Magic Items in Tasha's Cauldron of Everything | Nerd Immersion

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
what's going on folks ted from nerd immersion here and sorry that the content hasn't been coming out as fast and frequently as it has been uh i'm back to work work uh on the regular uh i had taken some time off to do tasha's content right as it came out and i'm also in the process of building my new recording studio which is on the other side of the wall that you can't see i'm in the process of building that and that's taking up a lot of time just because it's manual labor and we're starting from bare concrete and i'm building it up that being said let's talk about magic items in tasha's cauldron of everything a couple of things here up front i'm not going to talk about magic tattoos in this one because there wasn't on arthur arcana about magic tattoo so i'll do a comparison talking about the differences and whether or not i thought the changes were warranted or better or worse so i'll do that and i'm going to save the artifacts for their own video because the artifacts are so in-depth with what they can and can't do there's just so much content there and there's actually quite a few artifacts in this book that i think it's worth saving them for their own video so we're going to talk about all the other magic items that aren't magic tattoos and aren't artifacts that being said if you do like what i do here i would love it if you would subscribe to the channel it does help me out it helps me keep me going making these videos it helps boost the youtube algorithm and all that good stuff uh but yeah uh i'm hoping to have a giveaway too coming up in a little bit uh a holiday themed one but timing is everything so we'll see what happens all right so here we are on d and d beyond and you can see right here there are let's see one two three six artifacts and the teeth of dalvernar there's 20 subset things that's why i can't cover them in this video because it's just too much and the tattoos biggest complaint i have about this whole section is they give you the list of all the things and they tell you their rarity what they're called in their tumen which pretty much everything except for the prosthetic limb and the spell rot tattoo are attunement and then they give you a whole blurb about magic tattoos and then it tells you a little bit about how they worry about covering your body and then they just throw you into all of them i think logistically uh i think and organization wise it would have been a lot better if you're gonna start talking about all the stuff about magic tattoos give us all the magic tattoos in one spot and then the magic item separately but look absorbing tattoo is first but you scroll down and we're already on to the alchemical compendium something completely different so they're just interspersed anyway the alchemical compendium is one of there is a uh pretty much i think a spell book for every base uh what's a school of magic so for the wizards so every wizard gets a spell book for transmutation evocation necromancy all that there's nothing for like dunamancy gravaturgy chronergy stuff from wild mount because it's sort of separate but let us look here so they're all i think rare and pretty much as we know everything here is basically going to be attunement this one uh is a book some of them are not technically books and it contains the following spells and large reduce featherfall flesh to stone gaseous form magic weapon and polymorph you can use it as a spellbook and you can use it as a spell casting focus and it has charges three charges and you get a d3 back at dawn and you can use them to do the following while you're holding it if you spend a minute studying the book you can expend a charge to replace one of your prepared wizard spells with a different spell in the book the spell must be of the transmutation school that little line that i just read is standard for all of the wizard books they all give you they all can be used as a spell book they all can be used as a focus they all give you a handful of spells like we saw here within large reduce and whatnot they all have this three charges a d3 back at dawn and then one minute you can swap a spell and then they all have a unique thing to them which the unique one for the alchemical compendium is as an action you can touch a non-magical object that isn't being worn or carried and spend a number of charges to transform the target into the other for one charge the object can be no longer larger than one foot on a side you can spend additional charges to increase the dimensions by two feet per charge the object must have a gold value equal to or less than the original so if we want to touch something made out of wood and turn it into metal or something like that we're transmuting it right it's transportation magic um also what's interesting is it does not change back from what i can tell right uh you can spend additional yes you can just whatever it is if you're going to turn wood into metal it is metal now forever and it's not like uh swaps back after a period of time then we have the all-purpose tool basically the artificer's uh swiss army knife here this is a plus two plus one plus one plus two plus three variety so things will increase over time requires a two-minute by an artificer and it is a screwdriver it's basically a sonic screwdriver essentially for the doctor who fans um and it can transform into as an action into any artisan tools of your choice uh whatever