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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

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