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If you didn’t catch the previous entry in the series, it covered the Astral Shard and the Astromancy Archive. The article below will cover the Atlas of Endless Horizons and Barrier Tattoo magic items.

Atlas of Endless Horizons
Wondrous item, rare (requires attunement by a wizard)

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 spell book 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. 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.

Barrier Tattoo
Wondrous item (tattoo), rarity varies (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 depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.

Uncommon – 12 + Dexterity modifier
Rare – 15 + Dexterity modifier (maximum +2)
Very Rare – 18

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