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Skull of the Soulreaver

staff, legendary (requires attunement by a spellcaster)

This dark metal staff is topped with a skull that glows with a sinister red light. The skull seems to be made of some unknown material that is harder than steel and hotter than fire.

The Skull's Power

You gain a +2 bonus to attack and damage rolls made with this magic weapon, as well as to your spell attack rolls and spell save DC.

Necromantic Magic

The staff has 10 charges and regains expended charges daily at midnight.
While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Inflict Wounds (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d10 necrotic damage (damage/lvl).

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(1 charge), Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

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(4 charges), Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

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(7 charges), or Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

View on dndbeyond.com
(9 charges).

A hunger for souls

When you hit a creature with a melee attack using the staff, you can use a bonus action to deal an extra necrotic damage to the target and drain its life force. You gain temporary hit points equal to the necrotic damage dealt.

Curse of the Soulreaver

The staff has a curse that affects anyone who attunes to it. While attuned to the staff, you have disadvantage on saving throws against spells and effects that deal radiant damage. You also have an insatiable desire to kill living creatures and consume their souls. You must make a DC 15 Wisdom saving throw whenever you see a creature that has less than half of its hit points remaining. On a failed save, you must use your action to attack it with the staff or cast a spell from it.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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Skull of the Soulreaver

staff, legendary (requires attunement by a spellcaster)

This dark metal staff is topped with a skull that glows with a sinister red light. The skull seems to be made of some unknown material that is harder than steel and hotter than fire.

The Skull's Power

You gain a +2 bonus to attack and damage rolls made with this magic weapon, as well as to your spell attack rolls and spell save DC.

Necromantic Magic

The staff has 10 charges and regains expended charges daily at midnight.
While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Inflict Wounds (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 3d10 necrotic damage (damage/lvl).

View on dndbeyond.com
(1 charge), Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
(4 charges), Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

View on dndbeyond.com
(7 charges), or Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

View on dndbeyond.com
(9 charges).

A hunger for souls

When you hit a creature with a melee attack using the staff, you can use a bonus action to deal an extra necrotic damage to the target and drain its life force. You gain temporary hit points equal to the necrotic damage dealt.

Curse of the Soulreaver

The staff has a curse that affects anyone who attunes to it. While attuned to the staff, you have disadvantage on saving throws against spells and effects that deal radiant damage. You also have an insatiable desire to kill living creatures and consume their souls. You must make a DC 15 Wisdom saving throw whenever you see a creature that has less than half of its hit points remaining. On a failed save, you must use your action to attack it with the staff or cast a spell from it.

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