 
  turn around no one is there. Sometimes when they look in the mirror or in a 
  puddle they will catch a glance of a penguin standing behind them and then 
  vanish when they blink, as if it was never there. Penguins are a common 
  occurrence in their nightmares. If the owner goes too long without addressing 
  this they will be attacked Freddy Kreuger style by an evil dream and reality 
  bending penguin.
  Killing the evil penguin or 
  seeking out a Werepenguin: 
  once coming upon the 
  Werepenguin, the cursed 
  must apologize for the 
  deeds of the bullies and 
  bow in front of the penguin, 
  squawking like penguins 
  do.
  Ewery1
  29
  Curse of the 
  Furries
  Furries exist as an ancient cult in this universe, and they're really into spellcasting.
  You become unhealthily obsessed with the concept of anthropomorphic 
  animals. This includes Tabaxi, Lizardfolk, Kobolds, Yuan-Ti, or Dragonborn, so 
  when you are in the presence of any of those, or any other such humanoid 
  animal, you automatically act obsessively and become infatuated with them. 
  You have a -12 and disadvantage to interact with any such humanoid animal, 
  and your obsessive nature makes them instantly wary of you and your party. 
  You must interact with one such humanoid animal whenever you see one, 
  rolling with the mentioned disadvantages.
  Remove curse
  Anonymous
  30
  Seven fingered
  An inventor tried to get his hands more flexible, but the modification did not go as 
  planned.
  Two thumbs sprout from a random place on your hand. This could be out of the 
  palm, between two other fingers, etc. These thumbs move when your other 
  thumb moves, and until you get the curse removed, you have -2 to your 
  dexterity.
  Remove curse or two 
  successful DC 15 medicine 
  checks in a row. If either of 
  these medicine checks are 
  failed, the effect is now 
  permanent.
  Ryast
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  31
  Self-Awareness
  Not even the casters of this curse could know this...
  You are aware that you're in a game of Dungeons and Dragons. As such, you 
  know all your actions and thoughts are controlled by someone else, and that 
  you don't actually exist. This makes you completely unmotivated to react to 
  anything, merely doing whatever your player decides with no emotion or 
  thought. You cannot communicate this to others. 
  Remove Curse or by 
  forgetting it somehow.
  Anonymous
  32
  Food of the 
  Damned
  Two bakers had a rivalry. Too bad one of them was a spellcaster.
  All food you eat automatically tastes terrible to you. If you are determined to 
  eat, you must make a DC 15 constitution check for each food item you eat.
  Eating five whole loaves of 
  bread in one sitting, making 
  constitution saves for each 
  loaf.
  Anonymous
  33
  Special Diet
  There's this really nasty devil who wants you to have an eating disorder.
  All consumables are now confused with mundane non-edible items in proximity 
  to that consumable. If an item is similar in size and shape to the consumable, 
  roll a d6 and 1-3 means you picked the wrong thing to try and eat. If it is not 
  similar, only rolling a 1 on the d6 means you picked wrong. If another PC or an 
  NPC makes it very clear what is and what isn't food, you can skip the d6 roll.
  Remove curse, or 
  successfully convincing the 
  devil to undo it.
  /u/VictorCrowne
  34
  Rule 34
  Nobody knows who enchanted the tome of contortions, but any young fool who 
  spent too much time looking at it for the wrong reasons would sprout hair on their 
  palms and some would go blind. Legend says that an artificer stole the tome from 
  a library, and would experience occasional blindness. He foolishly continued 
  working despite the danger, and during an enchanting procedure the curse was 
  uncoupled from the tome.
  Every morning make a DC10 CON save against growing hair on your palms. 
  On a critical fail, you are blind for the day as well. Because of hairy palms some 
  CHA checks and actions requiring a grip will get disadvantage, DM decides.
  The curse transfers to 
  another PC or NPC that is 
  within 30ft and acts 
  significantly less mature 
  than the accursed when 
  erotic subjects are 
  mentioned.
  /u/btfx
  35
  Sakurai's Trip
  A long time ago, there lived a brilliant wizard named Sakurai who had an affinity 
  for pranks. He spent a lot of his life creating brilliant spells and beautiful illusions. 
  This caused him to amass a following of amatuer wizards and fascinated 
  commoners. After he attracted a sufficient amount of followers he called them all 
  to the same place to bear witness to what he described as his greatest spell yet. 
  Whenever all of his followers arrived he performed a simple spell that caused all of 
  his followers to develop a curse that caused them to randomly trip. They knew not 
  when it would strike or how long it would last. A week later one of his followers, 
  after feeling extremely betrayed by his hero, murdered Sakurai. After Sakurai died 
  the curse lifted, however there are rumors that somewhere a source of his curse 
  remains.
  Anytime the cursed player makes any sort of check or save based on dexterity 
  (excluding attack rolls that are based on dex) the DM must also roll a d20. On 
  rolls of 5 or lower the check automatically fails and the player trips causing 
  them to go prone.
  Lasts a week or remove 
  curse
  /u/sabely124
  36
  Curse of the 
  Flat Man
  Borne from the hate of many average people. Many a wish for flawless envied 
  heroes to be average too. This wish came true.
  All rolls, checks, and saving throws you make no longer have bonuses of any 
  sort. The number on the die is the roll.
  Remove Curse or 24 Hours
  Anonymous
  37
  Mikrothropy
  The first creature to be cursed by this was not humanoid, but rather a small bear. 
