Page 207 - Dungeon Master's Guide
P. 207
TALISMAN
OF THE SPHERE
TALISMAN OF
ULTIMATE EviL
drop to 0 hit points or it does, or until you can't reach alignment, a flaming fissure opens under it. The target
the creature to make a melee attack against it. must succeed on a DC 20 Dexterity saving throw or fall
You can break the curse in the usual ways. into the fissure and be destroyed, leaving no remains.
Alternatively, casting banishment on the sword forces The fissure then closes, leaving no trace of its existence.
the vengeful spirit to leave it. The sword then becomes a When you expend the last charge, the talisman
+1 weapon with no other properties. disperses into motes of golden light and is destroyed.
SwoRD OF WouNDING TALISMAN OF THE SPHERE
Weapon (any sword), rare (requires attunement) Wondrous item, legendary (requires attunement)
Hit points lost to this weapon's damage can be regained When you make an Intelligence (Arcana) check to
only through a short or long rest, rather than by control a sphere of annihilation while you are holding
regeneration, magic, or any other means. this talisman, you double your proficiency bonus on the
Once per turn, when you hit a creature with an attack check. In addition, when you start your turn with control
using this magic weapon, you can wound the target. over a sphere of annihilation, you can use an action to
At the start of each of the wounded creature's turns, levitate it 10 feet plus a number of additional feet equal
it takes 1d4 necrotic damage for each time you've to 10 x your Intelligence modifier.
wounded it, and it can then make a DC 15 Constitution
saving throw, ending the effect of all such wounds on TALISMAN OF ULTIMATE EVIL
itself on a success. Alternatively, the wounded creature, Wondrous item, legendary (requires attunement by a
or a creature within 5 feet of it, can use an action to creature of evil alignment)
make a DC 15 Wisdom (Medicine) check, ending the This item symbolizes unrepentant evil. A creature that
effect of such wounds on it on a success. is neither good nor evil in alignment takes 6d6 necrotic
damage upon touching the talisman. A good creature
TALISMAN OF PuRE Goon
takes 8d6 necrotic damage upon touching the talisman.
Wondrous item, legendary (requires attunement by a
Either sort of creature takes the damage again each
creature of good alignment)
time it ends its turn holding or carrying the talisman.
This talisman is a mighty symbol of goodness. A If you are an evil cleric or paladin, you can use the
creature that is neither good nor evil in alignment takes talisman as a holy symbol, and you gain a +2 bonus to
6d6 radiant damage upon touching the talisman. An spell attack rolls while you wear or hold it.
evil creature takes 8d6 radiant damage upon touching The talisman has 6 charges. If you are wearing or
the talisman. Either sort of creature takes the damage holding it, you can use an action to expend 1 charge
again each time it ends its turn holding or carrying from the talisman and choose one creature you can
the talisman. see on the ground within 120 feet of you. If the target
If you are a good cleric or paladin, you can use the is of good alignment, a flaming fissure opens under it.
talisman as a holy symbol, and you gain a +2 bonus to The target must succeed on a DC 20 Dexterity saving
pel! attack rolls while you wear or hold it. throw or fall into the fissure and be destroyed, leaving
The talisman has 7 charges. If you are wearing or no remains. The fissure then closes, leaving no trace
holding it, you can use an action to expend 1 charge of its existence. When you expend the last charge,
from it and choose one creature you can see on the the talisman dissolves into foul-smelling slime and is
ground within 120 feet of you. If the target is of evil destroyed.
CHAPTER 7 I TREASURE

