
Cursed Luck and Lucky Charms: Why Your RPG Character Should Have Superstitions
Add flavor, flaws, and fortune to your roleplay—one bizarre belief at a time.
We spend hours crafting our characters—backstories, stats, weapons, goals. But what about the irrational things they believe? Superstitions—those little quirks of behavior tied to fate, fear, or tradition—can make a character feel real, regional, and rife with roleplay opportunities.
From salt circles to lucky socks, from refusing to cross bridges on odd days to always knocking twice before casting a spell—superstitions can add just the right amount of chaos or charm to your adventurer’s personality.
Why Superstitions Matter in RPGs
Superstitions are more than just flavor—they’re windows into your character’s culture, trauma, or worldview.
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Worldbuilding: They suggest your character was raised somewhere with beliefs and folk traditions. Even if they’re nonsense, they come from somewhere.
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Roleplay Prompts: They’re a built-in reason for quirks, decisions, or conflicts with NPCs or other party members.
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Conflict and Humor: What happens when your wizard won’t walk under archways? Or your ranger insists the party camp with heads facing north?
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Emergent Plot Hooks: Maybe your barbarian always carries iron nails because their grandmother warned them about the “Whistling Fae.” Guess who’s coming to dinner now?
The Pros and Cons of Superstition-Based RP
The Good
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Adds instant character depth
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Encourages unique problem-solving
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Connects players to the setting and its folklore
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Makes otherwise routine moments more memorable
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Sets up cool narrative payoffs if the superstition turns out to be true
The Bad (But Fun Bad)
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Can cause tension if pushed too hard on the party (“We can’t fight today, it’s Hollowmoon Eve!”)
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Might lead to mechanical disadvantage if you’re honoring your beliefs instead of optimal strategy
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Could become a crutch if overused without evolving
⚠️ DM Tip: Use these quirks as guides, not mandates. They should create moments—not monopolize them.
Sample Superstitions in Play

Upgrading the gelatinous cube with eldritch vides.
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Kaelin the Hexblade never uses the same sword two days in a row, believing steel “gets hungry for your soul” if it’s overfed.
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Sister Myra refuses to heal someone until she draws a sun symbol in blood—her own or someone else’s.
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Borric the Dwarf taps every doorframe with his hammer three times before entering. Once, it revealed a mimic.
These little rituals don’t affect stats, but they affect everything else.
🎲 D20 Superstition Table
Want to roll or choose a superstition for your next character? Here you go:
d20 | Superstition |
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1 | Never sleep facing east or your soul will wander. |
2 | You must knock twice before opening any closed container. |
3 | Coins from graveyards must never be spent—or you’ll hear whispers at night. |
4 | Crossing a river without asking permission angers the spirits. |
5 | You always wear red on days you expect battle. If not, your luck fails. |
6 | Leaving food uneaten invites fey to steal your voice. |
7 | You count your footsteps in every new place—or lose track of where you are. |
8 | Mirrors reflect more than just images—you cover them before resting. |
9 | Dogs can see spirits. You trust their growls over any human warning. |
10 | You never say the word “death” aloud—it tempts the Reaper. |
11 | If a bird flies over your left shoulder, you change direction. Always. |
12 | A dead enemy’s boots bring fortune if worn for one day only. |
13 | Before lighting any fire, you whisper a name—or the flames won’t obey. |
14 | You never take the last piece of anything: bread, coin, or kill. That’s greedy. |
15 | A dagger under the pillow keeps dreams from escaping. |
16 | If you hear your name called from behind, never look back. |
17 | You carry a pouch of dirt from home. Without it, you feel cursed. |
18 | Only fools cast spells on a new moon—it “erases” the weave. |
19 | If a crow looks at you directly, you owe it a favor. |
20 | You hum a 3-note tune before any major decision—like your mother taught you. |
Bonus: How to Invent Your Own

Meeting your dice in a tavern.
Ask yourself:
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What scared your character as a child?
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What did their village elders say never to do?
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What’s the one thing they must do before battle, sleep, or casting a spell?
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Who did they learn it from—and what would it mean to break it?
🎭 Final Thoughts: Roleplay Beyond the Sheet
Superstitions give your character texture. They’re not just battle stats—they’re a person. Whether your paladin wears bells to ward off demons or your rogue won’t kill someone wearing blue, these little irrational habits make them feel real.
And hey—just because it’s a superstition doesn’t mean it’s not true…
Thanks for reading.Until Next Time, Stay Nerdy!!
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