Dungeon Master's Guide
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TALISMAN<br />
OF THE SPHERE<br />
TALISMAN OF<br />
ULTIMATE EviL<br />
drop to 0 hit points or it does, or until you can't reach<br />
the creature to make a melee attack against it.<br />
You can break the curse in the usual ways.<br />
Alternatively, casting banishment on the sword forces<br />
the vengeful spirit to leave it. The sword then becomes a<br />
+1 weapon with no other properties.<br />
SwoRD OF WouNDING<br />
Weapon (any sword), rare (requires attunement)<br />
Hit points lost to this weapon's damage can be regained<br />
only through a short or long rest, rather than by<br />
regeneration, magic, or any other means.<br />
Once per turn, when you hit a creature with an attack<br />
using this magic weapon, you can wound the target.<br />
At the start of each of the wounded creature's turns,<br />
it takes 1d4 necrotic damage for each time you've<br />
wounded it, and it can then make a DC 15 Constitution<br />
saving throw, ending the effect of all such wounds on<br />
itself on a success. Alternatively, the wounded creature,<br />
or a creature within 5 feet of it, can use an action to<br />
make a DC 15 Wisdom (Medicine) check, ending the<br />
effect of such wounds on it on a success.<br />
TALISMAN OF PuRE Goon<br />
Wondrous item, legendary (requires attunement by a<br />
creature of good alignment)<br />
This talisman is a mighty symbol of goodness. A<br />
creature that is neither good nor evil in alignment takes<br />
6d6 radiant damage upon touching the talisman. An<br />
evil creature takes 8d6 radiant damage upon touching<br />
the talisman. Either sort of creature takes the damage<br />
again each time it ends its turn holding or carrying<br />
the talisman.<br />
If you are a good cleric or paladin, you can use the<br />
talisman as a holy symbol, and you gain a +2 bonus to<br />
pel! attack rolls while you wear or hold it.<br />
The talisman has 7 charges. If you are wearing or<br />
holding it, you can use an action to expend 1 charge<br />
from it and choose one creature you can see on the<br />
ground within 120 feet of you. If the target is of evil<br />
alignment, a flaming fissure opens under it. The target<br />
must succeed on a DC 20 Dexterity saving throw or fall<br />
into the fissure and be destroyed, leaving no remains.<br />
The fissure then closes, leaving no trace of its existence.<br />
When you expend the last charge, the talisman<br />
disperses into motes of golden light and is destroyed.<br />
TALISMAN OF THE SPHERE<br />
Wondrous item, legendary (requires attunement)<br />
When you make an Intelligence (Arcana) check to<br />
control a sphere of annihilation while you are holding<br />
this talisman, you double your proficiency bonus on the<br />
check. In addition, when you start your turn with control<br />
over a sphere of annihilation, you can use an action to<br />
levitate it 10 feet plus a number of additional feet equal<br />
to 10 x your Intelligence modifier.<br />
TALISMAN OF ULTIMATE EVIL<br />
Wondrous item, legendary (requires attunement by a<br />
creature of evil alignment)<br />
This item symbolizes unrepentant evil. A creature that<br />
is neither good nor evil in alignment takes 6d6 necrotic<br />
damage upon touching the talisman. A good creature<br />
takes 8d6 necrotic damage upon touching the talisman.<br />
Either sort of creature takes the damage again each<br />
time it ends its turn holding or carrying the talisman.<br />
If you are an evil cleric or paladin, you can use the<br />
talisman as a holy symbol, and you gain a +2 bonus to<br />
spell attack rolls while you wear or hold it.<br />
The talisman has 6 charges. If you are wearing or<br />
holding it, you can use an action to expend 1 charge<br />
from the talisman and choose one creature you can<br />
see on the ground within 120 feet of you. If the target<br />
is of good alignment, a flaming fissure opens under it.<br />
The target must succeed on a DC 20 Dexterity saving<br />
throw or fall into the fissure and be destroyed, leaving<br />
no remains. The fissure then closes, leaving no trace<br />
of its existence. When you expend the last charge,<br />
the talisman dissolves into foul-smelling slime and is<br />
destroyed.<br />
CHAPTER 7 I TREASURE