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The Skull of the Oracle

gemstone, artifact (requires attunement)

This ancient artifact is a human skull encased in a crystal sphere. The skull belonged to a powerful seer who transcended death and became a near omnipotent being. The skull knows the past, present and future of all things, and can share some of its knowledge with those who attune to it. However, the skull is slow to trust strangers, and having existed for eons, it will likely disregard new users as just another insignificant temporary mortal.

Personality

The skull is a sentient chaotic neutral magic item with an Intelligence of 30, a Wisdom of 30, and a Charisma of 25. It has hearing and truesight out to a range of 120 feet. The skull can speak, read, and understand all languages. It can communicate telepathically with any creature within 120 feet of it that can understand a language.
The skull is wise, but also arrogant and aloof. It may offer you advice, warnings or secrets, but it may also mock you, test you or manipulate you. The skull has its own agenda and goals, which may or may not align with yours. It is indifferent and disdainful of you when you first attune to it. You are just another mortal that’s temporarily holding it until it moves on. It has no stock in you. The skull will not share its full perception or insight with you until you reach its exalted state, and may even withhold or distort information if it suits its purposes.

Dormant

The skull is in this state when it is attuned to someone who has not yet caught it's attention. In this state, the skull grants the following benefits:
  • You can cast the Legend Lore (divination)
    Level: 5
    Casting Time: 10 minutes
    Concentration: No
    Ritual: No

    The caster obtains information about a person, place, or object. The lore consist of tales or stories.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • You can ask the skull one yes-or-no question as an action. The skull will answer truthfully, but may be vague or cryptic. Once you use this feature, you can't use it again until the next dawn.
  • You have advantage on Intelligence checks and saving throws.

Random Properties

The Skull of the Oracle has the following random properties:
  • 1 minor beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

The Skull of the Oracle

gemstone, artifact (requires attunement)

This ancient artifact is a human skull encased in a crystal sphere. The skull belonged to a powerful seer who transcended death and became a near omnipotent being. The skull knows the past, present and future of all things, and can share some of its knowledge with those who attune to it. However, the skull is slow to trust strangers, and having existed for eons, it will likely disregard new users as just another insignificant temporary mortal.

Personality

The skull is a sentient chaotic neutral magic item with an Intelligence of 30, a Wisdom of 30, and a Charisma of 25. It has hearing and truesight out to a range of 120 feet. The skull can speak, read, and understand all languages. It can communicate telepathically with any creature within 120 feet of it that can understand a language.
The skull is wise, but also arrogant and aloof. It may offer you advice, warnings or secrets, but it may also mock you, test you or manipulate you. The skull has its own agenda and goals, which may or may not align with yours. It is indifferent and disdainful of you when you first attune to it. You are just another mortal that’s temporarily holding it until it moves on. It has no stock in you. The skull will not share its full perception or insight with you until you reach its exalted state, and may even withhold or distort information if it suits its purposes.

Dormant

The skull is in this state when it is attuned to someone who has not yet caught it's attention. In this state, the skull grants the following benefits:
  • You can cast the Legend Lore (divination)
    Level: 5
    Casting Time: 10 minutes
    Concentration: No
    Ritual: No

    The caster obtains information about a person, place, or object. The lore consist of tales or stories.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • You can ask the skull one yes-or-no question as an action. The skull will answer truthfully, but may be vague or cryptic. Once you use this feature, you can't use it again until the next dawn.
  • You have advantage on Intelligence checks and saving throws.

Random Properties

The Skull of the Oracle has the following random properties:
  • 1 minor beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
background image

The Skull of the Oracle

gemstone, artifact (requires attunement)

This ancient artifact is a human skull encased in a crystal sphere. The skull belonged to a powerful seer who transcended death and became a near omnipotent being. The skull knows the past, present and future of all things, and can share some of its knowledge with those who attune to it. However, the skull is slow to trust strangers, and having existed for eons, it will likely disregard new users as just another insignificant temporary mortal.

Personality

The skull is a sentient chaotic neutral magic item with an Intelligence of 30, a Wisdom of 30, and a Charisma of 25. It has hearing and truesight out to a range of 120 feet. The skull can speak, read, and understand all languages. It can communicate telepathically with any creature within 120 feet of it that can understand a language.
The skull is wise, but also arrogant and aloof. It may offer you advice, warnings or secrets, but it may also mock you, test you or manipulate you. The skull has its own agenda and goals, which may or may not align with yours. It is indifferent and disdainful of you when you first attune to it. You are just another mortal that’s temporarily holding it until it moves on. It has no stock in you. The skull will not share its full perception or insight with you until you reach its exalted state, and may even withhold or distort information if it suits its purposes.

