3109331-Tashas Tattered Tome of Trickery
3109331-Tashas Tattered Tome of Trickery
3109331-Tashas Tattered Tome of Trickery
Magic Items 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.
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:
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.
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.
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).