4-magical-miscellany

Magical Miscellany

Source: Tasha's Cauldron of Everything, p. 105

Magic is everywhere in D&D. Many creatures in the D&D multiverse exist solely because of the influence of magic, spellcasters harness magical energy every day in the form of spells, and supernatural power thrums at the heart of the magic items sought by adventurers. This chapter is all about those last two things—spells and magic items.

The chapter first presents new spells for player characters and monsters to use. Those spells are followed by suggestions on customizing the look of your spells. The chapter then offers a selection of new magic items, including artifacts of mythic power and magic items that can be printed on one's body in the form of tattoos.

The DM decides how the options in this chapter appear in a campaign and may choose to use some, all, or none of them, so make sure to let your DM know which options you'd most like to use in play.

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Spells

A quote from Tasha

Well, darn. Whatever could have happened to the spells Mordenkainen's Bountiful Back-Patting, Heward's Hot Air, and all the rest? I'm sure I submitted the spells they insisted I include herein. Seems they got lost in the shuffle. Shame.

This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.

If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.

Spells

Spells

Source: Tasha's Cauldron of Everything p. 105

Level Spell School Conc. Ritual Class
0 Booming Blade Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Green-Flame Blade Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Lightning Lure Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Mind Sliver Enchantment No No Sorcerer, Warlock, Wizard
0 Sword Burst Conjuration No No Artificer, Sorcerer, Warlock, Wizard
1st Tasha's Caustic Brew Evocation Yes No Artificer, Sorcerer, Wizard
2nd Summon Beast Conjuration Yes No Druid, Ranger
2nd Tasha's Mind Whip Enchantment No No Sorcerer, Wizard
3rd Intellect Fortress Abjuration Yes No Artificer, Bard, Sorcerer, Warlock, Wizard
3rd Spirit Shroud Necromancy Yes No Cleric, Paladin, Warlock, Wizard
3rd Summon Fey Conjuration Yes No Druid, Ranger, Warlock, Wizard
3rd Summon Shadowspawn Conjuration Yes No Warlock, Wizard
3rd Summon Undead Necromancy Yes No Warlock, Wizard
4th Summon Aberration Conjuration Yes No Warlock, Wizard
4th Summon Construct Conjuration Yes No Artificer, Wizard
4th Summon Elemental Conjuration Yes No Druid, Ranger, Wizard
5th Summon Celestial Conjuration Yes No Cleric, Paladin
6th Summon Fiend Conjuration Yes No Warlock, Wizard
6th Tasha's Otherworldly Guise Transmutation Yes No Sorcerer, Warlock, Wizard
7th Dream of the Blue Veil Conjuration No No Bard, Sorcerer, Warlock, Wizard
9th Blade of Disaster Conjuration Yes No Sorcerer, Warlock, Wizard
^level-spell-school-conc-ritual-class

Personalizing Spells

A quote from Tasha

When I first learned magic from Baba Yaga, I couldn't help but add spectral chicken legs to all my spells. She said she wasn't a fan, but I caught her grinning a few times. So of course I still add those legs. What use is magic if you can't harness it to amuse your mom?

Just as every performer lends their art a personal flair and every warrior asserts their fighting styles through the lens of their own training, so too can a spellcaster use magic to express their individuality. Regardless of what type of spellcaster you're playing, you can customize the cosmetic effects of your character's spells. Perhaps you wish the effects of your caster's spells to appear in their favorite color, to suggest the training they received from a celestial mentor, or to exhibit their connection to a season of the year. The possibilities for how you might cosmetically customize your character's spells are endless. However, such alterations can't change the effects of a spell. They also can't make one spell seem like another—you can't, for example, make a magic missile look like a fireball.

When customizing your spellcaster's magic, consider developing a theme—often, the broader and more versatile the better. You may describe your caster's magic whenever you wish, particularly when it makes an interesting addition to a story. You may also use it to reinforce other choices you've made for your character, like making a bard's spells tied more closely to their favored art form or a cleric's spells themed around their deity.

For example, the fireball of a wizard with a fondness for storms might erupt to look like burning clouds or a burst of red lightning (without affecting the spell's damage type), while the same wizard's haste spell might limn the target in faint thunderheads.

Alternatively, a cleric who serves a moon god might radiate faint moonlight around their hands when they cast cure wounds, or their shield of faith might surround the target with glimmering crescent moons.

