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

tetrasodium

Legend
Supporter
I've been looking forward to seeing how the ACFs & new magic items in tasha's will affect things & the result is generally quite good. There are a couple almostgood that just barely miss good & I was hoping for the ACFs to look more towars hints of 5.5 than what a lot of them are, but the magic items are a significant win that in some ways fill gaps that were sorely lacking for various caster classes. While a good number of the magic items not class restricted can work for noncasters, the general bent is on filling out the rather lacking magic item options for casters What is most interesting about the magic items is that they viscerally provide distinction between casters & give some options for harder to fill niches with things like wearable focus items & weapons that double as a focus. A lot of the magic items have names that make them obvious fill in items for various 5e HC adventures, Wotc could go a long way towards clearing up some of the problems these items exist by simply issuing an errata or similar that says "in such &such HC, add such&such item tothe treasure listed in this section"

  • Eldritch claw tattoo: This gives +1 on unarmed attacks & a 1/day recharge at dawn ability to basically give you a 30ft reach with an extra +1d6 force. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Ghost step Tattoo: F3 charges & using 1 gives you a freedom of movement-like effect till end of your next tur from this. You can't be grappled or restrained plus you can move through solid objects. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Illuminator's tattoo: Your fingertip can be used as a pen that doesn't run out of ink. 1/day you can use your finger to write an invisible message that only you & the named creature can see. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ. I have no idea why this requires attunement.
  • Lubas tarroka of souls: two minor detrimental/2 minor beneficial properties from dmg artifacts table. You can cast 1 of these spells 1/day with recharge at dawn comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. You automatically succeed at concentration checks on divination spells which sounds better than it is because it is effectively pretty much limited to hunters mark. Twice/day you can give a selected creature advantage or disadvantage n all rolls for the next hour; doing so uses one of 15 creatures as the fluff but has a 1% chance o the creature escaping to become no longer usable. You need to use it at least once every 7 days or it has some easily solved frustrations that prevent using the (dis)advantage bit till someone else attunes t o it & uses it on you.
  • Masquerade tattoo: 1/day dc13 disguise self. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Mighty Servant of Leuk-o: This lets up to two people attune to it & pretty much gives them a warforged titan at their control.
  • Prosthetic limb: Looks the same as the one in Rising right down to just being a imb replacemnt & needing attunement.
  • Absorbing Tattoo: 1/day immune to a specific energy type & regain half the damage you would have taken. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ. I have no idea why this requires attunement.
  • Baba yaga's motar & pestle: This reads almost like they wanted to give artificer casters/ a great tool to cast with but just couldn't take that last step to actually do it but it's still pretty nice. It's a +3 magic weapon that adds 1d8 force when you attack with it. You get 2 minor beneficial 1 major beneficial & 1 minor detrimental property. some other confusing things involving being inside it
  • Barrier tattoo: Someone realized that druids are a d8 medium armor class & balanced against it rather than a d8 hide leather & dragonscale class. This attune required tattoo gives you the ac (right down to dex caps) of studded keather halfplate & plate. While lots of classes might benefit from it this is especially nice for gm's who think mielikki's no metal armor fluff is a super important sacred cow. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ. I have no idea why this requires attunement. I'd allow druids st buy them at the same cost as the armor they mimic, but again there are 3 versions & 5 rarities....
  • Coiling Grasp tattoo: 15ft black tentacles at will type thing while attuned. You can grapple (dc15 str check to escape) or do 3d6 force attacks. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Crook of rao: Lot of neat stuff. You get 2 minor beneficial 1 major beneficial & 1 minor detrimental property. 6 charges & get 1d6 back at dawn. You can use varying number of charges to cast aura of life, aura of purity, banishment, beacon of hope, & ass cure wounds. A plot level banish fiends cr18 & below within 1 mile for 100 years that comes at the cost of conjuring a fiendthat ranges from 2d4 imps & 2d4 quasits to a balor & a pit fiend with a possible portal to an archdevil. Every round on initiative count 20 there is a chance this will summon a fiend once banished with some wording that sounds like "whenever I the GM feels like it :ROFLMAO: "
  • Demonomicon of Iggwilv: 2 minor beneficial 1 major beneficial & 1 minor detrimental property. 8 charges & get 1d8 back at dawn You can casthidious laughter (seems no charge needed) or use charges to cast dc20 magic circle, magic jar, planar ally, planar binding, plane shift, & summon fiend. expertse on int checks & sirvival checks related to the abyss. attack spells vrs fiends deal max damage. If you cast magic circle or planar binding on a fiend "while holding the book" it counds as a 9th level spell regardless of the spell slot you used. 1/day you can force a dc20 charisma check out of a fiend trapped in a magic circle to seal them unto oe of ten blank pges in the book. 1/long rest the most powerful creature trapped within can try to posess you.
  • Spellwrought tattoo: Unless I'm misreading it this is basically a single use spell scroll in the form of a tattoo. Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Teeth of Dahlver-nar: Pretty cool doodad but there are two ways of using it & each has a d20 list of effects for the gm to choose when giving it out. Pretty cool with lots of neat stuff but I'm not going to ty copyying them all