  A pixie who had just been wounded by the bear cursed their own flesh, and when 
  the bear ate the pixie, it became afflicted by micro thropy, a condition that 
  downsized the target at night.
  A creature with micro thropy shrinks to tiny size at night if it is small or larger, 
  and if the creature is already tiny or smaller, shrinks to one size class less than 
  normal. A creature that shrinks will lose 2 strength and gain 2 dexterity for 
  every size they decrease (minimum of 1 and maximum of 20). They will not be 
  able to wield weapons more than two size classes bigger than them, and if a 
  weapon is one or two sizes larger than them, they can only wield light weapon 
  and they do not benefit from weapon properties. Anything on their person will 
  be downsized as well, and weapons will deal 1d4 less damage (to a minimum 
  of 1 damage) for every size they go down by. Tiny or smaller creatures have +4 
  to stealth checks.
  Can only be removed by 
  remove curse.
  Ryast
  38
  Curse of 
  Tongues
  Originally a spell for regenerating lost body parts, Cygnuth the Thpellthlinger 
  discovered the same pattern could be put to other uses...and uncovered a useful 
  method for evening the odds in combat.
  A creature's tongue rapidly grows 1d4 feet in length. Spells with verbal 
  components which require an attack roll have disadvantage, and enemies have 
  advantage on saves against spells with verbal components. You have 
  disadvantage on Charisma checks which involve speaking.
  Unlimited duration. Not 
  technically a curse, the 
  Remove Curse spell has no 
  effect. The affliction can be 
  ended by severing the extra 
  length of tongue, and 
  treating the resulting 
  wound.
  Tetsugene
  39
  Drunken Man's 
  Curse
  A curse cast by bartenders to teach angry drunkards a lesson.
  You become wildly drunk and cannot stop being drunk until the spell is over. In 
  battles and social situations, this gives disadvantage to all checks, and on 
  failed checks you do something drunkenly stupid.
  Kissing another drunken 
  person of the same gender 
  cures the curse.
  Anonymous
  40
  Curse of 
  Extremes
  Originally cast by a thrillseeker for her own use, others caught on and started 
  using it as a curse.
  Whenever you would roll any die, flip a coin. If heads, you get the maximum 
  number possible on that die for your roll. If tails, you get the minimum number 
  possible on that die for your roll.
  Remove Curse or by slaying 
  a dragon on your own
  u/bananasquid
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  41
  Curse of Mirror 
  Image
  Who would want a twin like this?
  A mirror image of you appears and you feel inclined to violently attack it, and it 
  does the same towards you. Any damage taken by either of you hurts you both.
  If one is knocked out before 
  the other, the spell ends 
  and your consciousness 
  regains in the surviving 
  one.
  u/bananasquid
  42
  Discovery of 
  Meaning
  An all-knowing oracle was sick of travelers visiting him only for the meaning of life, 
  so he cursed all who came and asked with this curse.
  You know the meaning of your own life and the life of everyone you see, but 
  cannot tell them, although the want to tell increases the more you are unable 
  to, making it difficult to focus on tasks at hand.
  Removed by a spell
  Anonymous
  43
  Curse of 
  inexperience
  A rival to the most skilled craftsman in the land forced him to forget his talent.
  You temporarily lose two levels. Anything you had because of those levels is 
  gone. You can not drop below level 1. You also have no proficiency bonus.
  2 hours
  Ryast
  44
  Prisoner's 
  Curse
  Used by magical felons to help themselves escape from law enforcement.
  You become indistinguishable in every way from a wanted criminal in whatever 
  region you are in. If you leave the area in which that criminal is wanted, you 
  become indistinguishable from a different criminal wanted there, etc.
  Doing a good deed for 
  someone in need.
  Anonymous
  45
  Devil's Stench
  Originally a curse used on ancient territory borders to keep away wild creatures, it 
  is usable on people, too.
  You have a repulsive stench about you for the curse's duration. You have 
  disadvantage and -5 to all charisma checks. You also gain distrust and bad 
  influences with townsfolk and such, making them wary of you. In some cases, 
  inns and bars will refuse to serve you.
  Remove Curse
  Anonymous
  46
  Curse of Hatred
  A old orc witch was disgusted over outsiders, so much so that she set out a curse 
  to any outlander that crossed her path
  You gain a strong hatred to every race except your own, and will immediately 
  distrust them and refuse help, even if they are an ally.
  24 hours or by Remove 
  Curse
  Sketter
  47
  Curse of 
  Screaming Fruit
  When a little girl stole from an old man's orchard, the man was not the most 
  forgiving.
  Any fruit within a 20 foot radius will grow mouths and begin perpetually 
  screaming after 2 rounds. The fruit will scream for 1 minute straight, then 
  violently explode. If the fruit is as at least as large as an apple, it will deal 1d4 
  force damage when combusted.
  Until the player submerges 
  themselves in water for 1 
  round or by Remove Curse
  Sketter
  48
  Curse of 
  Frightful 
  Visions
  A lich cast this curse on an adventurer so that they would never sleep soundly for 
  the rest of their life, as they were killed by said adventurer.  "What you give to me, 
  I shall take from you."
  The afflicted player perceives anyone looking at them, or alone with them, 
  (maximum of one person) as having pitch black eyes (whole eye), and pale 
  white skin.  The afflicted player also perceives that person's voice as the lich's 
  voice (or very much lower in pitch, like satan).  If the person that is the subject 
  of the curse's induced hallucinations engages the afflicted in dialogue, 
  additional hallucinations occur.  The afflicted perceives their teeth and hair 
  falling out and turning to dust, and also their eyes bleeding.  10 minutes after 
  the subject of the hallucinations leaves the targets presence and line of sight, 
  the hallucinations can start again on another person.  The previous subject will 
  then appear as normal.  Even if the caster of this curse is dead, the curse 
  causes the afflicted to believe they are still out there, alive and seeking 
  vengeance, even if they are aware they are under the effects of a curse.
