Dungeon Master's Guide 5E

(Jeff_L) #1
TALISMAN
OF THE SPHERE

drop to 0 hit points or it does, or until you can't reach
the creature to make a melee attack against it.
You can break the curse in the usual ways.
Alternatively, casting banishment on the sword forces
the vengeful spirit to leave it. The sword then becomes a
+1 weapon with no other properties.

SwoRD OF WouNDING
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon's damage can be regained
only through a short or long rest, rather than by
regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack
using this magic weapon, you can wound the target.
At the start of each of the wounded creature's turns,
it takes 1d4 necrotic damage for each time you've
wounded it, and it can then make a DC 15 Constitution
saving throw, e nding the effect of all such wounds on
itself on a success. Alternatively, the wounded creature,
or a creature within 5 feet of it, can use an action to
make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.

TALISMAN OF PuRE Goon
Wondrous item, legendary (requires attunement by a
creature of good alignment)


This talisman is a mighty symbol of goodness. A
creature that is neither good nor evil in alignment takes
6d 6 radiant damage upon touching the talisman. An
evil creature takes 8d6 radiant damage upon touching
the talisman. Either sort of creature takes the damage
again each time it ends its turn holding or carrying
the talisman.
If you are a good cleric or paladin, you can use the
talisman as a holy symbol, and you gain a +2 bonus to
pel! attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or
holding it, you can use an action to expend 1 charge
from it and choose one creature you can see on the
ground within 120 feet of you. If the target is of evil


TALISMAN OF
ULTIMATE EviL

alignment, a flaming fissure opens unde r it. The target
must succeed on a DC 20 Dexterity saving throw or fall
into the fissure and be destroyed, leaving no remains.
The fissure then closes, leaving no trace of its existence.
When you expend the last charge, the talisman
disperses into motes of golden light and is destroyed.

TALISMAN OF THE SPHERE
Wondrous item, legendary (requires attunement)
When you make an Intelligence (Arcana) check to
control a sphere of annihilation while you are holding
this talisman, you double your proficiency bonus on the
check. In addition, when you start your turn with control
over a sphere of annihilation, you can use an action to
levitate it 10 feet plus a number of additional feet equal
to 10 x your Intelligence modifier.

TALISMAN OF ULTIMATE EVIL
Wondrous item, legendary (requires attunement by a
creature of evil alignment)
This item symbolizes unrepentant evil. A creature that
is neither good nor evil in alignment takes 6d6 necrotic
damage upon touching the talisman. A good creature
takes 8d6 necrotic damage upon touching the talisman.
Either sort of creature takes the damage again each
time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the
talisman as a holy symbol, and you gain a +2 bonus to
spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or
holding it, you can use an action to expend 1 charge
from the talisman and choose one creature you can
see on the ground within 120 feet of you. If the target
is of good alignment, a flaming fissure opens under it.
The target must succeed on a DC 20 Dexterity saving
throw or fall into the fissure and be destroyed, leaving
no remains. The fissure then closes, leaving no trace
of its existence. When you expend the last charge,
the talisman dissolves into foul-smelling slime and is
destroyed.

CHAPTER 7 I TREASURE
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