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
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