  Not sure, remove curse or 
  something similar.  (I would 
  think this curse would need 
  something higher than a 3rd 
  level spell to remove.)
  RenegadeJedi
  49
  Curse of the 
  Fashion Victim
  An old tailor's curse.
  Your clothes change shape in color to become nauseatingly bright and 
  unattractive. This happens to any clothes you wear until the curse is removed. 
  The clothes cause general discomfort, and many bars and inns will refuse to 
  serve you out of secondhand shame.
  Remove Curse or by taking 
  off afflicted clothes and 
  bathing them in Dragon's 
  blood
  Anonymous
  50
  Curse of the 
  Dark Star
  The Curse of the Dark Star has a mysterious origin, but is believed to have origins 
  in the Chaotic portion of Limbo. A powerful Slaad attempted to rip a hole in the 
  very fabric of the plane and was struck down, a mark upon its brow as a 
  remembrance of the folly. Now this Slaad spreads the curse along with its Slaad 
  infection. To remove it they must speak with an Angeosphynx and beg them to 
  remove it or task them with a penance of some kind.
  In the middle of the forehead appears a dark tattoo-like mark of a single star. 
  During the night the PC will draw the attention of nearby animals, monsters, 
  especially Slaads, and they will attempt to harm the PC and is speckled with a 
  radiant glow, they go blind - and now have Tremorsense. The hands of the PC 
  become lizard like claws, and their mouths fill with white jagged fangs. During 
  the night the Star symbol also glows the dark. Any creature hit with a claw or 
  bite attack must make a CON Save or be infected with a Slaad Tadpole 
  (Monster Manual has details on that). During the day though, the person is 
  quite normal except for the symbol of the Dark Star - Mechanus and his 
  followers protect order - and if one or more Slaad Tadpoles live, then he will 
  send his Modron Minions after them. Exactly a year after the initial day of 
  cursing, the bearer will transform into a full blown Grey Slaad of a Chaotic Evil 
  nature.
  One Year or until lifted by a 
  Angeosphynx or a quest
  B.J. Hall
  51
  Curse of the 
  Bad Baronett
  Sir Rupert Murgatroyd His leisure and his riches He ruthlessly employed In 
  persecuting witches. With fear he'd make them quake – He’d duck them in his lake 
  – He'd break their bones With sticks and stones, And burn them at the stake! This 
  sport he much enjoyed, Sir Rupert Murgatroyd – No sense of shame Or pity came 
  To Rupert Murgatroyd! Once, on the village green, A palsied hag he roasted, And 
  what took place, I ween, Shook his composure boasted; For, as the torture grim 
  Seized on each withered limb, The writhing dame ’Mid fire and flame Yelled forth 
  this curse on him: “Each lord of Ruddigore, Despite his best endeavour, Shall do 
  one crime, or more, Once, every day, for ever! This doom he can't defy, However 
  he may try, For should he stay His hand, that day In torture he shall die!”
  The victim must perform one action which is against the law in the location the 
  action is performed. If he does not, he first suffers great pain, and then dies. 
  Note that this means he cannot stay in lawless territory for two days. For the 
  first month or so, any crime will do. After that, a lesser crime will still leave the 
  subject in mild pain. After a year or so, a lesser crime than murder will still 
  leave the victim with moderate pain.
  Removed by Remove Curse 
  spell or by failing to perform 
  a criminal act in a location 
  where suicide is illegal
  DoedfiskJR
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  52
  Gambler's curse
  A peasant lost his savings to a card cheat. Before committing suicide he begged 
  Tymora for help. She refused to, but chose to punish the cheater.
  When you pass a Deception (Cha) or Sleight of hand (Dex) check by 7 or more, 
  your victims get divine insight into your action and you fail instead.
  Until you roll natural double 
  1s, 7s, 19s, or 20s on an 
  affected check when you 
  have advantage or 
  disadvantage. Alternatively, 
  use cheating to help a 
  creature of CR1 or less win 
  100+gp.
  /u/btfx
  53
  Dragon's Breath
  Yes, it can be used for damaging, but...
  Your mouth is continually on fire. Every time you try to speak, you cast fire bolt 
  at whatever your head is facing towards. Because the fire in your mouth hurts, 
  you have disadvantage on charisma rolls and you cannot cast spells that 
  require focus.
  Drinking a Remove Curse 
  potion. (regular Remove 
  Curse doesn't work)
  u/bananasquid
  54
  Dyslexicon
  Iriestine was a sage working on her own until she received an invitation to partake 
  in research at a grand library. She soon learned that her colleagues read and 
  wrote much faster than her, and made a point of humiliating her on occasion. Her 
  mastery of every written script did not impress them enough, they remained cruel 
  and contentious. She returned to solitary research, but not before consulting the 
  vast archives, and curing herself. Well, not so much curing as swapping a part of 
  her intellect with the scholar who was most cruel to her.