Further still, a druid could choose a cherry blossom theme for their magic, causing delicate branches and pink leaves to grow when they cast entangle or shillelagh, and their faerie fire spell could appear more like wind-tossed petals than flames.

The Magic Themes table offers just a few suggestions that might inspire you while personalizing your character's spells.

Personalizing Spells; Magic Themes

Personalizing Spells; Magic Themes

Source: Tasha's Cauldron of Everything p. 116

Magic Themes

dice: d10 Theme
1 Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents
2 Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures
3 Food or utensils that carry the scent of cuisine from the spellcaster's homeland
4 Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors
5 Bursts and strokes of watercolor painted by an invisible brush
6 Transparent weapons, armor, miniature war machines, and phantom soldiers
7 Golden rays that carry faint warmth and the hint of windblown sand
8 Rowdy barnyard animals accompanied by the warm scents of coops and stables
9 Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection
10 Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams
^magic-themes

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Magic Items

This section presents magic items that can be introduced into any campaign. Here you'll find items of all rarities, including artifacts. Magic spellcasting focuses for every spellcasting class are also available here. And some of the items in this section represent a new type of wondrous item: magic tattoos.

The Magic Items table lists all the magic items in this chapter and notes the rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the "Dungeon Master's Guide".

Magic Items

Magic Items

Source: Tasha's Cauldron of Everything p. 117

Magic Items

Rarity Item Attunement
Common Illuminator's Tattoo Yes
Common Masquerade Tattoo Yes
Common Prosthetic Limb No
Common+ Spellwrought Tattoo No
Uncommon+ All-Purpose Tool Yes
Uncommon+ Amulet of the Devout Yes
Uncommon+ Arcane Grimoire Yes
Uncommon+ Barrier Tattoo Yes
Uncommon+ Bloodwell Vial Yes
Uncommon Coiling Grasp Tattoo Yes
Uncommon Eldritch Claw Tattoo Yes
Uncommon Feywild Shard Yes
Uncommon Guardian Emblem Yes
Uncommon+ Moon Sickle Yes
Uncommon Nature's Mantle Yes
Uncommon+ Rhythm-Maker's Drum Yes
Rare Alchemical Compendium Yes
Rare Astral Shard Yes
Rare Astromancy Archive Yes
Rare Atlas of Endless Horizons Yes
Rare Bell Branch Yes
Rare Devotee's Censer Yes
Rare Duplicitous Manuscript Yes
Rare Elemental Essence Shard Yes
Rare Far Realm Shard Yes
Rare Fulminating Treatise Yes
Rare Heart Weaver's Primer Yes
Rare Libram of Souls and Flesh Yes
Rare Lyre of Building Yes
Rare Outer Essence Shard Yes
Rare Planecaller's Codex Yes
Rare Protective Verses Yes
Rare Reveler's Concertina Yes
Rare Shadowfell Brand Tattoo Yes
Rare Shadowfell Shard Yes
Very Rare Absorbing Tattoo Yes
Very Rare Cauldron of Rebirth Yes
Very Rare Crystalline Chronicle Yes
Very Rare Ghost Step Tattoo Yes
Very Rare Lifewell Tattoo Yes
Legendary Blood Fury Tattoo Yes
Artifact Baba Yaga's Mortar and Pestle Yes
Artifact Crook of Rao Yes
Artifact Demonomicon of Iggwilv Yes
Artifact Luba's Tarokka of Souls Yes
Artifact Mighty Servant of Leuk-o Yes
Artifact Teeth of Dahlver-Nar Yes
^magic-items
A quote from Tasha

Who doesn't love magic items? The desire for them is one of the few things Mordenkainen and I have in common. And magic tattoos—they're especially fun. I think tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don't even ask.

Magic Tattoos

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature.

Once inscribed on a creature's body, damage or injury doesn't impair the tattoo's function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the tattoo's appearance. A magic tattoo can look like a brand, scarification, a birthmark, patterns of scale, or any other cosmetic alteration.

The rarer a magic tattoo is, the more space it typically occupies on a creature's skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.

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Magic Tattoos; Magic Tattoo Coverage

Magic Tattoos; Magic Tattoo Coverage

Source: Tasha's Cauldron of Everything p. 118

Magic Tattoo Coverage

Tattoo Rarity Area Covered
Common One hand or foot or a quarter of a limb
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary Two limbs and the torso
^magic-tattoo-coverage

Magic Item Descriptions

The following magic items are presented in alphabetical order.

