How It Works
One pull. One item. Possibly a curse. Here's everything that happens inside the Chest.
Item Categories
Every item belongs to one of six categories, each selected with equal probability. The category determines the nature of the reward — whether it is a physical object, an innate power, a bargain with something ancient, or something stranger still.
Tangible, magical items — swords, rings, wondrous objects. Follows standard D&D 5e equipment and attunement rules.
Raw magic etched directly into the soul. Grants a spell or magical ability castable without a spell slot. No physical item required.
A permanent change to the character's physical or mental form — a feat, a transformation, or a new capability woven into their very being.
A supernatural boon or bargain from an outside entity. The power feels borrowed — because it is. Something else now has a claim on the character.
A one-time, high-intensity burst or temporary world-altering event. Consumable by nature. Use it wisely — or recklessly.
A persistent loyal entity tied to the character's life force, with its own statistics and capabilities. It endures as long as the character does.
Rarity Tiers
After the category is chosen, a weighted roll determines the item's rarity tier. Tiers follow a normal distribution centred on Rare — the mid-game sweet spot. The Artifact tier sits above Legendary as a near-impossible pull.
| Tier | Pull Weight | D&D 5e Equivalent | Character Level Range |
|---|---|---|---|
| Common | Common | Levels 1–4 | |
| Uncommon | Uncommon | Levels 3–8 | |
| Rare | Rare | Levels 8–14 | |
| Very Rare | Very Rare | Levels 14–18 | |
| Legendary | Legendary | Levels 18+ | |
| Artifact | Artifact | Beyond rarity — world-altering |
Curse Probability
Every pull rolls for a curse. The probability is tied to rarity — the more powerful the item, the more likely it comes with a price. Artifact items are always cursed.
| Tier | Curse Chance | Interpretation |
|---|---|---|
| Common | Rarely cursed. Relax. | |
| Uncommon | Unlikely. Still possible. | |
| Rare | One in five. Check your pockets. | |
| Very Rare | Coin flip. Great power, great risk. | |
| Legendary | Almost certain. Prepare your DM. | |
| Artifact | Always cursed. No exceptions. |
Curse Severity
When a curse is triggered, a second roll determines how severe it is. Higher tiers skew toward heavier severities. Only Artifact items can generate a Chaos curse.
| Severity | Definition | Tiers That Can Roll It |
|---|---|---|
| Cosmetic | Zero gameplay impact. A purely visual or auditory change — eyes glow, voice echoes, skin shifts colour. No saving throw, no mechanical consequence. |
Common 60%
Uncommon 30%
Rare 15%
Very Rare 5%
|
| Quirk | A minor behavioural compulsion with negligible mechanical cost. Must speak a command word, must bow before entering rooms. Primarily a roleplay texture. |
Common 40%
Uncommon 50%
Rare 35%
Very Rare 15%
Legendary 5%
|
| Minor | A situational mechanical drawback that occasionally matters but does not alter core combat. Disadvantage on Stealth while active, −1 to a saving throw type. Specific and measurable. |
Uncommon 20%
Rare 40%
Very Rare 45%
Legendary 20%
|
| Major | A persistent tactical burden that changes how the character operates every adventuring day. Max HP reduced by 2d6, Exhaustion after each long rest while attuned. Real trade-offs, every session. |
Rare 10%
Very Rare 35%
Legendary 45%
Artifact 20%
|
| Catastrophic | A campaign-defining price that fundamentally alters agency, narrative, or physical reality. Physically incapable of lying (Geas effect), compelled to obey the item's will. This curse generates a story arc. |
Legendary 30%
Artifact 25%
|
| Chaos | Artifact tier only. The curse appears innocuous but its implications are reality-bending. Cannot be removed by Remove Curse or any known spell. The DM should feel slightly afraid of what they are unleashing. |
Artifact 55%
|
Frequently Asked Questions
Now that you know the odds — are you brave enough?
Open the Chest