Tasha’s Cauldron of Everything: D&D’s Newest Rules Expansion Adds A Slew Of Magic Items (Pt 1)

Tasha’s Cauldron of Everything: D&D’s Newest Rules Expansion Adds A Slew Of Magic Items (Pt 1)

Tasha’s Cauldron of Everything has been out for over a couple of weeks now and it’s already a huge success in the D&D markets. This rules expansion has added 30 subclasses, new feats, character creation rules, and of course, a shop’s worth of magic items.

Spellcasters in general, but specifically wizards get quite a large share of the magic items available in Tasha’s Cauldron of Everything, which makes sense given that Tasha herself is an archmage. The article below will go over the first few magic items available in TCoE.

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*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. While the tattoo is on your skin, you have resistance to a type of damage associated with that color. 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.

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The DM chooses the color or determines it randomly from the following list:

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Acid (Green) Cold (Blue) Fire (Red) Force (White) Lightning (Yellow) Necrotic (Black) Poison (Violet) Psychic (Silver) Radiant (Gold) Thunder (Orange)

*Alchemical Compendium Wondrous item, rare (requires attunement by a wizard) 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 ld3 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, which 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.

If you like this content and would like to see more, it’s recommended to visit Wizards of the Coast‘s D&D website for more information. Stay tuned for the next entry in the Magic Item series covering Tasha’s Cauldron of Everything.