  • Bell Branch: (or warlock) lets you detect construct elementals fey fiend undead within 60ft. 3 charges regains 1d3/dawn use one to cast protection from evil & good
  • Cauldron of rebirth: (or warlock)Druid focus, suitable for scrying spell. during a long rest you can make a potion of greater healing that lasts 24 hours 1 per 7 days you can use for a 10gp raise dead spell that uses a less than portable 200 pounds of salt.
  • Nature's Mantle: (or ranger) works as a spellcasting focus & you can hide as a bonus action while lightly obscured eve while directly observed
  • Lyre of building: You can cast mending as an action & as a reaction have a way of granting an object or structure immunity to the damage type it just took till the end of your next turn 1/dawn
  • reveler's concertina: +2 bard focus that also lets you cast ottos irresistable dance 1/dawnbut it's unclear if that uses a spell slot or if not


  • Amulet of the devout: sounds like a +x focus item but no details?... Like many of the tcoe items there is a "depending on rarity" that lists the rarities but does not provide any clues on how they differ.
  • Devotees censer: Flail that counts as a holy symbol that deals an extra 1d8 radiant when attacking with it. Also has a 1minute 1/dawn HoT that recovers 1d4 hp to you & any other creatures within 10 ft.
  • All Purpose Tool: can become tool of choice as an action.1/dawn you can learn a cantrip you don't know chosen from any class's spell list & it counts as an artificer cantrip for 8 hours

