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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.

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0