3109331-Tashas Tattered Tome of Trickery

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

TASHA’S TATTERED TOME

OF TRICKERY Magic Compendium

Uncover the arcane secrets within Tasha’s Tattered Tome of


Trickery, where every spell and magic item tells a story of wonder
and power.
TASHA’S TATTERED TOME OF
TRICKERY
M a g i c C o m p e n d i u m
Contents
Introduction 5 Variant Rules 7

What’s Inside? 5 Attunement 7


Variant Rules 5 Growing Up in Proficiency (I) 7
Magic Items 5 Growing Up in Proficiency (II) 7
Spells 5 Open Minded 7
Disclaimer 5 Damaged Magic Items 8
Failure 8
Wild Magic 8
Spell Scrolls 8
Using a Spell Scroll (I) 8
Using a Spell Scroll (II) 8

Magic Items 10

Magic Items A-Z 10

Spells 14

Spell Description 14
PART 1
Introduction
Introduction

I
n the annals of arcane history, few names evoke Magic Items
as much intrigue and admiration as Tasha, the
Witch Queen. Known for her cunning and In this book you will find many homebrew Magic Items I
unparalleled mastery of magic, Tasha’s legacy is like to tell Tasha created, with study and talent.
one of both brilliance and enigma. However, they are Magic Items I gave my players during
Tasha’s Tattered Tome of Trickery is a many campaigns, some got used, others got sold, but
testament to her genius, a collection of spells and they all enjoyed having them.
magical secrets that have been whispered about in
hushed tones by wizards and sorcerers for generations.
Spells
This tome, believed to have been lost to time, has Tasha created the Tasha’s hideous laughter and
resurfaced, offering a glimpse into the mind of one of Tasha’s caustic brew, but she created more spells,
the most formidable spellcasters the world has ever spells that have gone lost inside this tome she secretly
known. kept.

What’s Inside? Disclaimer


In this book, you can find a variety of magic related Every idea and description inside this book is based on
additions for your campaign, from Variant Rules to new pure fantasy and speculation, none of the things
Spells created by Tasha herself during her studies. proposed or explained in this book are official or
confirmed.
Variant Rules Take the things written here as a homebrew
Variant Rules in this book are meant to loose the hypothesis of what a lost book from Tasha could contain
restrictions created by the other books, while improving in matter of magic and changes in magic.
roleplay and flavour.
PART 2
Variant Rules
Variant Rules

T
asha’s study of magic granted her power Growing Up in Proficiency (II)
and control over magic itself. She
discovered new ways to channel magic into This attunement variant uses the same rule of Growing
items and into creatures. Up in Proficiency (I) introducing a bonus for
These sections explains variant rules spellcasters, to include their enhanced control over
result of Tasha’s obsession with magic. magic adding bonuses to their proficiency bonus to
determine the number of Attunement Slots.
Attunement This variant can be built in the following ways:

The Dungeon Master’s Guide displays that every Every Character has a number of Attunement Slots
character can attune to a maximum of 3 Magic Items at equal to their proficiency bonus. If they have the
the same time, from level 1 to level 20. Spellcasting feature, they gain additional Attunement
However, this attunement style denatures the Slots equal to their Spellcasting ability modifier.
character’s growth, because even if they grow in level Every Character has a number of Attunement Slots
they don’t get benefits on mastering magic or learning equal to their proficiency bonus. If they have the
to use Magic Items, other than the rarer Magic Items Spellcasting feature, they gain a +1 bonus on the
provided by the DM. number of Attunement Slots they have.
These attunement variants consent the character to Martial Classes (Barbarian, Fighter, Monk and
amplify their mastery of magic leveling up. Rogue) have a number of Attunement Slots equal to
their proficiency bonus - 1; Half-Casters (Artificer,
Growing Up in Proficiency (I) Ranger and Paladin) have a number of Attuement
This attunement variant changes the number of Slots equal to their proficiency bonus; Full Casters
Attunement Slots from 3 to a number equal to your (Bard, Cleric, Druid, Sorcerer, Wizard and
proficiency bonus. This grants the players less Warlocks) have a number of Attunement Slots equal
Attunement Slots at low levels, but they can reach up to to their proficiency bonus + 1.
6 Attunement Slots at 17th level.
Subclasses that grants the Spellcasting feature to
This may be a little unbalanced because, in this way,
Martial Classes or improve the class magic control
spellcasters have the same Attunement Slots of fighters,
count as Half-Caster for the purposes of the third
barbarians and other martial classes. This is why the
Variant, this includes: Arcane Archer (Fighter
next Attunement Variant Growing Up in Proficiency (II)
Subclass), Eldritch Knight (Fighter Subclass), Rune
is built.
Knight (Fighter Subclass), Arcane Trickster (Rogue
Subclass)