Absorbing Tattoo

Absorbing Tattoo

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo features designs that emphasize one color.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Damage Resistance

While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Absorbing Tattoo

dice: d10 Color Tattoo
1 Green Acid Absorbing Tattoo
2 Blue Cold Absorbing Tattoo
3 Red Fire Absorbing Tattoo
4 White Force Absorbing Tattoo
5 Yellow Lightning Absorbing Tattoo
6 Black Necrotic Absorbing Tattoo
7 Violet Poison Absorbing Tattoo
8 Silver Psychic Absorbing Tattoo
9 Gold Radiant Absorbing Tattoo
10 Orange Thunder Absorbing Tattoo

Damage Absorption

When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

Items in this group:

Source: Tasha's Cauldron of Everything p. 119

Alchemical Compendium

Alchemical Compendium

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
  • As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.

Source: Tasha's Cauldron of Everything p. 119

+1 All-Purpose Tool

+1 All-Purpose Tool

Wondrous item, spellcasting focus, uncommon (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the "Player's Handbook" for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

+1 Amulet of the Devout

+1 Amulet of the Devout

Wondrous item, uncommon (requires attunement by a cleric or paladin)

  • Weight: 1.0 lbs.

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

+1 Arcane Grimoire

+1 Arcane Grimoire

Wondrous item, spellcasting focus, uncommon (requires attunement by a wizard)

  • Weight: 3.0 lbs.

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Source: Tasha's Cauldron of Everything p. 120

Astral Shard

Astral Shard

Wondrous item, spellcasting focus, rare (requires attunement by a sorcerer)

  • Weight: 1.0 lbs.

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.

Source: Tasha's Cauldron of Everything p. 120

Astromancy Archive

Astromancy Archive

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
  • When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Source: Tasha's Cauldron of Everything p. 120

Atlas of Endless Horizons

Atlas of Endless Horizons

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)
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  • Weight: 3.0 lbs.

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Source: Tasha's Cauldron of Everything p. 120

Baba Yaga's Mortar and Pestle

Baba Yaga's Mortar and Pestle

Wondrous item, artifact (requires attunement)
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The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.

Random Properties

This artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the "Dungeon Master's Guide":

Properties of the Mortar

The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there's enough space-up to Large size, meaning it can hold even a Large creature.

Properties of the Pestle

The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.

The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.

Perfect Tools

While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.

You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.

Primal Parts

As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.

Traverse the Night

If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature.

You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.

Bones Know Their Home

When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.

Destroying the Mortar and Pestle

The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.

Source: Tasha's Cauldron of Everything p. 121

Baba Yaga's Pestle

Baba Yaga's Pestle

Weapon (quarterstaff), artifact (requires attunement)

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.

The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.

Source: Tasha's Cauldron of Everything p. 121

Barrier Tattoo (Small)

Barrier Tattoo (Small)

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection

While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit.

Source: Tasha's Cauldron of Everything p. 122

Bell Branch

Bell Branch

Wondrous item, spellcasting focus, rare (requires attunement by a druid or warlock)

This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
  • As an action, you can expend 1 charge to cast protection from evil and good.

Source: Tasha's Cauldron of Everything p. 122

Blood Fury Tattoo

Blood Fury Tattoo

Wondrous item (tattoo), legendary (requires attunement)

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes

The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

  • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Source: Tasha's Cauldron of Everything p. 122

+1 Bloodwell Vial

+1 Bloodwell Vial

Wondrous item, spellcasting focus, uncommon (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 122

Cauldron of Rebirth

Cauldron of Rebirth

Wondrous item, very rare (requires attunement by a druid or warlock)
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This Tiny pot bears relief scenes of heroes on its cast-iron sides.

You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell.

Brew Potion

When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed.

Raise Dead

As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.

Source: Dungeon Master's Guide (2024) p. 243

Coiling Grasp Tattoo

Coiling Grasp Tattoo

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo has long intertwining designs.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Grasping Tendrils

While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Source: Tasha's Cauldron of Everything p. 123

Crook of Rao

Crook of Rao

Wondrous item, artifact (requires attunement)
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Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao -potentially for the final time.

Random Properties

The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the "Dungeon Master's Guide":

Spells

The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn.

