1. Objects

Skull of Corruption

The Skull of Corruption is a wooden staff with a Minotaur's skull set at the top with two red gems in its eye sockets. It requires attunement and attuning to the Skull reveals that there may be more to it in time.


Dormant State

The Skull of Corruption has 5 charges. These charges can be used to activate its unique abilities. It recharges 1d4+1 chargest at dawn.

Waking Nightmare - While asleep within 1 mile of the Skull of Corruption, you do not gain the benefits of a long rest. While in the presence of sleeping creatures, the Skull captures dreams. The wielder of the staff gains +1 to spell and other magical attacks as well as +10 bonus damage to those spells and other magical effects if dreams have been captured. Captured dreams fade after a long rest.

Slumber - Using one charge, you can cast this ability in order to put targets to sleep.

Roll 6d8; the total is how many hit points of creatures this ability can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points.

Starting with the creature that has the lowest current hit points, each creature affected by this ability falls unconscious until it ends (1 minute), the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead creatures, and creatures immune to being charmed, are unaffected by this ability.

You may use additional charges to make the ability more powerful, adding 2d8 to the roll per extra charge.

Dreamshatter - Using one charge, and sacrificing one captured dream, the user of the staff can cast one of many spell effects. When a dream is captured, the attuned wielder of the staff should roll 1d10. The spell they can cast is specified by the kind of dream sacrificed. 

1: Scary DreamCast Fear
2: Sad DreamCast Banishment
3: Inspiring DreamCast Motivational Speech
4: Embarrassing DreamCast Nondetection
5: Passionate DreamCast Charm Person/Monster
6: Infuriating DreamCast Inflict Wounds
7: Promising DreamCast Beacon of Hope
8: Peaceful DreamCast Calm Emotions
9: Confusing DreamCast Modify Memory
10: Disheartening DreamCast Hideous Laughter



Awakened State

The staff now has 7 charges, and recharges 1d6+1 charges at dawn.

The Waking Nightmare ability's bonus increases from +1 to spell attacks and +10 damage, to +2 to spell attacks and +20 damage.

The Slumber ability's effect increases from 6d8 to 6d10. (And boosted effect dice from 2d8 to 2d10)


Exalted State

The staff now has 10 charges and recharges 1d10 charges at dawn.

The Waking Nightmare ability's bonus increases from +2 to spell attacks and +20 damage, to +3 to spell attacks and +30 damage.

The Slumber ability's effect increases from 6d10 to 6d12. (And boosted effect dice from 2d10 to 2d12)

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