Open Minded
Since Magic Items mainly need knowledge and
awareness to get used, a Character with a more Open
Mind should have more control on Magic Items. This
comes into two variants:

Every Character has a number of Attunement Slots


equal to their Intelligence modifier.
Every Character has a number of Attunement Slots
equal to their Intelligence modifier, except for
Characters with the Spellcasting feature that have a
number of Attunement Slots equal to their
Spellcasting ability.
Damaged Magic Items Spell Scrolls
As per Dungeon Master’s Guide Magic Items have Spell Scrolls are an underestimated items on Dungeons
resistance to all damage, but what if you want your and Dragons, mainly because, at high levels, you will
players to find damaged magic items, or maybe they get rarely go out of spell slots, whatever class you are,
damaged due to other causes? making Spell Scrolls almost useless.
These Variant Rules are made to improve the roleplay Dungeon Master’s Guide also explains that reading
and the gameplay with damaged magic items without and using a Spell Scroll requires the written spell to be
preventing your players to use them. on your class’s spell list.
However, I feel that changing this feature could be
Failure interesting and encouraging teamwork, making an able
Damaged Magic Items could just fail to work, both in character to write and share scrolls with allies.
passive and active abilities.
At DM’s discretion, at the beginning of the turn of the Using a Spell Scroll (I)
creature that has the damaged magic item, have that
The first variant of using a spell scroll allows every class
creature roll a d20. On a 1, the item loses its magic for
to use any spell scroll, with some difficulties.
1d4 rounds.
Wild Magic Any martial class character that wants to use a spell
scroll of any level must make an Intelligence check
While a Magic Item is damaged, the magic is imbued with disadvantage. The DC equals to 10 + the spell’s
with could become unstable, releasing waves of energy level.
when the item is used. Any class with the Spellcasting feature that wants to
Whenever a player uses a damaged Magic Item, have use a spell scroll of a higher level than they can
them roll on the Wild Magic Surge Table of Wild Magic normally cast must make an ability check using their
Sorcerous Origin to determine the effect that using the spellcasting ability. The character has disadvantage
item has. The item could still have their magical effect if the spell is not on their class’s spell list. The DC
or just have it replaced with the one rolled, at DM’s equals to 10 + the spell’s level.
discretion.

The 99–00 result becomes the following: The item Using a Spell Scroll (II)
unleashes a wave of magic, you and every creature
The second variant of using a spell scroll is built to
within 10 feet of you must succeed a DC 15 Dexterity
increase teamwork inside the party, making spell scrolls
saving throw taking 4d6 force damage on a failure, or
a valuable item to share.
half the damage on a success.
If a spellcaster with proficiency in the Arcane skill the
party knows or a member of the party itself creates a
spell scroll they can make it readable and usable by
chosen allies spending 10% extra time to write the spell.
In this way, the spell can be used by any creature the
writer choose when they write the spell scroll.
PART 3
Magic Items
Magic Items

S
pellcasters and martial fighters, wizards and Coven’s Cauldron
monks, warlocks and barbarians, who doesn’t Wondrous item, rare
want to improve themselves with magic
items? Weak beings always looks for a way to A small, portable cauldron that seems to bubble with an
improve themselves without any effort. Here eerie green liquid, even when empty.
you will find a list of Magic Items I, Tasha,
Brewing. Once per day, you can use the cauldron to
have studied, from the weakest items for the
brew one of the following potions: potion of healing,
weakest creatures to the strongest items for the
potion of poison or potion of invisibility. The potion
strongest creatures.
loses its potency if not consumed within 24 hours.

