Legendary Magic Items (5.5)

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Legendary Magic Items

Armor +3 Armor

Wondrous Armor (light, medium, or heavy), Legendary, variable weight.

You have a +3 bonus to AC while wearing this armor.

Bag of Holding (Tier 4) Item

Wondrous Item, Legendary (tier 4), 15 lbs.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold much more weight than normal in a small extradimensional space, the exact amount of which is determined by its rarity. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.


Four sizes of bag of holding exist. The GM chooses the size of a given carpet or determines it randomly.

Tier Maximum Weight Volume Maximum
4 1,500lbs 250 cubic feet

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.


Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a rift to the Astral Plane. The rift originates where the one item was placed inside the other. Any creature within 10 feet of the rift is sucked through it to a random location on the Astral Plane. The rift then closes. The rift is one-way only and can't be reopened.

Belt of Cloud/Storm Giant Strength Item

Wondrous Item, rarity varies, 1 lb, (requires attunement).

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. (The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.)

Type Strength Rarity
Cloud Giant 27 Legendary
Storm Giant 29 Legendary
Cloak of Invisibility Item

Wondrous Item, Legendary, 3 lbs, (requires attunement)

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Crystal Ball (Legendary) Item

Wondrous Item, Legendary, 7 lbs, (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.


The following crystal ball variants are legendary items and have additional properties.


Crystal Ball of Mind Reading

You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if scrying ends.

Crystal Ball of Telepathy

While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the Suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.


Once used, the Suggestion power of the Crystal ball can't be used again until the next dawn.

Crystal Ball of True Seeing

While Scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.

Cubic Gate Item

Wondrous Item, Legendary, 10 lbs

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.


You can use an action to press one side of the cube to cast the Gate spell with it, opening a portal to the plane keyed to that side. When cast in this way, the portal lasts for 1 minute, instead of until dispelled.

Alternatively, if you use an action to press one side twice, you can cast the Plane Shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.


The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d4-1 expended charges daily at dawn.

Defender Weapon

Wondrous Weapon (any sword), Legendary, variable weight, (requires attunement).

This item counts as a +3 weapon.


The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Efreeti Chain Armor

Wondrous Armor (chain mail), Legendary, 55 lbs.

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

Hammer of Thunderbolts Weapon

Wondrous Weapon (Maul), Legendary, 15 lbs, (requires attunement).

This maul counts as a +1 weapon.


Required Items. You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items.


Giant's Bane. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a Giant, the Giant must succeed on a DC 17 Constitution saving throw or instantly die.


Thunderclap Toss. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn.

Holy Avenger Weapon

Wonderous Weapon (any sword), Legendary, variable weight, (requires attunement by a good-aligned paladin).

You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.


While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Horn of Valhalla (Iron) Item

Wonderous Item, Rare (silver or brass), Very Rare (bronze), or Legendary (iron), 2 lbs.

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.


Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

d100 Horn Type Berserkers Summoned Requirement
91-00 Iron 5d4+5 Proficiency with all martial weapons

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Instrument of the Bards (Legendary) Item

Wondrous Item, Rarity Varies, variable weight (requires attunement by a bard).

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as welt as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.


You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.


When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

Instrument Rarity Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Ollamh harp Legendary Confusion, Control Weather, Fire Storm
Ioun Stone (Legendary) Item

Wondrous Item, Rarity Varies, negligible weight (requires attunement).

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.


When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1-3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.


Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.


Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.


Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Iron Flask Item

Wondrous Item, Legendary, 1 lb.

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.


You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.


An Identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

Luck Blade Weapon

Wondrous Weapon (any sword), Legendary, variable weight, (requires attunement).

This item counts as a +1 weapon. Additionally, while the sword is on your person, you also gain a +1 bonus to saving throws.


Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw of your choice. You must use the second roll. This property can't be used again until the next dawn.


Wish. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and speak a wish, as if using the Wish epic spell. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Plate Armor of Etheralness Armor

Wonderous Armor (plate), Legendary, 65 lbs, (requires attunement).