Absolute Banishment

While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years.

Failing Matrix

Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.

Iggwilv's Curse

When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.

Extraplanar Reversal

dice: d100 Effect
1-25 A portal to a random plane opens. The portal closes after 5 minutes.
26-45 2d4 imps and 2d4 quasits appear.
46-60 1d8 succubi/incubi appear.
61-70 1d10 barbed devils and 1d10 vrocks appear.
71-80 1 arcanaloth, 1 night hag, and 1 rakshasa appear.
81-85 1 ice devil and 1 marilith appear.
86-90 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.
91-00 Iggwilv's Curse (see the Iggwilv's Curse property).

Destroying or Repairing the Crook

The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.

Source: Tasha's Cauldron of Everything p. 123

Crystalline Chronicle

Crystalline Chronicle

Wondrous item, spellcasting focus, very rare (requires attunement by a wizard)
/Rules/Source/items/img/crystalline-chronicle.webpright wmed

  • Weight: 3.0 lbs.

An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary's telepathic bond, sending, telekinesis, Tasha's mind whip, and Tenser's floating disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.

While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver (appears in this book), and message cantrips if you don't already know them.

The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
  • When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.

Source: Tasha's Cauldron of Everything p. 124

Demonomicon of Iggwilv

Demonomicon of Iggwilv

Wondrous item, artifact (requires attunement)

This treatise, composed by "Iggwilv" the archmage, documents the Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.

Abyssal Lore

You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check.

Containment

The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon's blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.

When you finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can't try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).

When the tome is discovered, it has 1d4 Fiends occupying its pages—typically an assortment of demons.

Ensnarement

While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.

Fiendish Scourging

While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.

Random Properties

The Artifact has the following random properties:

Spells

The book has 8 charges and regains 1d8 expended charges daily at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Magic Circle 1
Magic Jar 3
Planar Ally 3
Planar Binding 2
Plane Shift (to the Abyss only) 3
Summon Fiend 3
Tasha's Hideous Laughter 0

Destroying the Demonomicon

To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost Artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that served as the foundation of the Demonomicon of Iggwilv. The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb'luu knows instantly.

Source: Dungeon Master's Guide (2024) p. 252

Devotee's Censer

Devotee's Censer

Weapon (flail), rare (requires attunement by a cleric or paladin)
/Rules/Source/items/img/devotees-censer.webpright wmed

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 126

Duplicitous Manuscript

Duplicitous Manuscript

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.

When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
  • When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.

Source: Tasha's Cauldron of Everything p. 126

Eldritch Claw Tattoo

Eldritch Claw Tattoo

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts claw-like forms and other jagged shapes.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 126

Elemental Essence Shard

Elemental Essence Shard

Wondrous item, rare (requires attunement by a sorcerer)

  • Weight: 1.0 lbs.

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Elemental Essence Shards

dice: d4 Element Shard
1 Air Elemental Essence Shard (Air)
2 Earth Elemental Essence Shard (Earth)
3 Fire Elemental Essence Shard (Fire)
4 Water Elemental Essence Shard (Water)
Source: Tasha's Cauldron of Everything p. 127

Far Realm Shard

Far Realm Shard

Wondrous item, spellcasting focus, rare (requires attunement by a sorcerer)
/Rules/Source/items/img/far-realm-shard.webpright wmed

  • Weight: 1.0 lbs.

This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.

Source: Tasha's Cauldron of Everything p. 127

Feywild Shard

Feywild Shard

Wondrous item, spellcasting focus, uncommon (requires attunement by a sorcerer)
/Rules/Source/items/img/feywild-shard.webpright wmed

  • Weight: 1.0 lbs.

This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the "Player's Handbook". If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 127

Fulminating Treatise

Fulminating Treatise

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)
/Rules/Source/items/img/fulminating-treatise.webpright wmed

  • Weight: 3.0 lbs.

This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund's tiny hut, magic missile, thunderwave, and wall of force. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
  • When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.

Source: Tasha's Cauldron of Everything p. 128

Ghost Step Tattoo

Ghost Step Tattoo

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form

The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can't be grappled or restrained.
  • You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Source: Tasha's Cauldron of Everything p. 128

Guardian Emblem

Guardian Emblem

Wondrous item, uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.

Source: Tasha's Cauldron of Everything p. 128

Heart Weaver's Primer

Heart Weaver's Primer

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
  • When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.