form it is you have proficiency in it while holding it you gain a bonus to spell attack rolls and the saving throw dc's of your artificer spells determined by the rarity right so plus one plus two or plus three and then as an action you can focus on the tool to channel your creative forces choose a cantrip that you don't know from any class list for eight hours you can cast that kant trip and it counts as an artifice or kanji before you once you just use the uh once this property is used it can't be used until the next dawn so that could be a way to get access i mean i think the one that jumps out of my brain immediately is eldritch blast although i don't think obviously you won't have access to things like agonizing blast but depending on the type of artificer you might be able to make interesting use of that or again just a very situational cantrip that you might need like mending or minor illusion or something if you don't already have them then we have the r amulet of the devout i very much like this uh i very much like all i like class specific magic items they make me feel like uh back in three five the just the pure wonderment and joy i had reading through the magic item compendium which had a ton of items for very for small like again i've said it before that classes were different right like hexblade was a class not a subclass so they had magic items for hex blades not just magic items for like the ones that we know so we have the amulet of the devout this is for clerics or paladins uh again plus one plus two plus three uh uh varieties and while you hold it you getting a bonus to spell attack rolls and saving the safer dc's equal to the rarity and then it has a unique thing that when you can use your channel divinity feature once uh while you wear this and then this is once predone so basically it's one free use of channel divinity until the next dawn i think this is great i think the spell attack rolls is kind of a bummer for paladins uh because paladins typically don't have a lot of things that give them spell attack roles um you might have access to saving throw dc's for sure depending on the paladin or cleric you are an extra channel divinity can be huge i definitely think the amulet of the devout works better on a cleric than it does on a paladin but either way it's nice to see class specific items then we have the arcane grimoire this is sort of a generic non-magic school specific wizard uh item which again is a plus one plus two plus three variety uh and while you're holding it you get a bonus to your spell attack roles and saving throw dc's of your wizard spells while you hold it and when you use your arcane recovery feature you can increase the number of slots you regain by one so you're still limited to the number of uses of arcane recovery that you have you just get one more and this is a nice generic thing um which is basically taking what was what a pretty unique thing that only warlocks had in the which was the um rod of the pact keeper which gave you a bonus to spell attack rolls and your saving throw dc's from the player's handbook and then turn that into uh sort of a generic type of item for all classes right we saw it for the cleric and paladins just now we saw it for the artificer here it is for the wizard all right now all of the sorcerers have different shards tied to different planes of existence and they do cool things so we have the astral shard here which is material requires attunement by a sorcerer this is tied to the astral plane as an action you can attach the shard to a tiny object or detach it it falls off if your attunement ends and you can use it as a spell casting focus for your sorcerer spells while you hold or wear it when you use a metamax meta magic option on a spell while you're holding the shard immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet i love these items and i love this one specifically because it doesn't use your action economy it when you use metamagic which could be based on a reaction spell right if you use meta magic i don't know if i don't know if there's a way you can use meta magic on counter spell i guess there is right counterspell you could subtle spell counter spell i think uh and then therefore like as a reaction you have teleported right like that's i'm just saying there's options there and i like that i like that you could do meta magic and then the teleport's part of it right i could twin spell and then teleport and i still don't i still have all of my standard actions all right then we have the astromancy archive this is the divination wizard specific one um rather than being a spell book this is basically a disc uh or a sphere uh that you can unfold from a sphere to a disc as a bonus action but that's just flavor it comes with augury divination find the path foresight locate creature and locate object again it is a spell it is a spellbook for you and is a spellcasting focus has again i'm gonna skip over this now that i can reiterate it by showing it three charges d3 back at dawn spend a minute uh expend a charge to uh replace the prepared wizard spell but it must be a divination it will be of x school for all of these its unique thing is when a creature you can see within 30 feet of you makes an attack rollability checker saving throw you can use your reaction to expend one of the charge to force the creature to roll a d4 and add the number rolled as a bonus or a penalty to the original roll you can do so after you see the roll before before you know its effects