


On a failure, hell is able to lock onto your soul and the ground beneath you will begin to crack and break, showing a one way to hell underneath. Any attempts to get rid of the token will fail, either by randomly appearing back in your possessions or are brought back to you by a stranger.Īt the end of the 1d8 + 4 days, every time you take a long rest, you must make a DC 16 Wisdom saving throw. After each long rest, you must make a DC 15 Wisdom saving throw or suffer the effects of long term madness until you finish another long rest. In an attempt to cause you even more suffering, they may attempt to target those around you with more tokens of the damned and will not refrain from targeting you with all their might, hoping to hasten your trip to hell. They will also have the strange feeling of being watched, which is caused by the plethora of lesser devils who have been drawn to them so that they may witness your fate. Over the next 1d8 + 4 days, you will begin to have dreams about torture, suffering and pain. When in the presence of the token of the damned, they will feel strange and uneasy, knowing that something dark has entered into their presence.ĭragged to Hell. Clerics and paladins with have advantage when trying to identify the token of the damned or the source of the curse. On a failure, they are automatically attuned to them and the first phase of the curse initiates.

Once a humanoid comes into contact with the token of the damned, they must make a DC 15 Wisdom saving throw. They are usually made by powerful night hags, cultists or fiends so that their victims may suffer eternal damnation in the nine hells. Tokens of the damned are simple everyday objects (such as a fork, button, nail, etc.) imbued with dark infernal energy.
