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Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
Magic Items
Tasha’s Cauldron of Everything
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.
RARITY
AC
Barrier Tattoo Uncommon;Uncommon
12 + your Dexterity modifier
Monsters
Mordenkainen Presents: Monsters of the Multiverse
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in the
Astral Dreadnought
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within
magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far
","rollAction":"Far Realm Parasite (Miles)"} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories
Monsters
Icewind Dale: Rime of the Frostmaiden
reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.Nass
. Nass’s personal sigil is inscribed on the spine, which also bears the title Lantomir’s Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
, 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
, 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
, 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
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Magic In contrast to the other locations described in this chapter, Horizon’s Edge is notable more for the magic and technology it contains than for any magic inherent to the site
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Magic In contrast to the other locations described in this chapter, Horizon’s Edge is notable more for the magic and technology it contains than for any magic inherent to the site
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Magic In contrast to the other locations described in this chapter, Horizon’s Edge is notable more for the magic and technology it contains than for any magic inherent to the site
bottom of the bubble. It then reappears at the top directly above that point and continues plummeting until something arrests its fall. Entering Horizon’s Edge
The lost giant empire left puzzle cubes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
desperate to escape the monastery before its engines fail. They can steal a skiff and follow the marked trails out of the Barrier Peaks if left to their own devices.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
desperate to escape the monastery before its engines fail. They can steal a skiff and follow the marked trails out of the Barrier Peaks if left to their own devices.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
desperate to escape the monastery before its engines fail. They can steal a skiff and follow the marked trails out of the Barrier Peaks if left to their own devices.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone door is set into the shrine beyond.
The shrine to the trickster god Shagambi (represented as a kamadan) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. Two mated
corkscrews up from a hatch in its top.
Once it rises up out of the pedestal, Shagambi’s puzzle cube can be safely removed. 4C. Gladiator Cells This hallway contains four cramped cells behind iron
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone door is set into the shrine beyond.
The shrine to the trickster god Shagambi (represented as a kamadan) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. Two mated
corkscrews up from a hatch in its top.
Once it rises up out of the pedestal, Shagambi’s puzzle cube can be safely removed. 4C. Gladiator Cells This hallway contains four cramped cells behind iron
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone door is set into the shrine beyond.
The shrine to the trickster god Shagambi (represented as a kamadan) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. Two mated
corkscrews up from a hatch in its top.
Once it rises up out of the pedestal, Shagambi’s puzzle cube can be safely removed. 4C. Gladiator Cells This hallway contains four cramped cells behind iron
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
reveals that its stones and the images on them are illusions. Each alcove contains a plinth bearing a crystal eyeball 1 inch in diameter: a pale purple eyeball to the south and a bright green eyeball to
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
located there. 34c. Scullery This room contains the smashed remains of a preparation table, a dishwashing station, and a stone cabinet. Scattered across the floor are pots, pans, and utensils, all
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
33. Chamber of Opposition This chamber contains a stone font filled with a steaming green liquid. Beyond it, a shadowy figure stands at an open door on the far side of the room. The figure’s back is
, but the treasure does not appear. The illusory soup reappears 1 minute later. The shadow duplicate can’t exert pressure on objects and glides through any obstacles it encounters. Casting dispel magic on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
located there. 34c. Scullery This room contains the smashed remains of a preparation table, a dishwashing station, and a stone cabinet. Scattered across the floor are pots, pans, and utensils, all
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
33. Chamber of Opposition This chamber contains a stone font filled with a steaming green liquid. Beyond it, a shadowy figure stands at an open door on the far side of the room. The figure’s back is
, but the treasure does not appear. The illusory soup reappears 1 minute later. The shadow duplicate can’t exert pressure on objects and glides through any obstacles it encounters. Casting dispel magic on