  Your reading speed is reduced by 3. To use spell scrolls you must use 3 
  consecutive actions and maintain concentration. You can try to read it in 2, but 
  the spell becomes a random one of the same school and level. Unless the 
  exact same spell was chosen randomly the DM determines the target and 
  anything else you would specify, attempting to make your failure as 
  catastrophic as possible. You can try to read it in 1 turn, then the DM chooses 
  the spell as well as the specifics. If you want to write accurately your writing 
  speed is reduced by 10, otherwise your writing includes the worst small error 
  the DM can think of.
  Until you only know at most 
  one written language, or 
  until you cast (or use a 
  scroll of) Illusory Script 
  while under the effects of 
  Comprehend Languages.
  /u/btfx
  55
  Schfifty five 
  (you must pay!)
  A wizard with INT 25 killed a warlock after an epic duel of mages. The warlock's 
  patron was destroyed in the process, but not before he could humiliate the mage.
  Whenever you crit on a spellcasting attack roll, your  INT score is reduced to 
  1+1d4. At the end of each of your turns you can recover your INT score by the 
  result of any die roll as long as it doesn't exceed your INT score (e.g. your INT 
  is 8, you chose a d12 and roll an 8 increasing it to 16, this is the best possible 
  outcome, had you rolled higher your INT would not increase).
  The curse can be removed 
  by another Warlock 
  petitioning their patron, or a 
  cleric their deity, but 
  Nothing in a wizard's power 
  can remove the curse (e.g. 
  Remove Curse, using a 
  magic item). You must rely 
  on methods specific to 
  another class.
  /u/btfx
  56
  Hydrophobia
  The ghost of the drowned man thought he was helping
  Disadvantage on all rolls involving a body of water.
  Until it is removed by a spell
  u/psdnmstr01
  57
  Flip Side
  A demon out there really likes opposites and really hates you.
  Every time you make a die roll, the actual result is at the opposite side of the 
  die (i.e  if you roll a nat 20 it becomes 1, etc.) Nat 20s gained by rolling 1s don't 
  give critical successes, they are treated as if they were 19s.
  Remove Curse or until you 
  roll 2 nat 20s in a row
  Anonymous
  58
  Curse of Twice 
  Twice
  A pair of conjoined twins found that if they casted a spell together at different times 
  the spell would be more powerful, this lead to multiple wizards trying to find out if 
  this could be replicated by normal folk and Dvegr the Great stumbled into a curse 
  which made him repeat the last word of the spell every time he casted one.
  If the player does not repeat the last word of the spell twice on verbal spells, 
  the spell fails.
  Until it is removed by a spell
  Anonymous
  59
  Extreme 
  Flammability
  Some spellcasters get tired of their homes burning down by others really quick.
  Whenever you cast a spell or use a weapon that deals fire damage, half of the 
  damage dealt is dealt to you also. You are vulnerable to fire damage except 
  during the above case.
  Remove Curse
  Anonymous
  60
  Curse of 
  Parallax
  Space and time have come to a crossroads around a point, and the cursed is 
  triggered if the player walks through this point.
  The player's speed is decreased by 5 feet per mile away from the point of 
  distortion.
  Until it is removed by a spell
  Ogskive
  61
  Deja Vu
  Some spellcasters really hate the idea of chance, so they curse it.
  Any time you roll 2 of the same number in a row (between any dice) you cast 
  fireball  as a 4th level spell centered on yourself.
  Remove Curse, but only 
  when used twice
  Anonymous
  62
  Self-Doubt
  *This person's arrogance must not go unpunished* thought the which, as she 
  began to weave the spell.
  All D20 rolls that would be made by the player are instead made by the DM 
  behind the screen, without the player knowing if they succeeded or failed, or 
  what number comes up.
  Until it is removed by a spell
  u/psdnmstr01
  63
  Sluuuuurp
  ??????????
  Your eyes become mouths and your mouth becomes an eye. You can still see 
  or speak just the same, but you look off putting, making townsfolk and allies 
  disgusted, making you automatically fail any charisma check.
  Remove Curse
  Anonymous
  64
  The Animagus
  Some grouchy old wizard had some pets being tormented. This is what he did with 
  the perpetrators.
  Any time you mention an animal, monster, or other non-sentient being, you turn 
  into it for 30 seconds. 
  Doing a good deed to 
  animals
  Anonymous
  65
  Curse of Sixes
  Some casters don't really like specific things, it turns out.
  Every time you roll a number or deal damage equal to a number that is a 
  multiple of 6 or has a 6 in it, take 6d6 psychic damage.
  Slaying a monster with a 
  challenge rating of 6 or 
  Remove Curse
  u/bananasquid
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  66
  Evil Twin
  A caster merely wanted a brother, but it didn't turn out well...
  A duplicate of you appears and while having the same alignment and stats as 
  you, it always wants to do the opposite of what you want to do, actively working 
  against your wishes. You and the duplicate are indistinguishable to everyone 
  else.
  Until the duplicate is killed. 
  If you are killed by mistake, 
  the duplicate lives on.
  Anonymous
  67
  Curse of Self 
  Invisibility
  Legend says that this curse was born when a very skilled thief tried to rob 
  Waukeen , the goddess of Merchants. When caught the thief tried to bargain the 
  goods for his life. She decided he should have more. A boon and bane to the thief 
  in which only the body is invisible and none of the things he carries.
  Your naked body is invisible, but only in the narrowest technical definition. You 
  appear as a ghastly form made of skin flakes and loose hairs. Also it turns out 
  that no number of wipes is enough after using a latrine - a thin brown film is 
  visible unless you bathe thoroughly. To appear completely invisible requires a 
  haircut, and approximately three hours of shaving body hair and scrubbing your 
  skin raw. And even then, dirt sticks to your feet immediately. Guards are 
  extremely suspicious of your power despite your explanations. Good luck.