so it's sort of like a blessed band combo but just on a singular thing uh and again it's a reaction that you can choose to do so it might not turn it into a failure or a success but it's an option that you have it's a nice thing to have and it kind of fits in the whole divination thing then we have the atlas of endless horizons this is the conjuration book here uh i'm gonna just call them books even if they're not because it's just easier this hound happens to be a book comes with arcane gate dimension door gate misty step a plane shift teleportation circle and word of recall has all the standard things we've talked about and its unique thing is when you are hit by an attack you can use your reaction to expend one charge to teleport up to 10 feet to an unoccupied space you can see if your new position is out of the range of the attack it misses you i really like this one a lot the spells in it are fantastic right uh you pretty much as a wizard there's no way you're not gonna take at least one if not two of these spells right misty step and dimension door pretty standard teleportation circle as well uh plane shift word of recall all i mean some of them you might not normally take but you'll have them all for free uh and again as i just stated this is a this is a reaction but it's a reaction teleport that might turn a hit into a miss which is when you were yeah because it's when you're hit by an attack so you don't you'll never waste this and as long as the creature doesn't have reach and 10 feet puts you out of their reach you are good to go um i'm gonna skip baba yaga's mortar and pestle because it's a uh and the barrier tattoo uh we have the bell branch this is uh for druids and warlocks it is a staff uh tree branch with bells on it it is a spellcasting focus for you it has three charges it regains the d3 charges daily at dawn and then as a bonus action you can expend one charge to detect the presence of aberrations celestials constructs elementals fiends are undead within 60 feet if such a creature is present and doesn't have total cover from you the bells ring softly to indicate their presence and you can use an action to expend one charge to cast protection from evil and good i don't know that i would have made this a rare magic item this seems more like an uncommon magic item to me than a rare uh given the fact that it only has three charges and it's very specific and like close range abilities nice to see that it's druid and warlock though a little bit of versatility there skipping the blood fury tattoo all right we have the blood well vial this is uh this is the standard sorcerer one it is plus one plus two plus three variety uh and then while you're tuned to it um let's see uh you put a flu a few blah drops of blood into it and you can use it as a spell casting focus for your spells and you get a bonus to your spell attack roles and saving throw dc's determined by the rarity this is again that similar thing and its unique ability is in addition whenever you roll any hit dice to recover hit points while you are carrying the vial you can regain five sorcery points the properties of this vial can't be used again until the next one that's huge because source three points do not come back on a short rest they only come back in a long rest and especially with new abilities and new uses for sorcery points this is a big one all right then we have the cauldron of rebirth i once again drew it in warlock this is a very rare magic item it could be used as a spell casting focus it says for your druid spells i'm assuming that's supposed to be for your druid and warlock spells unless they're really just shafting warlocks out of it entirely uh and it's possible uh to function as the components for a scrying spell when you finish a long rest you can use the cauldron to create a potion of greater healing it lasts for 24 hours and loses his magics if not consumed and as an action you can cause the cauldron to grow large enough for a medium creature to crouch within it you can revert the cauldron to its normal size as an action harmlessly shunting the creature outside and if you place a corpse of a humanoid within the cauldron and cover the call of the corpse with 200 pounds of salt which costs only 10 gold pieces for at least eight hours the salt is consumed and the creature is returned to life if by uh as if by the raised dead spell uh at the next dawn once used you can't use this property again for seven days so it basically is giving warlocks access to raised dead although again if you read this as written it can only be the spellcasting focus for your druid spells but hey it works for scrying and it's a free cr potion of greater healing uh once a long rest which is not bad or once every 24 hours so let's give him the tattoo we have the crooked brows an artifact all right we have the crystalline chronicle this is which one is this this is okay this is a wizard magic item this is not a specific one uh so um this is kind of just generic wizard so you can retrieve information uh retrieve and store information and spells within the crystal it has the following spells in it detect thoths uh detect thoughts intellect fortress rarest telepathic bond sending telekinesis tasha's mind whip and tensor's floating disc uh it is a spell book for you um with the spells uh spells and other writing physically encoded or sorry psychic psychically encoded in it yeah while you're holding it it's a spellcasting focus for your wizard spells and you also know the mage hand mine