Talisman of Pure Good
D&D 5e · 2014·Wondrous items·Legendary·Requires attunement
Talisman of Pure Good
Wondrous item, Legendary · requires attunement
- Type
- Wondrous items
- Weight
- Not specified
- Attunement
- Required
- Attunement prerequisite
- by a creature of good alignment
- Rarity
- Legendary
- Price
- Not specified
Magic. Requires good alignment to attune. Neutral touch: 6d6 radiant; evil touch: 8d6, repeated when ending a turn carrying/holding. Matching clerics/paladins gain +2 spell attack while wearing/holding. Action/1 of 7 finite charges: visible grounded evil creature within 120 ft., Dexterity DC 20 or destroyed. Last charge destroys talisman.
What Talisman of Pure Good does
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
Talisman of Pure GoodWondrous item, Legendary · requires attunement
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 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 spell 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 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 disperses into motes of golden light and is destroyed.
Full item details & properties
Magic properties
- Activation
- Requires good alignment to attune. Neutral touch: 6d6 radiant; evil touch: 8d6, repeated when ending a turn carrying/holding. Matching clerics/paladins gain +2 spell attack while wearing/holding. Action/1 of 7 finite charges: visible grounded evil creature within 120 ft., Dexterity DC 20 or destroyed. Last charge destroys talisman.
- Consumable
- No
- 2014 rules
- Requires good alignment to attune. Neutral touch: 6d6 radiant; evil touch: 8d6, repeated when ending a turn carrying/holding. Matching clerics/paladins gain +2 spell attack while wearing/holding. Action/1 of 7 finite charges: visible grounded evil creature within 120 ft., Dexterity DC 20 or destroyed. Last charge destroys talisman.
Tags & related references
RadiantLegendary →Alignment DependentFinite ChargesInstant DestructionMagicalRequires AttunementWondrous Item →
Talisman of Pure Good FAQ
Does Talisman of Pure Good require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.