Magic Items A-Z Cursed Doll


Magic items are presented in alphabetical order. A Wondrous item, uncommon (requires attunement)
magic item’s description gives the item’s name, its
category, its rarity, and its magical properties. A small, ragged doll that resembles a humanoid figure,
with buttons for eyes and a stitched mouth.
Amulet of the Demon’s Eye Hexdoll. As an action, you can target a creature you can
Wondrous item, rare (requires attunement) see within 60 feet of you. The target must succeed on
a DC 13 Wisdom saving throw or be frightened of you
This amulet contains a preserved eye of a demon, for 1 minute. The target can repeat the saving throw
granting the wearer dark vision up to 120 feet. at the end of each of its turns, ending the effect on
Obsessed Eye. The wearer can use an action to cast itself on a success. Once used, the doll cannot be used
detect magic or detect evil and good. Once used, these again until the next dawn.
abilities can’t be used again until the next dawn.
Elemental Charm
Amulet of the Whispering Winds Wondrous item, common
Wondrous item, uncommon (requires attunement)
This small charm is crafted from a polished stone,
This amulet allows the wearer to communicate infused with elemental energy. It can be worn as a
telepathically with any creature within 120 feet that they necklace, bracelet, or even attached to a belt.
can see. These charms are often created by elemental mages
or druids who wish to protect their allies from the harsh
Communicate. Once per day, the wearer can cast elements. They are commonly found in markets near
sending without expending a spell slot. elemental rifts or in the possession of adventurers who
Bracers of the Arcane Archer frequently traverse dangerous terrains.
When you possess this charm, you can use an action
Wondrous item, rare (requires attunement) to activate it, causing it to emit a faint glow. The charm
has one of the following effects, depending on its
These silver ornated bracers grant the wearer a +1
elemental type. Once used, the charm cannot be
bonus to attack and damage rolls with ranged weapons.
activated again until the next dawn.
Arcane Shooter. The wearer can cast magic missile
Fire Charm. The charm warms your body, granting you
once per day without expending a spell slot.
resistance to cold damage for 1 hour.
Magic Weapons. Attacks with ranged weapons made
Water Charm. The charm cools your body, granting you
while attuned to this item count as magical for the
resistance to fire damage for 1 hour.
purpose of overcoming resistance and immunity to
nonmagical attacks and damage. Earth Charm. The charm hardens your skin, granting
you temporary hit points equal to your proficiency
bonus + your Constitution modifier (minimum of 1)
for 1 hour.
Air Charm. The charm lightens your steps, increasing
your walking speed by 10 feet for 1 hour.
Gi of the Serene Tempest Staff of Resonance
Wondrous item, rare (requires attunement by a monk) Staff, very rare (requires attunement by a spellcaster)

This gi is made from a lightweight, yet incredibly This staff hums with arcane energy, resonating with the
durable fabric that seems to shimmer with an inner magical frequencies around it.
light. Embroidered with intricate patterns of swirling
winds and crashing waves, it grants the wearer the Arcane Amplification. When you cast a spell of 1st level
power of the elements. or higher, you can use a bonus action to increase the
spell’s level by 1, without expending a higher-level
Tempest Strike. Your unarmed strikes deal an spell slot. This can be used once per long rest.
additional 1d6 lightning or thunder damage (your
choice). Resonant Shield. As a reaction, you can create a
Elemental Harmony. While attuned to this item, you magical barrier that grants you +2 to AC until the
gain resistance to lightning and thunder damage. start of your next turn. This can be used three times
Additionally, you have advantage on saving throws per long rest.
against being charmed or frightened. Spell Echo. Once per day, you can cast a spell you have
Calm Before the Storm. When you use your Patient already cast without expending a spell slot. The spell
Defense feature, you can also choose to gain can’t be higher than a 6th-level spell.
temporary hit points equal to your monk level.
Staff of Elemental Fury
Orb of Arcane Confluence Staff, legendary (requires attunement)
Wondrous item (orb), very rare (requires attunement by
a spellcaster) This twisted elegant staff is a conduit for elemental
power. This staff can be wielded as a magic quarterstaff
This orb contains swirling energies of various arcane that grants a +2 bonus to attack and damage rolls made
schools, merging and separating in a mesmerizing with it. While holding it, you gain a +2 bonus to spell
dance. attack rolls and DC of saving throws against your spells.
While attuned to this item, you can use it as an arcane
Elemental Casting. The staff has 10 charges and
focus.
regains 1d6+4 charges daily at dawn. The wielder can
Confluence of Magic. Once per day, you can cast a spell use an action to expend charges to cast the following
from any spell list, regardless of your class. The spell spells: fireball (3 charges), lightning bolt (3 charges),
must be of a level you can cast up to 5th level. cone of cold (5 charges), earthquake (8 charges).
Arcane Reservoir. The orb has 7 charges. As an action, Elemental Versatility. Additionally, the wielder can use
you can use the charges to regain a spell slot of a level an action to transform the staff into a weapon of their
equal to the expended charges. The orb regains choice (quarterstaff, spear, etc.) that deals an
1d4+1 charges at dawn. additional 2d6 elemental damage (fire, cold, lightning,
Mystic Shield. While attuned to this item, you have or thunder, chosen when the weapon is transformed).
advantage on saving throws against spells and
magical effects.

