Dealing With Curse Of Shadows And Thorns

I run into this thing fairly often in D&D and Pathfinder tables, and it comes up enough that I figured I'd just lay out how it actually works in practice. Curse Of Shadows And Thorns is a homebrew-style curse that typically layers shadow damage with thorn-based damage-over-time effects onto a single target. It's most commonly seen in older homebrew communities and on forums like Reddit and DMs Guild, usually attributed to creators who specialize in hex-themed mechanics. The standard version you'll find floating around online does two things at once. First, it applies a shadow damage aura that damages the afflicted creature at the start of each of its turns. Second, it coats whatever surface the target is standing on or moving through with spectral thorns that deal piercing damage when they move or take a dodge-type action. Some variants add a stealth penalty or darkvision disadvantage on top of that. The exact stats vary between versions, but the most common spreadsheet I've seen has it doing 2d6 shadow damage on a failed saving throw, escalating by 1d6 at levels 5, 11, and 17. The thorn component triggers on movement or disengage actions and deals 1d4 piercing damage, stacking up to 3 times per turn.

I've used multiple versions of this over the years. The one I tend to reach for is the 5e-adapted variant from the "Hexes And Curses" thread on the D&D Beyond forums, which I cleaned up and balanced myself. I also keep a Pathfinder 2e version around for when I run occasional Golarion games. Both are available as free documents on various community sites.

How It Actually Feels At The Table

Here's the thing people don't always realize when they first use Curse Of Shadows And Thorns: it's not particularly oppressive on solo encounters. What makes it actually dangerous is how it compounds in group fights against parties that rely heavily on positioning. I ran a session last year where the party was fighting a cultist who'd applied this to the fighter and the rogue simultaneously. Both of them were constantly choosing between taking thorn damage from staying put or moving through dangerous areas. It created this tension where the paladin had to hold the line near the cursed characters to prevent enemies from flanking them, which opened up their own backline to pressure. The real mechanical insight is that the curse punishes mobility more than it punishes staying still, which means it synergizes weirdly well with characters who have high AC but low initiative. A well-armored fighter will find this curse much more annoying than a squishy rogue, which is the opposite of what most DMs expect when they're picking a debuff curse to hand out.

Get the Full Details

Curse of Shadows and Thorns (BK Book 1) Dust Jacket/Character Art Edition - LJ Andrews
Curse of Shadows and Thorns (BK Book 1) Dust Jacket/Character Art Edition - LJ Andrews

Common Mistakes People Make

The biggest issue I see is DMs applying this curse too broadly. It works best as a narrative device that forces creative problem-solving, not as a blanket damage-dealing tool. I've seen tables where it was dumped on entire groups of NPCs, which just slows down combat without making it more interesting. The curse should target one or two key characters to create meaningful tactical dilemmas, not become background noise that everyone ignores after the third round. Another thing that breaks the curse is not giving the party a way to identify it before they walk into it. If it's just some damage that happens for no apparent reason, players will either rage-quit or start treating every minor injury as a potential curse. I always give a clue first — a withered plant growing through a crack in the floor, or shadows that seem to move wrong — so the party can make an informed decision about whether to proceed.

The Fix

If you're running Curse Of Shadows And Thorns in your game, here's what I've learned works: make the save DC scale with the caster's level, but don't let it auto-apply. Give the affected player a chance to resist at the start, and if they fail, give them a clear mechanical path to remove it within the next few sessions. A remove curse spell should work, but I usually add a requirement that the casting happen at a specific location — an altar, a circle of salt, or the site where the curse was originally cast. This creates a natural side quest and makes the curse feel consequential rather than just inconvenient. I also recommend tracking the curse with a visible token or card at the table so everyone knows it's active. When it just disappears from memory after a turn or two, the whole thing loses its weight.

Where To Find It

The original Curse Of Shadows And Thorns document appears on various community gaming forums and is sometimes hosted on personal DM websites. There's no single authoritative source since it's circulated as a community homebrew item. I'd suggest searching for it on the official D&D Beyond community forums or the r/DnD homebrew section, where you'll find several versions with different balancing approaches. Pick whichever one fits your table's power level and campaign tone.

CURSE OF SHADOWS AND THORNS - L. J. Andrews :: GR Book Covers
CURSE OF SHADOWS AND THORNS - L. J. Andrews :: GR Book Covers