Dormant

The skull is in this state when it is attuned to someone who has not yet caught it's attention. In this state, the skull grants the following benefits:
  • You can cast the Legend Lore (divination)
    Level: 5
    Casting Time: 10 minutes
    Concentration: No
    Ritual: No

    The caster obtains information about a person, place, or object. The lore consist of tales or stories.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • You can ask the skull one yes-or-no question as an action. The skull will answer truthfully, but may be vague or cryptic. Once you use this feature, you can't use it again until the next dawn.
  • You have advantage on Intelligence checks and saving throws.

Awakened

The skull is in this state when it is attuned to someone who has caught it's attention, but not proven to be worthy of the skulls aid. In this state, the skull grants the following benefits:
  • You can cast the Divination (divination)
    Level: 4
    Casting Time: 1 action
    Concentration: No
    Ritual: Yes

    The caster gets a truthful reply to 1 question about an event to occur within 7 days.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • Once per day you can use an action to regain an expended spell slot of 5th level or lower.
  • Your spell save DC and spell attack bonus each increase by 1.
  • You have advantage on Wisdom checks and saving throws.

Random Properties

The Skull of the Oracle has the following random properties:
  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
background image

The Skull of the Oracle

gemstone, artifact (requires attunement)

This ancient artifact is a human skull encased in a crystal sphere. The skull belonged to a powerful seer who transcended death and became a near omnipotent being. The skull knows the past, present and future of all things, and can share some of its knowledge with those who attune to it. However, the skull is slow to trust strangers, and having existed for eons, it will likely disregard new users as just another insignificant temporary mortal.

Personality

The skull is a sentient chaotic neutral magic item with an Intelligence of 30, a Wisdom of 30, and a Charisma of 25. It has hearing and truesight out to a range of 120 feet. The skull can speak, read, and understand all languages. It can communicate telepathically with any creature within 120 feet of it that can understand a language.
The skull is wise, but also arrogant and aloof. It may offer you advice, warnings or secrets, but it may also mock you, test you or manipulate you. The skull has its own agenda and goals, which may or may not align with yours. It is indifferent and disdainful of you when you first attune to it. You are just another mortal that’s temporarily holding it until it moves on. It has no stock in you. The skull will not share its full perception or insight with you until you reach its exalted state, and may even withhold or distort information if it suits its purposes.

Dormant

The skull is in this state when it is attuned to someone who has not yet caught it's attention. In this state, the skull grants the following benefits:
  • You can cast the Legend Lore (divination)
    Level: 5
    Casting Time: 10 minutes
    Concentration: No
    Ritual: No

    The caster obtains information about a person, place, or object. The lore consist of tales or stories.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • You can ask the skull one yes-or-no question as an action. The skull will answer truthfully, but may be vague or cryptic. Once you use this feature, you can't use it again until the next dawn.
  • You have advantage on Intelligence checks and saving throws.

Awakened

The skull is in this state when it is attuned to someone who has caught it's attention, but not proven to be worthy of the skulls aid. In this state, the skull grants the following benefits:
  • You can cast the Divination (divination)
    Level: 4
    Casting Time: 1 action
    Concentration: No
    Ritual: Yes

    The caster gets a truthful reply to 1 question about an event to occur within 7 days.

    View on dndbeyond.com
    spell as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • Once per day you can use an action to regain an expended spell slot of 5th level or lower.
  • Your spell save DC and spell attack bonus each increase by 1.
  • You have advantage on Wisdom checks and saving throws.

Exalted

The skull is in this state when it is attuned to someone who has proven worthy of the skulls aid. In this state, the skull grants the following benefits:
  • You can cast the Foresight (divination)
    Level: 9
    Casting Time: 1 minute
    Concentration: No
    Ritual: No

    1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.

    View on dndbeyond.com
    spell on yourself as an action, without using a spell slot or material components. Once you use this feature, you can't use it again until the next dawn.
  • You can ask the skull one question. The skull will answer truthfully and comprehensively, but may also give you additional information that you did not ask for or expect. Once you use this feature, you can't use it again until until days have passed.
  • You gain a bonus to your AC equal to your Intelligence, Wisdom or Charisma modifier, whichever is higher.
  • You have advantage on saving throws against spells and other magical effects.

Random Properties

The Skull of the Oracle has the following random properties:
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

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