Ring of Temporal Mastery


Wondrous item, legendary (requires attunement)

This ring allows the wearer to manipulate time in subtle


ways. The wearer can cast haste and slow once each
per day each without expending a spell slot.
Additionally, once per long rest, the wearer can use an
action to cast time stop.
The wearer also ages at half the normal rate while
wearing the ring.
Wand of Conjuration Wand of Conjuration (Elementals)
Wondrous item, very rare (requires attunement by a d10 Creature
spellcaster) 1 Mud Mephit
2 Smoke Mephit
This wand has 3 charges. While holding it, you can use 3 Magmin
an action to conjure a creature in an unoccupied space 4 Gargoyle
within 90 feet of you. The conjured creature is friendly 5 Azer
to you and your companions for the duration. 6 Water Weird
Roll initiative for the creature, which has its own 7 Salamander
turns. It obeys any verbal commands that you issue to it 8 Air Elemental
(no action required by you). If you don’t issue any 9 Earth Elemental
commands to the creature, it defends itself from hostile 10 Galeb Duhr
creatures but otherwise takes no actions.
The creature disappears when it drops to 0 hit points Wand of Conjuration (Monstrosities)
or after 1 hour, whichever comes first. The wand
d10 Creature
regains 1d3 expended charges daily at dawn.
1 Cockatrice
The Wand exists in many forms, that change the 2 Rust Monster
creatures that can summon: aberrations, beasts, 3 Death Dog
elementals, monstrosities, undeads 4 Ankheg
Roll on the creature type table to determine the 5 Grick
creature you summon: 6 Basilisk
7 Displacer Beast
Wand of Conjuration (Aberrations) 8 Umber Hulk
9 Chimera
d10 Creature
10 Hydra
1 Fluumph
2 Slaad Tadpole Wand of Conjuration (Undeads)
3 Intellect Devourer
4 Nothic d10 Creature
5 Grell 1 Skeleton
6 Spectator 2 Zombie
7 Chuul 3 Shadow
8 Otyugh 4 Ghoul
9 Red Slaad 5 Ghast
10 Cloaker 6 Mummy
7 Banshee
Wand of Conjuration (Beasts) 8 Ghost
9 Revenant
d10 Creature
10 Wraith
1 Blood Hawk
2 Mastiff
3 Giant Boar
4 Cave Bear
5 Giant Scorpion
6 Killer Whale
7 Elephant
8 Giant Crocodile
9 Triceratops
10 Tyrannosaurus Rex
PART 4
Spells
Spells

