D&D 5E Caster items in Tasha's, a very good start.


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Sir Brennen

Legend
If it's just items granting +X, I'd assume the rarity corresponds to the rarity of a magic weapon +X in the DMG (i.e., a +1 Amulet of the Devout would be Uncommon, +2 Rare, +3 Very Rare)
 

SkidAce

Legend
Supporter
I think I will let players have a separate pool of attunement slots for tattoos. (same amount).
Will probably make them permanent when applied however. No turning back into a needle.

I like magic tattoos. "Might" even let CON mod add to number of tattoos.

Will evaluate....
 

So... as written, as an action, the Alchemical Compendium can turn pretty much any valuable non-magical item such as a diamond (which has a list cost of 5000gp), into a Rare magic item, 1-to-3 times per day.

Unless a GM homebrews the worth of concerned items, or homebrews a prohibition within this item's usage, it can produce very powerful stuff, such as a +2 Arcane Grimoire, a +2 Wand Of The War Mage, a Belt Of Hill Giant Strength, or another Alchemical Compendium, for as long as you keep feeding it valuable non-magical items.

At best, there's at least the reasonable argument that they need to see or be familiar with a type of item, to have the AlcCom make it; but the item doesn't explicitly say that, it has to be interpreted as in some way being obvious or implied. Once the character knows about a type of item though...
 


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