sliver and message cantrips it has three charges gets a d3 back at dawn if you spend a minute stunning the information within the crystal you can expend a charge to replace one of your prepared spells with a different one from the book and when you cast a wizard spell you can expend one charge to cast the spell without verbal somatic or material components of up to 100 gp value so this is sort of a generic wizard one that gives you sort of mini meta magic but also three cantrips which is pretty nice all right i love this one as well uh coincidentally also for clerical paladins the devotee sensor as you can see it right here um it's a flail it counts as a holy symbol for you which is a nice little extra bit there too when you hit with an attack using this magic flail the target takes an extra d8 radiant damage as a bonus action you can speak the command where to cause the flail to emanate a thin cloud of incest out incense wow it's almost that he almost came out wrong out to 10 feet for one minute at the start of each of your turns you and any other creatures in the incense each regain of d4 hit points can't be used again until the next dawn so as far as i can tell that that does cover uh enemies as well right at the start of each of your turns you and any other creatures in the incense so it's not like creatures you choose it's not they can regain a d4 hit points it's that they do but it does it's a 10 foot radius and it is a minute so it's a bonus action you could use this in combat but this could also be a really useful uh one minute long out of combat heal that everybody could get 10 d4 hit points back and it does it's an extra d8 radiant damage all the time it's not like two fiends not two undead it's just an extra d8 so it's a 2d8 flail and it's only rare i love this this is a fantastic magic item more of this kind of things please we have the duplicatus manuscript this is the illusion one this is the one that appears to be like a smut novel uh with the you can change the cover of the romance novel as an action comes with hallucinatory terrain major image mirror image mislead nistos magic aura phantasmal force and silent image uh has all the standard stuff we've been talking about and it's unique thing is when a creature you can see makes an investigation check to discern the true nature of an illusion spell you cast or makes a saving throw against an illusion spell you cast you can use a reaction to expend charge to impose disadvantage on a said roll all right we're on to the elemental essence shard so this is the elemental plane themed sorcerer shard um you can stick it to something as per normal roll a d4 and consult the elemental essence shard table to determine the shards as essence and property when you use a metamagic option on a spell whether you're holding or wearing a shard you can use that property air is you immediately fly up to 60 feet without provoking a tax of opportunity earth is you have resistance to damage type of your choice until the start of your next turn fire is one target of the spell that you can see catches fire the tar burning target takes two to ten fire damage at the start of each of its turn and then the flames go out or water you create a wave of water that bursts out from you in a 10-foot radius each creature of your choice which is nice that you can see within that area takes 2d6 cold damage and the succeeding strength save or be pushed 10 feet from you and fall prone this is once again rare uh and i can't tell i think it's supposed to be it says roll a d4 and consult the table to determine its essence and property i don't know if that means that it when you get it this is just a fire essence shard forever or each time you use it you roll when you use a metamagic option on a spell where you're holding it you can use that property okay so i guess maybe it's when you get it you it is locked into a type of element i'm not entirely sure um by the way this one's pretty cool once again it's still that after you use your metamagic this triggers we have the far realm shard once again a sorcerer item uh when you use a metamagic option on a spell while you are holding or wearing the shard you can cause a slimy tentacle to rip through the fabric of reality and strike a creature within 30 feet of you uh the creature must succeed on a charisma saving throw charisma save nice take uh spell against your spell save dc or take 3d6 psychic damage and become frightened of you until the uh start of your next turn and again that's a freebie i mean the feywild chart now the the that was rare the feywild chart here is uncommon um when you use a metamagic option on a spell while you're holding this you can roll on the wild magic search table if the result is a spell it is too wild to be affected by your metamagic and if it requires normal concentration it doesn't require concentration in this case the spell lasts for its full duration if you don't have the wild magic source origin once the property is used to roll on the wild magic surge table it can't be used until the next dawn um okay so i guess this is wait a minute wait a minute when you use metamagic option on a spell while you're holding this you can roll in the wild magic search table so you don't have to which is the whole point of the item if the result is a spell it's too wild to be affected by your mana magic okay i got it but it says if you don't have the wild magic sorceress origin it doesn't work until the next dawn otherwise if you do if you are a wild magic sorcerer