W
ithin the worn and weathered pages of this Mystic Portal
tome lies a treasure trove of magical 1st-level conjuration
knowledge. From spells that twist reality to
enchantments that beguile the senses, Casting Time: 1 action
Tasha’s Tattered Tome of Trickery is a Range: 60 feet
compendium of the most inventive and Components: V, S, M (a small piece of polished glass)
mischievous magic ever conceived. Each Duration: Concentration, up to 1 minute
spell is a testament to Tasha’s creativity and her Classes: Sorcerer, Wizard
penchant for the unpredictable. You create a shimmering portal at a point you can see
Whether you are a seasoned mage or a novice within range. The portal is a 5-foot-diameter circle that
spellcaster, this tome offers something for everyone, remains open for the duration. Any creature that steps
inviting you to explore the depths of your magical through the portal is instantly transported to an
potential and embrace the art of trickery. unoccupied space of your choice within 30 feet of the
portal’s location. The portal can only transport
Spell Description creatures; not carried objects and spells cannot pass
through it.
The spells are presented in alphabetical order.
At Higher Levels. When you cast this spell using a
Aqua Jet spell slot of 2nd level or higher, the range of the portal’s
destination increases by 10 feet for each slot level above
Evocation cantrip
1st.
Casting Time: 1 action
Range: 30 feet Phantasmal Mirage
Components: V, S 5th-level illusion
Duration: Instantaneous
Casting Time: 1 action
Classes: Druid, Sorcerer, Wizard
Range: 60 feet
You summon a jet of water and launch it at a creature or Components: V, S, M (a small mirror)
object within range. Make a ranged spell attack against Duration: Concentration, up to 10 minutes
the target. On a hit, the target takes 1d6 bludgeoning Classes: Bard, Druid, Wizard
damage and must succeed on a Strength saving throw
You create a complex illusion that can deceive the
or be pushed back 10 feet.
senses of those within its area. Choose a point within
This spell’s damage increases by 1d6 when you reach
range; a 20-foot-radius sphere centered on that point
5th level (2d6), 11th level (3d6), and 17th level (4d6).
becomes filled with illusory terrain, creatures, and
Harmonious Shield objects of your choice. The illusion can include sounds,
smells, and even temperature changes, making it
1st-level abjuration
incredibly convincing.
Casting Time: 1 bonus action The illusion can include moving creatures, flowing
Range: Self water, and other dynamic elements. Creatures that
Components: V, M, S (a small silver bell) interact with the illusion can make an Intelligence
Duration: Concentration, up to 1 minute (Investigation) check against your spell save DC to
Classes: Bard, Cleric, Sorcerer, Wizard discern its true nature. If a creature fails the Intelligence
You create a protective barrier of harmonious sound (Investigation) check by 5 or more, it becomes
that surrounds you. For the duration, you gain a +2 overwhelmed by the sensory input and is stunned until
bonus to AC and saving throws. Additionally, any the end of its next turn.
creature that hits you with a melee attack while within 5 You can create illusory creatures that appear to
feet of you takes 1d4 thunder damage as the barrier attack. These creatures can’t deal damage, but they can
releases a resonant shockwave. cause creatures to make saving throws against fear or
At Higher Levels. When you cast this spell using a other conditions as if they were real.
spell slot of 2nd level or higher, the thunder damage At Higher Levels. When you cast this spell using a
increases by 1d4 for each slot level above 1st. spell slot of 6th level or higher, the radius of the illusion
increases by 10 feet for each slot level above 5th.
Rotting Touch Creatures within the ward cannot be charmed,
3rd-level necromancy frightened, or possessed by aberrations, celestials,
elementals, fey, fiends, and undead.
Casting Time: 1 action
Range: Touch At Higher Levels. When you cast this spell using a
Components: V, S, M (a piece of decayed flesh) spell slot of 5th level or higher, the radius of the ward
Duration: Instantaneous increases by 5 feet for each slot level above 4th.
Classes: Sorcerer, Warlock, Wizard
Tasha’s Whimsical Wave
You channel necrotic energy through your hand,
causing a creature you touch to begin rotting from the 3rd-level evocation
inside out. Make a melee spell attack against a creature Casting Time: 1 action
within your reach. On a hit, the target takes 4d8 Range: 60 feet
necrotic damage and must make a Constitution saving Components: V, S, M (a small seashell)
throw. On a failed save, the creature is also poisoned for Duration: Concentration, up to 1 minute
the duration. Classes Druid, Sorcerer, Wizard
While poisoned in this way, the creature takes 1d8
You conjure a playful wave of magical water that
necrotic damage at the start of each of its turns. The
crashes down on a creature within range. The target
creature can make another Constitution saving throw at
must make a Dexterity saving throw. On a failed save,
the end of each of its turns, ending the poisoned
the creature takes 4d8 bludgeoning damage and is
condition on a success.
knocked prone. On a successful save, the creature takes
At Higher Levels. When you cast this spell using a
half as much damage and isn’t knocked prone.
spell slot of 4th level or higher, the initial damage
While concentrating on this spell, you can use your
increases by 1d8 for each slot level above 3rd.
bonus action on subsequent turns to direct the wave to
Spark Surge crash down on another creature within range. The new
target must make a Dexterity saving throw, taking 2d8
Evocation cantrip bludgeoning damage on a failed save, or half as much
Casting Time: 1 action on a successful one.
Range: 30 feet At Higher Levels. When you cast this spell using a
Components: V, S spell slot of 4th level or higher, the initial damage
Duration: Instantaneous increases by 1d8 for each slot level above 3rd.
Classes: Sorcerer, Wizard
You conjure a small surge of electrical energy that arcs
towards a creature you can see within range. Make a
ranged spell attack against the target. On a hit, the
target takes 1d8 lightning damage, and it cannot take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Tasha’s Protective Ward


4th-level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a small silver mirror)
Duration: Concentration, up to 10 minutes
Classes: Wizard
You create a shimmering, protective barrier that
surrounds you in a 10-foot radius. This ward moves with
you and provides the following benefits:

You and any allies within the ward have resistance to


all damage types except psychic.
When a creature within the ward is targeted by a
spell of 3rd level or lower, roll a d6. On a roll of 5 or
6, the spell is reflected back at the caster.

You might also like