While you're wearing this armor, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes, or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

Potion of Storm Giant Strength Potion

Wondrous Potion, rarity varies, 0.5 lbs

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

Type of Giant Strength Rarity
Storm giant 29 Legendary
Ring of Djinni Summoning Ring

Wondrous Ring, Legendary, 0.01 lbs.

While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.


While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.


After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Ring of Elemental Command Ring

Wondrous Ring, Legendary, 0.01 lbs.

This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.

The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

Ring of Air Elemental Command

You can expend 2 of the ring's charges to cast Dominate Monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.

If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:

  • You have resistance to Lightning damage.
  • You have a flying speed equal to your walking speed and can hover.
  • You can cast the following spells from the ring, expending the necessary number of charges: Chain Lightning (3 charges), Gust of Wind (2 charges), or Wind Wall (1 charge).

Ring of Earth Elemental Command

You can expend 2 of the ring's charges to cast Dominate Monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

  • You have resistance to Acid damage.
  • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
  • You can cast the following spells from the ring, expending the necessary number of charges: Stone Shape (2 charges), Stoneskin (3 charges), or Wall of Stone (3 charges).

Ring of Fire Elemental Command

You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.

If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:

  • You are immune to Fire damage.
  • You can cast the following spells from the ring, expending the necessary number of charges: Burning Hands (1 charge), Fireball (2 charges), and Wall of Fire (3 charges).

Ring of Water Elemental Command

You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.

If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:

  • You can breathe underwater and have a swimming speed equal to your walking speed.
  • You can cast the following spells from the ring, expending the necessary number of charges: Create or Destroy Water (1 charge), Control Water (3 charges), Ice Storm (2 charges), or Wall of Ice (3 charges).
Ring of Invisibility Ring

Wondrous Ring, Legendary, 0.01 lbs (requires attunement).

While wearing this ring, you can turn Invisible as an action. Anything you are wearing or carrying is Invisible with you. You remain Invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Ring of Spell Turning Ring

Wondrous Ring, Legendary, 0.01 lbs (requires attunement).

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Robe of Archmagi Item

Wonderous Item, Legendary, 1 lb, (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.


You gain these benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.
Rod of Lordly Might Rod

Wonderous Rod, Legendary, 104lbs (requires attunement).

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.


Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.


  • If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
  • If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
  • If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
  • If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
  • If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
  • If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 Necrotic damage, and you regain a number of hit points equal to half that damage. This property can't be used again until the next dawn.


Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.


Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is Frightened of you for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

Scarab of Protection Item

Wondrous Item, Legendary, 1 lb (requires attunement).

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an Undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Sovereign Glue Item

Wonderous Item, Legendary, 1 lb.

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness.

Spell Scroll (9th) Scroll

Wonderous Item, rarity varies, 0.05 lbs.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, you must succeed an Arcana check to discern how to use the scroll, where the DC equals 10 + the spell's level. On a failed save, the text is illegible to you.


If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.


The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

Spell Level Rarity Save DC Attack Bonus
9th Legendary 19 +11

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level (10th level spells and higher are impossible to learn). If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Sphere of Annihilation Item

Wonderous Item, Legendary, 1 lb.

This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.


The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.


The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.


If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.


If the sphere comes into contact with a planar portal, such as that created by the Gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

d100 Result
01-50 The sphere is destroyed.
51-85 The sphere moves through the portal or into the extradimensional space.
86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Talisman of Pure Good Item

Wondrous Item, Legendary, 2 lbs, (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 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.

Talisman of the Sphere Item

Wondrous Item, Legendary, 1 lb, (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 × your Intelligence modifier.

Talisman of Ultimate Evil Item

Wondrous Item, Legendary, 2 lbs, (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.

Tome of the Stilled Tongue Item

Wonderous Item, Legendary, 5 lbs (requires attunement by a wizard).

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.


If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.


While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.


Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

Universal Solvent Item

Wonderous Item, Legendary, 0.5 lbs.

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.

Vorpal Sword Weapon

Wonderous Weapon (any sword that deals slashing damage), Legendary, variable weight

This weapon counts as a +3 weapon.


This weapon ignores resistance to Slashing damage.


When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Well of Many Worlds Item

Wonderous Item, Legendary, 0.5 lbs

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.


You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.

 

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