  This spell lasts till the 
  character successfully 
  sneaks 100 gold to a needy 
  target. No ill action can be 
  taken against this person 
  after the curse is broken or 
  the curse returns and 
  becomes permanent.
  FadoraNinja
  68
  Butterfly Effect
  Some curse-casters like to play tricks on those with curses, to the point where 
  some may not even know they are cursed.up
  The first decision you make once you enter any town, establishment, or 
  dungeon sets off a chain of events leading to something that either hurts you 
  physically or hurts your social standing, making people wary of you.
  Rolling a natural 20 to make 
  the first decision in any 
  town, establishment, or 
  dungeon (but only if that 
  decision requires a roll) 
  makes you trigger a chain 
  of events leading to a 
  spellcaster dropping their 
  focus on you and you 
  somehow being cured of 
  the curse
  Anonymous
  69
  Reprisal upon 
  the succubus
  A young acolyte fell in love with a succubus. After she stole the prized artifact from 
  his church, he went mad, going so far as starting a cult to cast a hex upon the 
  shapechanger.
  Disadvantage on all CHA saves and skill checks, additionally, when 
  misrepresenting oneself (e.g. polymorphed, disguised) subtract the CHA 
  modifier instead of adding. The Friends cantrip cannot cancel this effect. Any 
  spell that compels another creature to obey the will of the accursed (e.g. 
  charm, command, dominate variants) has a save DC of 8 minus the CHA 
  modifier of the accursed instead of bonuses from proficiency or the spellcasting 
  ability modifier, all other bonuses to spell save DC are applied normally.
  If another creature 
  magically imposes it's will 
  upon the accursed or 
  betrays their trust after 
  actively maintaining it for at 
  least 10 days, the curse 
  instantly transfers to that 
  creature. If the accursed 
  dies or Remove Curse is 
  cast, the curse slowly seeks 
  a deserving victim or item.
  /u/btfx
  70
  Curse of the 
  Longstrider
  A rogue wanted to impress a noblewoman by winning a footrace, he asked a 
  genie to grant him this wish, but his word choice left room for interpretation.
  Your movement speed is doubled, and you must use your full movement on 
  each of your turns in combat or suffer 2d10 Psychic damage
  Until dispelled by 'remove 
  curse'
  Dungeonsandragonthing
  curse history: /u/btfx
  71
  Jelly Legs
  A curse originally meant for someone with strong legs, presumably.
  All terrain is difficult terrain for you unless you have a flying speed. If you take 
  damage specifically on your legs, it does twice as much. 
  Remove curse, but 
  specifically on your legs or 
  else it won't work
  Legs mcleggy
  72
  Tinker Tantrum
  A half-orc boy had a mind for traps and other tricky mechanical devices. His uncle 
  and guardian Thusk was not keen on the idea, so he would smash his creations 
  and beat the boy, forcing him to work in his mine until exhaustion. One day as 
  Thusk was leaving the mine, an apparatus hidden within the gate mutilated his 
  hand. "Oh uncle! Bad luck, I just made the mine entrance thief-proof, sorry that I 
  forgot to tell you. Good luck leaving the mine, you've helped make my designs 
  very robust, I don't think brute force will help. I'm sure you can figure out my hobby 
  as I was forced to learn yours. Bye!"
  Seeing a trap or other intricate mechanical device makes you shaky until you 
  examine it through an Investigation (INT) check (DC proportional to the 
  complexity of the device). Until then you have disadvantage on all other mental 
  saves and skill checks. If you don't investigate the device, you remain nervous 
  until you're in a different room, and d6+d4 minutes have passed.
  When the curse is dispelled you can become proficient with Thieves' tools in 
  only 90 days of downtime.
  Until a willing rock gnome 
  explains the basics to you. 
  This takes 8 hours, you can 
  handle 1 hour a day plus 
  your INT modifier if it is 
  positive.
  /u/btfx
  73
  Curse of the 
  Slav s
  A young man and his family of brewmasters were captured while traveling by a 
  band of slavers. Forced into servitude, they eventually found themselves on a 
  slaving vessel roaming the oceans to various ports unknown by the cargo. 
  Quarters on the ship were cramped, allowing no one to ever fully stand in the hold. 
  When entering ports to trade the vessel raised a tattered flag with a missing E 
  bearing the name of their wares:Slav s. After watching his family being sold off 
  one by one, the young man vowed to seek revenge on those who wronged him. A 
  sympathetic Warlock who purchased him gave him that chance.
  Every day the player must roll 1d4 to determine the level of severity the spell 
  will have that day. A 4 will result in no modifiers, while a 1 reduces the player to 
  a full crouch. Rolls of 2 and 3 are intermediary stages between full crouch and 
  standing. While afflicted, the player gains a (0,-1,-1,-2) modifier to dexterity 
  saving throws as well as (0,-5,-10,-15) reduced movement to no less than 5. 
  Lasts until the player can 
  free (5) individuals from 
  slavery/forced servitude. 
  Also is temporarily disabled 
  for 15 minutes if the player 
  takes a shot of Vodka.
  Lowdrop
  74
  Curse of 
  Worrisome 
  Lightning
  An old cloud giant curse, used on those who steal from a giant's house. It is 
  unlikely to do much, but... you never know, right?
  Once per day, roll a d1000. If it results in a natural 1, you take 30d10 lightning 
  damage (DC 25 Dexterity save for half damage).