with a feywild shard it sounds like you can trigger this anytime you use your metamagic all right we have the fulminating treatise this is the evocation book comes with contingency fireball gust of wind leon's tiny hut magic missile thunder wave and wall of force action options all around and its unique thing is when one creature you can see takes damage from an evocation spell you cast you can use your reaction to expend one charge to deal an extra 2d6 force damage to the creature and knock them prone if they are large or smaller um extra damage is always nice and the spells i like that they did give you things like leoman's tiny hut in the evocation that might actually be an evocation spell but um obviously they gave you fireball that's sort of a requirement but magic missile and wall of force were nice additions too um so i like this one this is one of my favorites out of the books we've seen we have the guardian emblem another paladin cleric magic item this is a holy symbol though as an action you can attach it to a suit of armor or shield that has three charges when you are a creature you can see within 30 feet of you suffers a critical hit while wearing the armor or wielding the shield that bears the emblem you can use your reaction to expend one charge to turn the critical hit into a normal hit instead i also like that it's you or a creature so you can use it on yourself or allies as well i think that's pretty sweet next up is the heart weavers primer this is the enchantment school book uh antipathy sympathy uh antipathy i forget how you pronounce it uh charm person dominate person in thrall hypnotic pattern uh modify memory and suggestion and then a unique thing is when you cast an enchantment spell you can spend one charge to impose disadvantage on the first saving throw one target makes against the spell that's again not super flavorful but mechanically useful for an enchantment wizard librim of souls and flesh is the necromancy one it gives you animate dead circle of circle of death rather false life finger of death speak with dead summon undead from this book and vampiric touch and its unique thing is as an action you can expend one charge to take on a semblance of undeath for 10 minutes for the duration you've taken a deathly appearance and undead creatures are indifferent to you unless you have damaged them you also appear undead to all outward inspections and to spells used to determine the target's status the effect ends if you deal damage uh or force a creature to make a saving throw i hate this one because i think this just further cements necromancy as a further weakened option uh this is kind of like the other ones give you mechanical things like oh i can impose disadvantage on your roll i can give my allies a benefit i can just deal extra damage or i can look undead for a little bit that's it all right skipping ahead artifacts are we the liar of building this is actually an item that i really liked from three five i'm glad to see it return in some form here this is a bard magic item rare requires attainment by bard while holding it you can cast mending you can also play the liar as a reaction when an object or structure you can see within 300 feet of you takes damage causing it to be immune to that damage and any further damage of the same type until the start of your next turn but there's no reason you can't play that and continue to play that from what i can tell in addition you can use it to cast fabricate move earth pass wall or summon construct and the spell can't be cast again until the next dawn four great spells and basically you could use this to just keep uh like a structure safe skipping ahead past artifacts all right we have the moon sickle this item i feel like completely rewrites what an uncommon magic item should be uh so this comes in three varieties plus one plus two plus three and requires a two minute by a druid or ranger not only is this weapon magical with a magical bonus to attacks and damage so a sickle becomes a a plus one moon sickle functions like a plus one sickle so it does plus one to attack and damage it also gives you a plus one to spell attack rolls and saving throw dc's and it can be used as a spell casting focus so right there it's better than most of those other ones because it gives you plus one to attack and damage as it is a weapon plus one to the safe throw dc's plus one to spell attack rolls and it's spell casting focus and the piece to resist dance on this when you cast a spell that restores hit points you can roll a d4 and add the number roll to the amount of hit points restored provided you are holding the sickle so this thing is like a plus one weapon it's also like uh you know any one of these other items that adds to the spell attack rolls and spell save dc's it's a spell focus and a healing buff all in one and you can get an uncommon version of that and like the d4 extra for healing doesn't increase in the higher rarities so as a plus one uncommon magic item that's super powerful we have nature's mantle also requires a two men by a druid a ranger while wearing this cloak you can use it as a spell casting focus for druid arranger spells and while you're in area that is lightly obscured you can hide as a bonus action if you are being directly obs even if you're being directly observed it's right so normally druids and rangers don't have access to hide as a bonus action although our rangers might with some of the new stuff that we got in this book but this lets them do that as soon as