Source: Tasha's Cauldron of Everything p. 128

Illuminator's Tattoo

Illuminator's Tattoo

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 129

Libram of Souls and Flesh

Libram of Souls and Flesh

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, and vampiric touch. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
  • As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.

Source: Tasha's Cauldron of Everything p. 129

Lifewell Tattoo

Lifewell Tattoo

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo features symbols of life and rebirth.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Necrotic Resistance

You have resistance to necrotic damage.

Life Ward

When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 129

Luba's Tarokka of Souls

Luba's Tarokka of Souls

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/lubas-tarokka-of-souls.webpright wmed

Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.

Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will.

Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.

Random Properties

The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the "Dungeon Master's Guide":

Spells

While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn.

Enduring Vision

While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.

Twist of Fate

As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:

  • Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
  • Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.

The deck can be used in this way twice, and you regain all expended uses at the next dawn.

Prisoners of Fate

Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the "Monster Manual". If you roll a soul that has already escaped, roll again.

Souls of the Tarokka

dice: d100 Card Soul
1 Artifact Flameskull
2 Beast Wraith
3 Broken Banshee
4 Darklord Vampire
5 Donjon Mummy
6 Executioner Death knight
7 Ghost Ghost
8 Horseman Mummy lord
9 Innocent Ghost
10 Marionette Mummy
11 Mists Wraith
12 Raven Vampire spawn
13 Seer Vampire
14 Tempter Vampire spawn
15-100 — —

The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.

Shuffling Fate

If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarokka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.

Destroying the Deck

Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design.

Mother Luba and the Vistani

The creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell's horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.

A halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience-ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. "We may wander amid the shadows," Mother Luba said. "But we must ever serve as a light to our fellow travelers."

Some years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.

Source: Tasha's Cauldron of Everything p. 129

Lyre of Building

Lyre of Building

Wondrous item, instrument (lyre), rare (requires attunement by a bard)

  • Weight: 2.0 lbs.

While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct, and that spell can't be cast from it again until the next dawn.

Source: Tasha's Cauldron of Everything p. 131

Masquerade Tattoo

Masquerade Tattoo

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink

As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self

As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Source: Tasha's Cauldron of Everything p. 131

Mighty Servant of Leuk-O

Mighty Servant of Leuk-o

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/mighty-servant-of-leuk-o.webpright wmed

Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.

Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device's origins and operation can be found in the Mind of Metal, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.

Dangerous Attunement

Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.

The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.

Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.

Controlling the Servant

While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn.

A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.

While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:

  • Open or close the hatch (no action required, once per turn)
  • Move the servant up to its speed (no action required)
  • As an action, you can command the servant to take one of the actions in its stat block or some other action.
  • When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature.

While there are no attuned creatures inside the servant, it is an inert object.

Ghost in the Machine

Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.

If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact-preferably using the servant, if possible.

Self-Destruct

By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.

If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.

This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.

Destroying the Servant

The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.

Source: Tasha's Cauldron of Everything p. 131

+1 Moon Sickle

+1 Moon Sickle

Weapon (sickle), uncommon (requires attunement by a druid or ranger)

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Source: Tasha's Cauldron of Everything p. 133

Nature's Mantle

Nature's Mantle

Wondrous item, spellcasting focus, uncommon (requires attunement by a druid or ranger)
/Rules/Source/items/img/natures-mantle.webpright wmed

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

Source: Dungeon Master's Guide (2024) p. 280

Outer Essence Shard

Outer Essence Shard

Wondrous item, spellcasting focus, rare (requires attunement by a sorcerer)

  • Weight: 1.0 lbs.

This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Outer Essence Shards

dice: d4 Property Shard
1 Lawful Outer Essence Shard (Lawful)
2 Chaotic Outer Essence Shard (Chaotic)
3 Good Outer Essence Shard (Good)
4 Evil Outer Essence Shard (Evil)
Source: Tasha's Cauldron of Everything p. 133

Planecaller's Codex

Planecaller's Codex

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Source: Tasha's Cauldron of Everything p. 134

Prosthetic Limb

Prosthetic Limb

Wondrous item, common
/Rules/Source/items/img/prosthetic-limb.webpright wmed

This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can't be removed against your will while you are alive.