  Until stolen items are 
  returned or dispelled by 
  washing one's head in 
  dragon's blood - giant 
  curses do not work as 
  strongly on drakes.
  /u/PotatoPariah
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  75
  Chocolate 
  Touch
  A strange chocolatier's curse, made for the children who disrespected him.
  Any food you attempt to eat or any weapon you attempt to attack with will 
  become chocolate. It will turn back to normal once the curse is removed.
  Attempting to take a bite out 
  of a dragon - then turning it 
  to chocolate and eating the 
  heart.
  Anonymous
  76
  The Rule of Two
  A squire that was mistreated by the knight he served eventually died in suspicious 
  circumstances. Maybe the knight killed him, maybe he used him to make his 
  escape. The details are lost in history. His ghost possessed every subsequent 
  squire of the knight, slowly breaking their will and dominating them. It happened 
  over and over again, perhaps the knight got wise to it, perhaps he eventually died. 
  Like I said, the details are lost in history.
  After 2d8 days, on the first available opportunity, you gain a servant follower - a 
  commoner that is enthralled with stories of your accomplishments. They have 
  supernatural knowledge about your impressive deeds but believe you are 
  famous. Every morning they must make a wisdom save to avoid turning on you. 
  The DC is equal to the number of days they've served you (2 on the 1st 
  morning). Upon failing the save they start plotting to kill you. On a critical failure 
  they're willing to take significant risk to do so. If you kill them the curse starts 
  over.
  Until they believe you to be 
  dead. Alternatively, an 
  exorcism could free the 
  commoner from 
  possession, but there is a 
  chance that the spirit still 
  targets you.
  /u/btfx
  77
  What Luck
  A lot of curses come in disguises. This one's well known for being the most 
  misleading...
  Every check you make is an automatic nat 20. This causes everyone around 
  you to be jealous of your perceived skill or luck, and they will act accordingly. 
  Once someone has attempted to stop or attack you for this and this alone, then 
  you automatically roll a natural 1 on every check.
  Remove Curse or by 
  revealing an important 
  secret
  Anonymous
  78
  Seven ate nine
  A decadent halfling named Maurice prayed to Yondalla for more food, even as he 
  grew fat and sedentary. When she noticed, she cursed him with a hunger that 
  would exceed his appetite.
  Your hunger and thirst (PHB p.185) is multiplied by three, but you can never 
  have more than three levels of exhaustion from hunger and thirst combined 
  (consequently you cannot starve or die of thirst). Every two days that you are 
  able to satiate your hunger and thirst, the multiplier goes up by 1 to a maximum 
  of 9. Every day that you fail and suffer exhaustion from either hunger, thirst, or 
  both, it goes down by 1 but never below 3.
  You can end the curse by 
  refusing food and drink for 
  five consecutive days of 
  active adventuring, or a 
  month of downtime. 
  Alternatively seek favor 
  from Yondalla.
  /u//btfx
  79
  Unpredictable 
  growth
  A  wizard thought it would be funny to create this and use it against one of the 
  land's most well known bards. The bard got the curse removed quickly, but the 
  effect on his reputation was negative and lasting.
  The creature has a 50% chance to grow by one size every time it uses a 
  charisma based skill. The new size lasts six seconds, and has the same effect 
  as casting enlarge. If you randomly grow like this while using a charisma based 
  skill, you have -2 on the skill roll.
  One month.
  Ryast
  80
  No Step On 
  Snek
  A spellcaster didn't wanna be tread on.
  Your feet and shoes become snakes. You have disadvantage on charisma 
  checks if people notice them. Your walking speed decreases by 5 feet.
  Feed the snakes a hearty 
  meal or Remove Curse
  Anonymous
  81
  Greasy Boy
  Greasy
  Every 30 seconds you cast grease centered on yourself.
  Remove Curse
  Anonymous
  82
  Curse of Curses
  Mertyl the Vindictive once cursed her son for using foul language which forced him 
  to call everyone "Sorry". However, Mertyl found that the boy was not as distressed 
  as she hoped because he was able to tell everyone of his curse. Mertyl the 
  Vindictive being true to her name cursed her son once more. Now anytime he tried 
  to explain the curse all his words would be colorful curse words, the very language 
  he was being punished for.
  Roll again on the table. What you get is now secret between you and the DM. If 
  anyone tries to ask you about what curse you have or why you are doing X 
  speak in only curse words. Your sentence structure and tone should seem as if 
  you are trying to explain but the words are being replaced with foul language. 
  (Alternate: If cursing doesn't fit your group. Every time the character tries to 
  explain his curse soapy bubbles form in his mouth rendering him unable to 
  speak.)
  You just remove this curse 
  with a spell before being 
  able to rid yourself of the 
  other curse.
  u/krisgonewild1
  83
  loose change
  a man wanted to buy a book that was priced at 2 silver. he bartered with the 
  merchant and got the price down to 12 coppers, but still acted as if the price was 
  too much and he could not afford it. he said he needed it as a gift for his child, but 
  implied that he might have to go without dinner if he spent so much for the book. 
  the merchant felt for the man and offered to give him the book for 5 coppers, far 
  less than it was worth, and the man paid him in gold. This angered the merchant, 
  who decided to teach the man a lesson. He found it so amusing that he now uses 
  the curse on anyone who gives him a hard time in his shop.
  All money is converted into copper as soon as it comes into your possession. 
  This annoys anyone you are doing business with if the transaction is over 5 
  silver. Some people will refuse to do business with you at all because counting 
  all that loose changer is a nuisance.
