When the Legends discover a fugitive is hiding in 1970’s London, they realize he is part of a gang that is targeting the British Monarchy. Trying to stop the gang, they realize someone from the Legends must infiltrate them. Surprising everyone, Ray is the one to gain their trust after he is put through a series of tests with help from Sara and Rory. Meanwhile, Gary shows Nate the ropes at the Time Bureau, but it turns out to be anything other than an ordinary day at the office.
When the magical Time Seismograph goes off, the team finds themselves headed to the Salem witch trials. Sara notices that Zari is taking this case personally when she promises to save a mom, who is being accused of being a witch. However, the team quickly learns that there is a magical creature in the town creating problems they hadn’t been expecting. Meanwhile, Nate and Ava work together to try to keep their Time Bureau funding by proving to them that magic exists.
After the Legends defeated Mallus, they find themselves in unfamiliar territory with the Time Bureau. All that changes when Constantine informs Sara of a new magical threat that leads the team to Woodstock. Constantine thinks he knows how to defeat the new threat, but will need the help of the team and their special klepto talents to help with his spell. Meanwhile, Nate and Rory go on an adventure leaving Nate facing someone from his past.
The Legends plan to vanquish Mallus by using the totems doesn’t go as planned, forcing Rip to improvise. The team finds itself regrouping in the Wild West where they run into their old pal Jonah Hex. Sara leaves Ray in charge of watching Damien Darhk, while she comes up with a new plan. Meanwhile, Amaya is determined to find a way to use the totems to destroy Mallus.
With the timeline barely stable, the Legends must tackle two anachronisms at the same time to try and keep Mallus at bay. Sara and Rip team up to stop Grodd from going after a particular target leaving Nate and Wally to stop Amaya from changing her future. Meanwhile, the Legends think they have found a way to destroy Mallus, but they will have to create an uneasy alliance with one of their enemies.
When Ava disappears, Sara and Ray set out to find her after some prodding from Time Bureau agent Gary and a disturbing truth about Ava. Amaya tasks Zari with helping train Rory in controlling his own Totem power. Meanwhile, Nate and Wally set out on a mission that goes awry when they pair with an unlikely person to try and get a Totem.
When Mallus’ power over Sara resurfaces, she unwittingly becomes the bearer of one of the Totems. Rory must conquer his dark side in order to wield his own Totem power to help save the crew. Meanwhile, Agent Sharpe notices that something is wrong and recruits someone unorthodox to help.
When the Legends learn that a mysterious tragedy destroyed Memphis in 1954, thus eradicating the birthplace of rock and roll, they embark on their most important mission – to save music. Nate is excited to show Amaya why music is important to him and he is surprised it leads to a rock legend as well as the sixth and final totem, the Death Totem. Meanwhile, Zari helps their newest member try to adjust to the team.
When Damien and Nora Darhk take Ray hostage they force him to try and fix the Fire Totem, but Ray tries to use the power struggle between them to his advantage. Ray and Nora find themselves working together in 1960’s East Germany in order to fix the totem, but soon come face to face with a younger and deadlier version of Damien Darhk. Meanwhile, Sara seems to be taking positive steps in her personal life.
When Sara decides to take some private time, the Legends pursue a lead on the whereabouts of the long-lost Earth Totem. Without Sara’s knowledge, the Legends find themselves in 1717 to hunt for Blackbeard’s long-lost treasure, but in true Legends fashion things go awry. Meanwhile, Ray feels guilty about something he has done and tries to make amends, which lands him in even bigger trouble.