Source: Dungeon Master's Guide (2024) p. 290

Protective Verses

Protective Verses

Wondrous item, spellcasting focus, rare (requires attunement by a wizard)

  • Weight: 3.0 lbs.

This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil, and symbol. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
  • When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.

Source: Tasha's Cauldron of Everything p. 134

Reveler's Concertina

Reveler's Concertina

Wondrous item, instrument, rare (requires attunement by a bard)

While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

+1 Rhythm-Maker's Drum

+1 Rhythm-Maker's Drum

Wondrous item, instrument (drum), uncommon (requires attunement by a bard)

  • Weight: 3.0 lbs.

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

Shadowfell Brand Tattoo

Shadowfell Brand Tattoo

Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

Tattoo Attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Shadow Essence

You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense

When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Source: Tasha's Cauldron of Everything p. 134

Shadowfell Shard

Shadowfell Shard

Wondrous item, spellcasting focus, rare (requires attunement by a sorcerer)
/Rules/Source/items/img/shadowfell-shard.webpright wmed

  • Weight: 1.0 lbs.

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.

Source: Tasha's Cauldron of Everything p. 135

Spellwrought Tattoo

Spellwrought Tattoo

Wondrous item (tattoo)

Items in this group:

Source: Tasha's Cauldron of Everything p. 135

Teeth of Dahlver-Nar

Teeth of Dahlver-Nar

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/teeth-of-dahlver-nar.webpright wmed

The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.

Using the Teeth

While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).

If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).

Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.

Teeth of Dahlver-Nar

dice: d20 Tale and Tooth Creatures Summoned Implanted Effect
1 The Staring Cats of Uldun-dar (ivory cat molar) 9 cats The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you.
2 Duggle's Surprising Day (human molar) 1 commoner When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it.
3 The Golden Age of Dhakaan (golden goblin bicuspid) 10 goblins, 1 goblin boss When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest.
4 The Mill Road Murders (halfling canine) 3 green hags in a coven When you damage a target that hasn't taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5 Dooms of the Malpheggi (emerald lizardfolk fang) 1 lizardfolk queen and 4 lizardfolk You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
6 The Stable Hand's Secret (sweet-tasting human canine) 2 incubi When you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7 The Donkey's Dream (rainbow-colored donkey molar) 1 unicorn The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: "When I see wickedness in action, I must oppose it."
8 Beyond the Rock of Bral (silver mind flayer tooth) 2 mind flayers You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds.
9 The Disappearances of Half Hollow (vomerine tooth of a Large toad) 4 giant toads Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
10 Legendry of Phantoms and Ghosts (obsidian human molar) 1 giant octopus, 1 mage, 1 specter As an action, you can use the tooth to cast the Evard's black tentacles spell (DC 18). Once this property is used, it can't be used again until the next dawn.
11 The Thousand Deaths of Jander Sunstar (yellowed vampire fang) 1 vampire You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points.
12 Nightmares of Kaggash (twisted beholder tooth) 1 beholder As an action, you can cast the eyebite spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks.
13 Three Bridges to the Sky (lapis lazuli oni fang) 3 oni You gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of exhaustion that can't be removed until you are attuned to three or more magic items.
14 The Claws of Dragotha (broken translucent fang) 1 adult red dracolich You can use the tooth to cast the create undead spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
15 Ashes of the Ages and Eternal Fire (jade humanoid bicuspid) 1 dao, 1 djinni, 1 efreeti, 1 marid You can use the tooth to cast counterspell at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die.
16 Daughters of Bel (green steel pit fiend fang) 1 pit fiend You can use the tooth to cast dominate monster (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur.
17 Why the Sky Screams (blue dragon fang) 1 ancient blue dragon You gain immunity to lightning damage and vulnerability to thunder damage.
18 The Last Tarrasque (jagged sliver of tarrasque tooth) 1 tarrasque (ignores you and your commands appears for 1d4 rounds then vanishes) You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary.
19 Incendax's Tooth (ruby-veined red dragon fang) 1 ancient red dragon You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of exhaustion.
20 Dahlver-Nar's Tooth (dusty human molar) 1 priest As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention (the effect of any cleric spell would be appropriate). Once this property is used, it can't be used again for 7 days.

Sowing Teeth

To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.

Implanting Teeth

To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.

Recovering Teeth

Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.

Destroying the Teeth

Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.

Source: Tasha's Cauldron of Everything p. 135