  The curse lasts for one 
  month or until you get the 
  merchant to remove it. 
  Whisper
  84
  Curse of Getting 
  Really Sad 
  When You See 
  Spiderwebs For 
  Some Reason
  Some spellcaster out there is really specific. Like....really.
  You get uncontrollably sad whenever a spiderweb is in your line of sight. You 
  have disadvantage on all rolls besides constitution whenever you are really 
  sad. Because the spider web made you really, really sad.
  Until you kiss a spider 
  gently and lovingly
  Anonymous
  85
  Hungry, Hungry 
  Hadar
  Algol the Alienist was a real jerk.
  Whenever you try to eat a milky white, otherworldly tentacle emerges from a 
  mote of darkness and attempts to snatch away your meal. You may make a 
  DC: 15 Str (Athletics) check to hold on to it.
  Until dispelled by remove 
  curse or similar magic. You 
  may also break the curse by 
  tricking the tentacle into 
  eating something groady.
  silvio_burlesqueconi
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  86
  Livin La Vida 
  Loca
  Baelda the innkeeper made a deal with the cultists: they would test their 
  domination field on people passing through town. Finally her luxury rooms were 
  fully booked. The inn and the cult are long gone, and their domination field was 
  shattered before they could use it. Shards of energy coming from it still  fly through 
  the planes, occasionally penetrating someone's mind.
  When resting at an inn with different levels of accommodation or allocating 
  downtime you choose the available lifestyle expense level that is least 
  appropriate for your character, even if it bankrupts or embarasses you.
  Until you're forced to spend 
  a night with appropriate 
  accommodations. 
  Alternatively you can skip a 
  long rest (once you've 
  already paid/arranged for it) 
  and instead ponder your 
  problem all night. In the 
  morning make a DC18 WIS 
  save to snap out of it.
  /u/btfx
  87
  Bees!
  Bees are a good thing to have around, what with pollinating flowers and all, so it 
  makes sense that some spellcasters may try to snag enemies for their own 
  garden.
  You become a self-aware swarm of bees for this spell's duration. Due to this, 
  you cannot wear armor or hold a combination of items weighing more than 15 
  pounds. You can do a stinging attack for 1d6 damage, and your armor class 
  becomes 15 as you are hard to hit, but all charisma, strength, and constitution 
  checks and saves will automatically fail. You cannot use an unarmed strike in 
  swarm form. Once the curse is removed, you automatically reform in your 
  normal shape, regardless of where the bees are.
  2 hours, or when knocked 
  unconscious by damage.
  Anonymous
  88
  Curse of the 
  Blue Leaves
  There was once a high class restaurant in the capital, the House of the Blue 
  Leaves. During a cold winter's night, an infamous assassin of great renown, the O-
  Ren, visited the establishment. She was accompanied by a boastful and proud 
  gang of street thugs known only to history as the Crazy 88. On that same night a 
  vengeful warrior came to slay the assassin for being an accomplice to the death of 
  their unborn child. She effortlessly worked her way through the Crazy 88, 
  rendering the once confident thugs as if they were blades of grass. And so, the 
  Crazy 88 failed to stop the warrior killing the assassin. Unsatisfied with their 
  unfulfilling deaths, the spirits of the Crazy 88 are sometimes reborn to solely attack 
  those afflicted by the Curse of the Blue Leaves. Perhaps the Crazy 88 will slay 
  their target and once again be cool.
  Roll 22d4 to determine how many members of the Crazy 88 will attack the 
  afflicted player. The Crazy 88 share the same statistics and abilities as the 
  Bandit Non-Player character in the Monster Manual except that they have 1 
  HP, 10 AC, give zero experience upon death and always now where the 
  afflicted player is. The Crazy 88 can attack the player at any time or place of 
  the DM's choosing and in any number from 1 to the maximum number of 
  members of the Crazy 88 rolled, but there may only be one attack per long rest. 
  The Crazy 88 members will primarily focus on killing the afflicted player, 
  however they will attack and defend themselves if other players or NPCs 
  threaten or attack them. 
  The curse lasts until the 
  afflicted player is killed, all 
  of the members of the Crazy 
  88 are slain or by 
  successfully removing a 
  single member of the Crazy 
  88 from the plane the 
  afflicted player occupies 
  with the Banishment spell. 
  L.E.R
  89
  Curse of 
  Entropy
  There once was a rogue who was offended by a wizard he knew.  So to get back 
  at him, he designed a curse that displaced his belongings.  The displacement is 
  subtle to have the afflicted think they were the one that put it there.
  Every time the afflicted player goes to take a long rest, while they are asleep 
  1d4 of the player's belongings smaller than 1/8 cubic foot/2 lbs. get displaced 
  by the curse.  For each item, roll a d6.  On a 1-3, the item changes place with 
  another item of the player's belonging of similar size.  On a 4-5 an item moves 
  to an unoccupied place that would make sense for it to be closest to a location 
  2d10 feet in a random direction.  On a 6, the item is transported 2d20 feet in a 
  random direction.  A successful DC 15 Wisdom check reveals the item was 
  most definitely not placed there by the player.  DC 10 or DC 5 for items moved 
  2d20 feet in a random direction, depending on where they end up.
  Until removed by a spell.
  RenegadeJedi
  90
  Curse of the 
  Ages
  An old, dying wizard's curse to be put on those envied of their youth by any 
  jealous old spellcaster. A classic curse.