  • Protective Verses: Contains the spells arcane lock, dispel magic, globe of invuln, glyph of warding, mordenkainen's private sanctum, protection from evil /good & symbol. "It functions as a spellbook for you" . You can use it as a spellcasting focus for wizard spells. 3 charges & regains 1d3/dawn. 1 charge to spend 1 minute to " replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school." 1 charge to grant a creature you can see within 30ft 2d10 temphp when you cast an abjuration spell
  • Alchemical Compendium: contains enlarge/reduce, featherfall, flesh to stone, gaseous forn, magic weapon, & polymorph. "It functions as a spellbook for you" & you can use it as a spellcasting focus. 3 charges & regain 1d3/dawn. 1 charge to spend 1 minute 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."
  • Arcane Grimoire: +N attack & save dc based on rarity but not elaborated on +1 spell slot regained when you use arcane recovery
  • astromancy archive: works as a spellcasting focus, same 3 charge & 1d3/dawn, lets you replace a spell as above but divination. You can reaction send 1 charge when a creature makes an attack roll ability check or saving throw to grant/force plus or minus 1d4 to the roll with the usual you can see the roll but must use before resu,ts are called. Contain augury, divination, find the path, foresight, locate creature, & locate object
  • Atlas of endless horizons: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell with 1 min for1 charge must be conjuration school. When hit by an attack you can spend a point to teleport up to 10 feet as a reaction & maybe get missed if you are no longer in reach. Contains Arcane Gate, Dimension Door, Gate, Misty step, plane shift, teleportation circle, & word of recall.
  • Crystalline chronicle: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but no school mentioned. 1 charge to cast a wizard spell without verbal somatic or material components up to 100gp in value. You know mage hand, mind sliver, & message cantrips if you didn't already. Contains detect thoughtd, intellect fortress, rary's telepathic bond, sending, telekinesis, tasha's mind whip, & tenser's floating disk
  • Duplicitous Manuscript: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but must be lllusion. You can use a charge to impose disadvantage on a creature trying to save against your illusion spells. Contains Hallucinatory Terrain, Major Image, Mirror Image, Mislead, Nystul's Magic aura, Phantasmal Force, & silent image
  • Fulminating Treatise: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but must be evocation. 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 creatureprone if large or smaller. Contains Coningency, fireball, gust of Wind, Tiny Hut, Magic Missile, thunderwave, & wall of force
  • Heart Weaver's Primer: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but must be enchantment. 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. Contains Antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, & suggestion
  • Libram of souls & /flesh: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but must be necromancy. "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." Contains animate dead, circle of death, false life, speak with dead, summon undead(new spell not typo), & vampiric touch,
  • Planecaller's codex: works as focus, 3 charges 1d3/dawn & lets you replace a prepared spell but must be conjuration. 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. Contains Banishment, Find familiar, gate, magic circle, planar binding, & summon elemental.
  • Astral Shard: wearable gem that counts as a spellcasting focus. You can immediately teleport to a point within 30ft when you cast a spell with metamagic
  • Bloodwell vial: sounds like a +# focus item depending on rarity & 1/dawn you canrecover 5 sorcery points when you are spending hit dice to recover hp.
  • Elemental essence shard: Another wearable spellcasting focus with an ioun stone-like air/earth/fire water split for a nice secondary effect that kicks in when you use metamagic. Those addons are: immediately fly up to 60ft without provoking AoOs, resistance to a damage type of your choice tillstart of your next turn, one target of the spell takes 1d10 fire damage at the start of its next turn,... You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone
  • Far realm Shard: Another wearable spellcasting focus. Use a metamagic & force a charisma save for 3d6 psychic & afraid of you.
  • Feywild shard: Another wearable spellcasting focus this oe involves the wild magic table & chance to skip concentration when you use metamagic
  • Outer Essence Shard: Another wearable spellcasting focus with an ioun stone-like good/evil/lawful/chaotic that grant immune to charm/blind/deaf/poisoned/frightened/stunned, force a creature that took damage to have disadvantage on attacks & skill checks till start of your next turn, a choose creature you can see within 30ft gets 3d6 temp hp, a creature that took damage from the spell takes 3d6 necrotic.
  • Shadowfell shard: Another wearable spellcasting focus. When you use metamagic curse a creature targeted by the spell similar to the hex ability scire nerfing till start of your next turn.


edit: most impressive about these items is that walking into a shop (or whatever)after the players decide to go shopping for magic items, casters now have a wide selection of solid options that they can feel awesome about without the gm needing to worry so much they just bring laughter & no.
 
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tetrasodium

Legend
Supporter
Bummer the Artificer only gets 1, and I wish those spellbooks were available to Tome Warlocks, too.
tomelocks could scribe any ritual spells even without being able to attune, but I don't think it's accidental that so many of those items say things like "a sorcerer spell" "wizard spells" & so forth. The fact that warlock is largely omitted can probably be blamed on how eldritch blast multiplies effects while the spell list is largely the same as wizard/sorcerer.

wrt artificer I think crawford said on twitter that some of the rtificer stuff wouldn't be ready in time so I figure we will see some stuff in UA oe the next HC
 


tetrasodium

Legend
Supporter
Where are you seeing these, that you can't see how rarity affects the item?
dndbeyond. Here is a fairly concise example
1605677540504.png
 


Robes of the Archmage, Grimoire +3, Wand of the Warmage +3

+8 to spell attacks, +5 to save DCs on your Wizard spells.

So glad I use the 'Natural 20 passes a save, and a nat 1 fails it' houserule.
 







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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