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The times refer to when the DM said the game Grants doubled proficiency to the wielder during the firstĪnd last ten minutes of each game. Pharaohs, kings, and other nobles are immune to this
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The wearer to make an intimidation check as a free action, with a bonus equal Handaxe that gains +1 to damage and attack for every one of your own fingersĪrcane focus for Clerics, Druids, Paladins, and Rangers. Number of creatures that a failed spell was successful. With a successful deception check, you can convince any
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Wand: Invisible arcane focus that requires attunement by a spellcaster with the Hour to create a “Medicinal Pot.” These pots weigh 20 pounds and cast Tools: A creature proficient with these pottery tools can spend 150 gp and one Natural 1 on your attack roll causes the fail to snap back and hit you instead. Opportunity attacks only have a 5 foot range. +1 magical flail that has a range equal to the wielder’s strength modifier, Rolling a 20 allows the player to see the Magazine: Grants the wielder advantage on rolls to recall monster lore and Nonmagical weapons can be pulled from the pages of this book and returned asĮasy as one might draw a sword. The pages of this book, in addition to attractive humanoids in swimsuits. Illustrated: Illustrations for all 37 weapons from the PHB can be found within This instrument automatically succeed casting any spell (levels 1-6), as longĪs that spell has absolutely no meaningful impact on the game, story, or Attacks made against the target from unseen sources are made with disadvantage.Īdds “Compelled Duel” to a Bard’s list of spells prepared. Glasses of Ignorance: While worn, the wearer may not apply any modifiers to perception checks. Quarterstaff: A magical quarterstaff that counts as a mount for all intents and For the next 24 hours, if aĬreature drinks another magical potion, they become poisoned for the duration. Potion that grants the benefit of a short rest. Non-spellcastersĪre unable to speak while concentrating on this spell. The light it produces can onlyĪrrows that automatically cast Hunter’s Mark on hit. Torch that smells powerfully of myconid spores. Grants immunity to psychic damage, and the wearer has advantage on savesĪgainst divination and enchantment spells. Inspiration you have – and taking fire/radiant damage destroys the wings Taking damage while wearing the Wings of Song removes any The wings grant aįlying speed of 25 feet while the wearer is holding onto a dice of Bardic Wings made of glued-together song lyrics and bad poetry. Whether or not an item requires attunement I’ll leave up to It’s a very long list, and I stopped trying to organize things from common to legendary long ago. Ones that weren’t good/funny enough to make it in an actual game. However you don’t need that because everything for the Artificer is in Tasha.I’ve put together a large list of illustrated magic items and weeded out the See the screenshot in the second post in the thread you linked.Īnd yes I think the Eberron Rising from the Last War was updated for the new stuff in Tasha, but I’m not absolutely sure on that. For items that add bonuses to spell attack rolls and save DCs click the magnifying glass at the end of any spell header and add the bonuses into the attack and save DC boxes. Magic weapons will automatically add in any bonus to attack and damage rolls when equipped. You can then drag any item desired into your inventory. You can access the items either by clicking on the Tasha’s player module in the library and then clicking on magic items or by clicking on the items button on the right hand side and use the filter at the top and select Tasha. Make sure you are using the players module and not the dm module (which should not be shared with players). All the magic infusions are listed as magic items on the players module for Tasha.