  You age very quickly in the next minute, appearing elderly by the end of it, but 
  never age after that and never die of old age. Likewise, you gain all the 
  disadvantages of old age, such as weakened immune system, weak bones, 
  poor eyesight, etc.
  Remove Curse
  Anonymous
  91
  The Grand 
  Conspiracy
  The Curse of the Grand Conspiracy began eons ago when a priest heard god's 
  voice during a spirit walk.   After returning the priest insisted everyone around him 
  was an "NPC" and that everyone was really just paper cutouts while the gods play 
  a game rolling stones to decide the fates of the cardboard counterparts.   He was 
  dismissed as a knave no matter how hard he tried to convince others or if any of 
  his prophecies held true.  He died when a icosagonic shaped boulder rolled and 
  came to a rest on top him.
  The cursed character is convinced they are being controlled by a god playing a 
  tabletop fantasy game with other gods.  Everything is controlled by dice and the 
  fate of man is often determined not only by these dice, but by the twisted humor 
  of said gods.  The character receives disadvantage in convincing anyone of the 
  "delusion" and also gains advantage to any attempts to convince him of 
  "reality."
  2d4 days.
  Anonymous
  92
  Curse of 
  Lingerie
  The Make-A-Wish foundation could have done a great deal of good, but a lone 
  human boy singlehandedly destroyed its reputation on the very first day of the 
  program. Marsember pox took him the following month.
  You are stuck in frilly underwear and any other clothes you attempt to put on 
  refuse to go on your body. As such you have a disadvantage to regular 
  charisma rolls, and have no armor. But you might get advantage on seduction 
  rolls ;)
  Remove Curse
  Anonymous
  93
  Curse of the 
  Wallflower
  Assumed to be created by someone completely unremarkable to show others their 
  pain and loneliness. But no one can be sure because, naturally, they were 
  forgotten to history.
  The player is hard to notice and is frequently forgotten or ignored, even by their 
  own party and close friends and family. Grants advantage on stealth rolls, but 
  disadvantage on all charisma rolls.
  Until removed by a spell
  Squippit
  94
  A Mile in One's 
  Shoes
  A half-orc mage tired of racists created this curse to make his tormentors see 
  things from his point of view.
  Changes the player's race to that of the caster. All racial stats change as well 
  (such is darkvision, stat boosts). Racial feats maybe remain or become 
  dormant as the DM sees fit.
  Until a lesson is learned. 
  The change may also be 
  accepted, at which point 
  removal becomes 
  impossible.
  Squippit
  
  The Great Big Random D100 Of Curses  (D&D5e)
  Number 
  Rolled
  Curse Name
  Curse History
  Curse Effect
  Duration
  Submitted By
  95
  Curse of 
  Anonymity
  An wizard who had been cursed to lose his memory was fed up with it and created 
  this curse for use against his enemies.
  Everyone besides the character instantly forgets their name and any memories 
  of them. Any documents regarding them are erased of their name.
  Until you make some form 
  of self-discovery, or choose 
  to leave your past self 
  behind and change your 
  name.
  u/bananasquid
  96
  Unconsummated
  A dragonborn got engaged to a hag while drunk. Once sober he had the gall to 
  return for his ring. Naturally she cursed him.
  You have disadvantage on all skill checks and saves while in the presence of a 
  goat, while in combat with a giant, or inside a religious hall that is untidy 
  (includes ruins).
  Until you attend a wedding, 
  get intoxicated or become 
  charmed by any creature 
  with CR>1.
  /u/btfx
  97
  Cur(s)e
  Someone out there hates the letter S a lot.
  Whenever you say a word with the letter S in it, you cast Fire Bolt on yourself.
  You're cured only when 
  another party member casts 
  an attacking spell without 
  the letter S in it on you. It 
  must deal damage in order 
  to remove the curse.
  Anonymous
  98
  Through the 
  Window
  When hooligans broke every window in town, they would pay for their misdeeds.
  Every window or door to you looks as if it's a door or window to another plane 
  or dimension. This scares you, making you not want to go through any doors.
  Remove Curse or by fixing a 
  broken window.
  Anonymous
  99
  Lithophile
  Spending enough time underground in a mystical location can cause this notorious 
  curse to spring up, especially in areas with lots of sapphires.
  The creature's skin grows coarse and rocky, which gives them an addition to 
  their maximum hit points equal to their current level. Additionally, they may only 
  eat precious gems, as normal rations no longer can sustain them. The gems 
  they consume must be worth at least 10gp in order to sustain them. 
  Additionally, if the creature spends a short or long rest in sunlight, they suffer 1 
  level of exhaustion, as the earth calls back to them.
  Can only be removed by a 
  Wish spell
  Ogskive
  100
  Curse of 
  Success
  There was once a great king who wished to always be successful, and successful 
  he would be. No matter what he tried, he would complete the task perfectly. This, 
  sadly, came at a price. For the protection of his kingdom, he had to marry the 
  hideous Chieftain's daughter of the Orcs. To end his marriage, he ultimately killed 
  himself. It is said that those of his bloodline still can feel the curse effect them from 
  time to time.
  When a player attempts something a bit more daring than "the norm", roll a 
  d100. On a 90+, the event goes off without a hitch, despite the rolls. on a 10 or 
  less, the event still goes off without a hitch, but with a disastrous result.
  Can only be removed with a 
  Wish spell, or the Deck of 
  Many Things card: The 
  Fates
  OxKing
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Auricans Lair/The Great Big Random d100 Table of Curses.pdf