they have this magic item and hey it's a spell casting focus too we have the outer essence shard this is the sorcerer one from the outer plane uh roll a d4 and consult the outer essence shards table to determine the shard's essence and property uh when you use a metamagic option on a spell while you're holding or wielding or wearing the shard you can use this property lawful you can end one of the following conditions affecting yourself or a creature within 30 feet charm blinded deaf and frightened poisoned or stunned chaotic choose a creature who takes damage from the spell the target has disadvantage on attack rules and ability checks until this uh made before the start of your next turn good you are one creature as you can see within 30 feet gains 3d6 temporary hit points or evil choose a creature who takes damage from the spell and they take an extra 3d6 necrotic damage we have the plane callers codex this is the conjuration book uh banishment find familiar gate magic circle planar binding and summon elemental did we already get a conjuration book uh we'll have to go back and look when you cast a conjuration spell that summons or creates uh one creature you can spend one charge to grant the creature advantage on attack rolls for one minute we're going to scroll up because i'm pretty sure we got a conjuration book do they give us two conjuration books i just want to make sure i'm not making that up uh evocation i could have sworn people kiss me as an illusion okay this was none tied to anything maybe i'm crazy i might be should be crazy i think i am what's this one no conjuration the alice of endless horizons is a conjuration book as is uh the plain colors codex so two conjuration books interesting um the prosthetic limb this existed in eberron but they tweaked it to be a common non-assume magic item and basically um it replaces it's a magical item that's common that replaces a body part and functions uh as though that body part was there no downside to that you can attach and reattach it as an action um protective versus this is the ab duration book um which comes with oh uh it is also fit with a lock on it uh with the dc 20 to open as an action you can touch the cover and cause it to lock as if you had cast the arcane lock spell and it comes with inside it arcane lock dispel magic globe of invulnerability glyph of warning morgan canyon's private sanctum protection from evil and symbol has all the standard spell book stuff and then has a unique thing when you cast an ad duration spell you can spend one charge to granted creature you can see within 30 feet of you two to ten temporary hit points we have a couple new items here for bards we have the revelers concertina uh it gives you uh this is rare requires a two men obviously like they all do gives you a plus two bonus to saving throw dc's for your bard spell as an action you can use it to cast autos irresistible dance once until the next dawn and then there's the rhythm maker's drum this is sort of the standard uh give you a bonus to your spell save dc's like all the other classes i've gotten it comes in plus one plus two plus three variety gives you a bonus to your spell attack rolls and spell or saving throw dc's um and as an action you can play the drum to regain one use of your bardic inspiration feature uh once per long rest then we have the shadowfell shard for the sorcerer uh this one's also rare uh when you use a metamagic option on a spell while you're holding or wielding the shard you can momentarily curse one creature targeted by the spell choose one ability score and until the end of your next turn that creature has disadvantage on ability checks and saving throws that use that ability uh and saving throws to its ability checks and saving throws which is nice and that is i believe it yeah that's it folks for the new magic items in tasha's cauldron of everything not including uh tattoos or artifacts see this video ended up already being 30 minutes long and we didn't cover all of those we would have had over an hour at least if we had to cover all of the artifacts so in the next couple videos here i'm going to do one on the magic tattoos on that will have unarthritic comparison stuff in it as well but i think most of them remained the same though some people had some issues with the way the attunement for tattoos happens and i kind of agree with that and then i'll say the artifacts for another video and then after that it's kind of small piecemeal things although i do want to go back and touch on the group patron section i won't be doing any comparison because it didn't really stick with me enough when it came out in eberron to like want to focus on it so we're pretty much going to be hitting group patrons fresh when we dive into it in this book so thank you all so much for watching i'll see you all next time
Info
Channel: Nerd Immersion
Views: 36,685
Rating: undefined out of 5
Keywords: Nerd Immersion, nerd immersion D&D, dungeons and dragons, tashas cauldron of everything, dungeons & dragons, d&d 5e, d&d 5e tashas cauldron of everything, tashas cauldron of everything subclasses, d&d tashas cauldron of everything, tashas cauldron of everything review, Tasha's Cauldron of Everything Magic Items, D&D 5e Tasha's Cauldron of Everything Magic items, D&D 5e magic items, D&D 5e new magic items, New Magic Items in Tasha's Cauldron of Everything
Id: aDsY-Yi3SVQ
Channel Id: undefined
Length: 31min 3sec (1863 seconds)
Published: Fri Dec 11 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.