System Reference Document 5.2.1
249
 Holy Symbol. You can use the talisman as a Holy 
Symbol. You gain a +2 bonus to spell attack rolls 
while you wear or hold it.
 Pure Rebuke. The talisman has 7 charges. While 
wearing or holding the talisman, you can take a 
Magic action to expend 1 charge and target one 
creature you can see on the ground within 120 feet 
of yourself. A flaming fissure opens under the tar -
get, and the target makes a DC 20 Dexterity saving 
throw. If the target is a Fiend or an Undead, it has 
Disadvantage on the save. On a failed save, the tar -
get falls into the fissure and is destroyed, leaving no 
remains. On a successful save, the target isn’t cast 
into the fissure but takes 4d6 Psychic damage from 
the ordeal. In either case, 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)
While holding or wearing this talisman, you have 
Advantage on any Intelligence (Arcana) check you 
make to control a Sphere of Annihilation. In addition, 
when you start your turn in control of a Sphere of 
Annihilation, you can take a Magic action to move it 
10 feet plus a number of additional feet equal to 10 
times your Intelligence modifier. This movement 
doesn’t have to be in a straight line.
Talisman of Ultimate Evil
Wondrous Item, Legendary (Requires Attunement)
This item symbolizes unrepentant evil. A creature 
that isn’t a Fiend or an Undead that touches the 
talisman takes 8d6 Necrotic damage and takes the 
damage again each time it ends its turn holding or 
carrying the talisman.
 Holy Symbol. You can use the talisman as a Holy 
Symbol. You gain a +2 bonus to spell attack rolls 
while you wear or hold it.
 Ultimate End. The talisman has 6 charges. While 
wearing or holding the talisman, you can take a 
Magic action to expend 1 charge and target one 
creature you can see on the ground within 120 
feet of yourself. A flaming fissure opens under the 
target, and the target makes a DC 20 Dexterity 
saving throw. If the target is a Celestial, it has Dis -
advantage on the save. On a failed save, the target 
falls into the fissure and is destroyed, leaving no re -
mains. On a successful save, the target isn’t cast into 
the fissure but takes 4d6 Psychic damage from the 
ordeal. In either case, the fissure then closes, leav -
ing no trace of its existence. When you expend the 
last charge, the talisman dissolves into foul-smell -
ing slime and is destroyed.
Thunderous Greatclub
Weapon (Greatclub), Very Rare (Requires Attunement)
While you are attuned to this magic weapon, your 
Strength is 20 unless your Strength is already equal 
to or greater than that score. The weapon deals an 
extra 1d8 Thunder damage to any creature it hits 
and an extra 3d8 Thunder damage to objects it hits 
that aren’t being worn or carried.
 The weapon has the following additional 
properties.
 Clap of Thunder. As a Magic action, you can strike 
the weapon against a hard surface to create a loud 
clap of thunder audible out to 300 feet. You also cre -
ate a 30-foot Cone of thunderous energy. Each crea-
ture in the Cone must succeed on a DC 15 Strength 
saving throw or have the Prone condition. Nonmag -
ical objects in the Cone that aren’t being worn or 
carried take 3d8 Thunder damage.
 Earthquake. As a Magic action, you can strike 
the weapon against the ground to create an intense 
seismic disturbance in a 50-foot-radius circle cen -
tered on the point of impact. Structures in contact 
with the ground in that area take 50 Bludgeoning 
damage, and each creature on the ground in that 
area must succeed on a DC 20 Dexterity saving 
throw or have the Prone condition. If that creature 
is also concentrating, it must succeed on a DC 20 
Constitution saving throw, or its Concentration is 
broken. In addition, you can cause a 30-foot-deep, 
10-foot-wide fissure to open up on the ground any -
where in the area. Any creature on a spot where the 
fissure opens must make a DC 20 Dexterity saving 
throw, falling into the fissure on a failed save or 
moving with the fissure’s edge on a successful one. 
Any structure on a spot where the fissure opens col -
lapses into the fissure. Once you use this property, it 
can’t be used again until the next dawn.
Tome of Clear Thought
Wondrous Item, Very Rare 
This book contains memory and logic exercises, 
and its words are charged with magic. If you spend 
48 hours over a period of 6 days or fewer studying 
the book’s contents and practicing its guidelines, 
your Intelligence increases by 2, to a maximum of 
30. The manual then loses its magic but regains it in 
a century.
Tome of Leadership and Influence
Wondrous Item, Very Rare 
This book contains guidelines for influencing and 
charming others, and its words are charged with 
magic. If you spend 48 hours over a period of 6 days 
or fewer studying the book’s contents and practic -
ing its guidelines, your Charisma increases by 2, to 